babylon.max.js 5.7 MB

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  1. (function universalModuleDefinition(root, factory) {
  2. var amdDependencies = [];
  3. var CANNON = root.CANNON || this.CANNON;
  4. var OIMO = root.OIMO || this.OIMO;
  5. var earcut = root.earcut || this.earcut;
  6. if(typeof exports === 'object' && typeof module === 'object') {
  7. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  8. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  9. try { earcut = earcut || require("earcut"); } catch(e) {}
  10. module.exports = factory(CANNON,OIMO,earcut);
  11. } else if(typeof define === 'function' && define.amd) {
  12. if(require.specified && require.specified("cannon")) amdDependencies.push("cannon");
  13. if(require.specified && require.specified("oimo")) amdDependencies.push("oimo");
  14. if(require.specified && require.specified("earcut")) amdDependencies.push("earcut");
  15. define("babylonjs", amdDependencies, factory);
  16. } else if(typeof exports === 'object') {
  17. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  18. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  19. try { earcut = earcut || require("earcut"); } catch(e) {}
  20. exports["babylonjs"] = factory(CANNON,OIMO,earcut);
  21. } else {
  22. root["BABYLON"] = factory(CANNON,OIMO,earcut);
  23. }
  24. })(this, function(CANNON,OIMO,earcut) {
  25. CANNON = CANNON || this.CANNON;
  26. OIMO = OIMO || this.OIMO;
  27. earcut = earcut || this.earcut;
  28. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  29. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  30. var BABYLON;
  31. (function (BABYLON) {
  32. /**
  33. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  34. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  35. */
  36. var EffectFallbacks = /** @class */ (function () {
  37. function EffectFallbacks() {
  38. this._defines = {};
  39. this._currentRank = 32;
  40. this._maxRank = -1;
  41. }
  42. /**
  43. * Removes the fallback from the bound mesh.
  44. */
  45. EffectFallbacks.prototype.unBindMesh = function () {
  46. this._mesh = null;
  47. };
  48. /**
  49. * Adds a fallback on the specified property.
  50. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  51. * @param define The name of the define in the shader
  52. */
  53. EffectFallbacks.prototype.addFallback = function (rank, define) {
  54. if (!this._defines[rank]) {
  55. if (rank < this._currentRank) {
  56. this._currentRank = rank;
  57. }
  58. if (rank > this._maxRank) {
  59. this._maxRank = rank;
  60. }
  61. this._defines[rank] = new Array();
  62. }
  63. this._defines[rank].push(define);
  64. };
  65. /**
  66. * Sets the mesh to use CPU skinning when needing to fallback.
  67. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  68. * @param mesh The mesh to use the fallbacks.
  69. */
  70. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  71. this._mesh = mesh;
  72. if (rank < this._currentRank) {
  73. this._currentRank = rank;
  74. }
  75. if (rank > this._maxRank) {
  76. this._maxRank = rank;
  77. }
  78. };
  79. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  80. /**
  81. * Checks to see if more fallbacks are still availible.
  82. */
  83. get: function () {
  84. return this._currentRank <= this._maxRank;
  85. },
  86. enumerable: true,
  87. configurable: true
  88. });
  89. /**
  90. * Removes the defines that shoould be removed when falling back.
  91. * @param currentDefines defines the current define statements for the shader.
  92. * @param effect defines the current effect we try to compile
  93. * @returns The resulting defines with defines of the current rank removed.
  94. */
  95. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  96. // First we try to switch to CPU skinning
  97. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  98. this._mesh.computeBonesUsingShaders = false;
  99. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  100. effect._bonesComputationForcedToCPU = true;
  101. var scene = this._mesh.getScene();
  102. for (var index = 0; index < scene.meshes.length; index++) {
  103. var otherMesh = scene.meshes[index];
  104. if (!otherMesh.material) {
  105. continue;
  106. }
  107. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  108. continue;
  109. }
  110. if (otherMesh.material.getEffect() === effect) {
  111. otherMesh.computeBonesUsingShaders = false;
  112. }
  113. else if (otherMesh.subMeshes) {
  114. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  115. var subMesh = _a[_i];
  116. var subMeshEffect = subMesh.effect;
  117. if (subMeshEffect === effect) {
  118. otherMesh.computeBonesUsingShaders = false;
  119. break;
  120. }
  121. }
  122. }
  123. }
  124. }
  125. else {
  126. var currentFallbacks = this._defines[this._currentRank];
  127. if (currentFallbacks) {
  128. for (var index = 0; index < currentFallbacks.length; index++) {
  129. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  130. }
  131. }
  132. this._currentRank++;
  133. }
  134. return currentDefines;
  135. };
  136. return EffectFallbacks;
  137. }());
  138. BABYLON.EffectFallbacks = EffectFallbacks;
  139. /**
  140. * Options to be used when creating an effect.
  141. */
  142. var EffectCreationOptions = /** @class */ (function () {
  143. function EffectCreationOptions() {
  144. }
  145. return EffectCreationOptions;
  146. }());
  147. BABYLON.EffectCreationOptions = EffectCreationOptions;
  148. /**
  149. * Effect containing vertex and fragment shader that can be executed on an object.
  150. */
  151. var Effect = /** @class */ (function () {
  152. /**
  153. * Instantiates an effect.
  154. * An effect can be used to create/manage/execute vertex and fragment shaders.
  155. * @param baseName Name of the effect.
  156. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  157. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  158. * @param samplers List of sampler variables that will be passed to the shader.
  159. * @param engine Engine to be used to render the effect
  160. * @param defines Define statements to be added to the shader.
  161. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  162. * @param onCompiled Callback that will be called when the shader is compiled.
  163. * @param onError Callback that will be called if an error occurs during shader compilation.
  164. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  165. */
  166. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  167. if (samplers === void 0) { samplers = null; }
  168. if (defines === void 0) { defines = null; }
  169. if (fallbacks === void 0) { fallbacks = null; }
  170. if (onCompiled === void 0) { onCompiled = null; }
  171. if (onError === void 0) { onError = null; }
  172. var _this = this;
  173. /**
  174. * Unique ID of the effect.
  175. */
  176. this.uniqueId = 0;
  177. /**
  178. * Observable that will be called when the shader is compiled.
  179. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  180. */
  181. this.onCompileObservable = new BABYLON.Observable();
  182. /**
  183. * Observable that will be called if an error occurs during shader compilation.
  184. */
  185. this.onErrorObservable = new BABYLON.Observable();
  186. /** @hidden */
  187. this._bonesComputationForcedToCPU = false;
  188. this._uniformBuffersNames = {};
  189. this._isReady = false;
  190. this._compilationError = "";
  191. this.name = baseName;
  192. if (attributesNamesOrOptions.attributes) {
  193. var options = attributesNamesOrOptions;
  194. this._engine = uniformsNamesOrEngine;
  195. this._attributesNames = options.attributes;
  196. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  197. this._samplers = options.samplers.slice();
  198. this.defines = options.defines;
  199. this.onError = options.onError;
  200. this.onCompiled = options.onCompiled;
  201. this._fallbacks = options.fallbacks;
  202. this._indexParameters = options.indexParameters;
  203. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  204. if (options.uniformBuffersNames) {
  205. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  206. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  207. }
  208. }
  209. }
  210. else {
  211. this._engine = engine;
  212. this.defines = defines;
  213. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  214. this._samplers = samplers ? samplers.slice() : [];
  215. this._attributesNames = attributesNamesOrOptions;
  216. this.onError = onError;
  217. this.onCompiled = onCompiled;
  218. this._indexParameters = indexParameters;
  219. this._fallbacks = fallbacks;
  220. }
  221. this.uniqueId = Effect._uniqueIdSeed++;
  222. var vertexSource;
  223. var fragmentSource;
  224. if (baseName.vertexElement) {
  225. vertexSource = document.getElementById(baseName.vertexElement);
  226. if (!vertexSource) {
  227. vertexSource = baseName.vertexElement;
  228. }
  229. }
  230. else {
  231. vertexSource = baseName.vertex || baseName;
  232. }
  233. if (baseName.fragmentElement) {
  234. fragmentSource = document.getElementById(baseName.fragmentElement);
  235. if (!fragmentSource) {
  236. fragmentSource = baseName.fragmentElement;
  237. }
  238. }
  239. else {
  240. fragmentSource = baseName.fragment || baseName;
  241. }
  242. this._loadVertexShader(vertexSource, function (vertexCode) {
  243. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  244. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  245. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  246. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  247. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  248. if (baseName) {
  249. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  250. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  251. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  252. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  253. }
  254. else {
  255. _this._vertexSourceCode = migratedVertexCode;
  256. _this._fragmentSourceCode = migratedFragmentCode;
  257. }
  258. _this._prepareEffect();
  259. });
  260. });
  261. });
  262. });
  263. });
  264. });
  265. }
  266. Object.defineProperty(Effect.prototype, "onBindObservable", {
  267. /**
  268. * Observable that will be called when effect is bound.
  269. */
  270. get: function () {
  271. if (!this._onBindObservable) {
  272. this._onBindObservable = new BABYLON.Observable();
  273. }
  274. return this._onBindObservable;
  275. },
  276. enumerable: true,
  277. configurable: true
  278. });
  279. Object.defineProperty(Effect.prototype, "key", {
  280. /**
  281. * Unique key for this effect
  282. */
  283. get: function () {
  284. return this._key;
  285. },
  286. enumerable: true,
  287. configurable: true
  288. });
  289. /**
  290. * If the effect has been compiled and prepared.
  291. * @returns if the effect is compiled and prepared.
  292. */
  293. Effect.prototype.isReady = function () {
  294. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  295. return this._engine._isProgramCompiled(this._program);
  296. }
  297. return this._isReady;
  298. };
  299. /**
  300. * The engine the effect was initialized with.
  301. * @returns the engine.
  302. */
  303. Effect.prototype.getEngine = function () {
  304. return this._engine;
  305. };
  306. /**
  307. * The compiled webGL program for the effect
  308. * @returns the webGL program.
  309. */
  310. Effect.prototype.getProgram = function () {
  311. return this._program;
  312. };
  313. /**
  314. * The set of names of attribute variables for the shader.
  315. * @returns An array of attribute names.
  316. */
  317. Effect.prototype.getAttributesNames = function () {
  318. return this._attributesNames;
  319. };
  320. /**
  321. * Returns the attribute at the given index.
  322. * @param index The index of the attribute.
  323. * @returns The location of the attribute.
  324. */
  325. Effect.prototype.getAttributeLocation = function (index) {
  326. return this._attributes[index];
  327. };
  328. /**
  329. * Returns the attribute based on the name of the variable.
  330. * @param name of the attribute to look up.
  331. * @returns the attribute location.
  332. */
  333. Effect.prototype.getAttributeLocationByName = function (name) {
  334. var index = this._attributesNames.indexOf(name);
  335. return this._attributes[index];
  336. };
  337. /**
  338. * The number of attributes.
  339. * @returns the numnber of attributes.
  340. */
  341. Effect.prototype.getAttributesCount = function () {
  342. return this._attributes.length;
  343. };
  344. /**
  345. * Gets the index of a uniform variable.
  346. * @param uniformName of the uniform to look up.
  347. * @returns the index.
  348. */
  349. Effect.prototype.getUniformIndex = function (uniformName) {
  350. return this._uniformsNames.indexOf(uniformName);
  351. };
  352. /**
  353. * Returns the attribute based on the name of the variable.
  354. * @param uniformName of the uniform to look up.
  355. * @returns the location of the uniform.
  356. */
  357. Effect.prototype.getUniform = function (uniformName) {
  358. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  359. };
  360. /**
  361. * Returns an array of sampler variable names
  362. * @returns The array of sampler variable neames.
  363. */
  364. Effect.prototype.getSamplers = function () {
  365. return this._samplers;
  366. };
  367. /**
  368. * The error from the last compilation.
  369. * @returns the error string.
  370. */
  371. Effect.prototype.getCompilationError = function () {
  372. return this._compilationError;
  373. };
  374. /**
  375. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  376. * @param func The callback to be used.
  377. */
  378. Effect.prototype.executeWhenCompiled = function (func) {
  379. var _this = this;
  380. if (this.isReady()) {
  381. func(this);
  382. return;
  383. }
  384. this.onCompileObservable.add(function (effect) {
  385. func(effect);
  386. });
  387. if (!this._program || this._program.isParallelCompiled) {
  388. setTimeout(function () {
  389. _this._checkIsReady();
  390. }, 16);
  391. }
  392. };
  393. Effect.prototype._checkIsReady = function () {
  394. var _this = this;
  395. if (this.isReady()) {
  396. return;
  397. }
  398. setTimeout(function () {
  399. _this._checkIsReady();
  400. }, 16);
  401. };
  402. /** @hidden */
  403. Effect.prototype._loadVertexShader = function (vertex, callback) {
  404. if (BABYLON.Tools.IsWindowObjectExist()) {
  405. // DOM element ?
  406. if (vertex instanceof HTMLElement) {
  407. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  408. callback(vertexCode);
  409. return;
  410. }
  411. }
  412. // Base64 encoded ?
  413. if (vertex.substr(0, 7) === "base64:") {
  414. var vertexBinary = window.atob(vertex.substr(7));
  415. callback(vertexBinary);
  416. return;
  417. }
  418. // Is in local store ?
  419. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  420. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  421. return;
  422. }
  423. var vertexShaderUrl;
  424. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  425. vertexShaderUrl = vertex;
  426. }
  427. else {
  428. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  429. }
  430. // Vertex shader
  431. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  432. };
  433. /** @hidden */
  434. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  435. if (BABYLON.Tools.IsWindowObjectExist()) {
  436. // DOM element ?
  437. if (fragment instanceof HTMLElement) {
  438. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  439. callback(fragmentCode);
  440. return;
  441. }
  442. }
  443. // Base64 encoded ?
  444. if (fragment.substr(0, 7) === "base64:") {
  445. var fragmentBinary = window.atob(fragment.substr(7));
  446. callback(fragmentBinary);
  447. return;
  448. }
  449. // Is in local store ?
  450. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  451. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  452. return;
  453. }
  454. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  455. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  456. return;
  457. }
  458. var fragmentShaderUrl;
  459. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  460. fragmentShaderUrl = fragment;
  461. }
  462. else {
  463. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  464. }
  465. // Fragment shader
  466. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  467. };
  468. /** @hidden */
  469. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  470. // Rebuild shaders source code
  471. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  472. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  473. vertexCode = prefix + vertexCode;
  474. fragmentCode = prefix + fragmentCode;
  475. // Number lines of shaders source code
  476. var i = 2;
  477. var regex = /\n/gm;
  478. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  479. i = 2;
  480. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  481. // Dump shaders name and formatted source code
  482. if (this.name.vertexElement) {
  483. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  484. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  485. }
  486. else if (this.name.vertex) {
  487. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  488. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  489. }
  490. else {
  491. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  492. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  493. }
  494. };
  495. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  496. var preparedSourceCode = this._processPrecision(sourceCode);
  497. if (this._engine.webGLVersion == 1) {
  498. callback(preparedSourceCode);
  499. return;
  500. }
  501. // Already converted
  502. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  503. callback(preparedSourceCode.replace("#version 300 es", ""));
  504. return;
  505. }
  506. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  507. // Remove extensions
  508. // #extension GL_OES_standard_derivatives : enable
  509. // #extension GL_EXT_shader_texture_lod : enable
  510. // #extension GL_EXT_frag_depth : enable
  511. // #extension GL_EXT_draw_buffers : require
  512. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  513. var result = preparedSourceCode.replace(regex, "");
  514. // Migrate to GLSL v300
  515. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  516. result = result.replace(/attribute[ \t]/g, "in ");
  517. result = result.replace(/[ \t]attribute/g, " in");
  518. 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. /** Class used to store color4 gradient */
  1487. var ColorGradient = /** @class */ (function () {
  1488. function ColorGradient() {
  1489. }
  1490. /**
  1491. * Will get a color picked randomly between color1 and color2.
  1492. * If color2 is undefined then color1 will be used
  1493. * @param result defines the target Color4 to store the result in
  1494. */
  1495. ColorGradient.prototype.getColorToRef = function (result) {
  1496. if (!this.color2) {
  1497. result.copyFrom(this.color1);
  1498. return;
  1499. }
  1500. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1501. };
  1502. return ColorGradient;
  1503. }());
  1504. BABYLON.ColorGradient = ColorGradient;
  1505. /** Class used to store color 3 gradient */
  1506. var Color3Gradient = /** @class */ (function () {
  1507. function Color3Gradient() {
  1508. }
  1509. return Color3Gradient;
  1510. }());
  1511. BABYLON.Color3Gradient = Color3Gradient;
  1512. /** Class used to store factor gradient */
  1513. var FactorGradient = /** @class */ (function () {
  1514. function FactorGradient() {
  1515. }
  1516. /**
  1517. * Will get a number picked randomly between factor1 and factor2.
  1518. * If factor2 is undefined then factor1 will be used
  1519. * @returns the picked number
  1520. */
  1521. FactorGradient.prototype.getFactor = function () {
  1522. if (this.factor2 === undefined) {
  1523. return this.factor1;
  1524. }
  1525. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1526. };
  1527. return FactorGradient;
  1528. }());
  1529. BABYLON.FactorGradient = FactorGradient;
  1530. /**
  1531. * @ignore
  1532. * Application error to support additional information when loading a file
  1533. */
  1534. var LoadFileError = /** @class */ (function (_super) {
  1535. __extends(LoadFileError, _super);
  1536. /**
  1537. * Creates a new LoadFileError
  1538. * @param message defines the message of the error
  1539. * @param request defines the optional XHR request
  1540. */
  1541. function LoadFileError(message,
  1542. /** defines the optional XHR request */
  1543. request) {
  1544. var _this = _super.call(this, message) || this;
  1545. _this.request = request;
  1546. _this.name = "LoadFileError";
  1547. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1548. return _this;
  1549. }
  1550. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1551. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1552. // Polyfill for Object.setPrototypeOf if necessary.
  1553. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1554. return LoadFileError;
  1555. }(Error));
  1556. BABYLON.LoadFileError = LoadFileError;
  1557. /**
  1558. * Class used to define a retry strategy when error happens while loading assets
  1559. */
  1560. var RetryStrategy = /** @class */ (function () {
  1561. function RetryStrategy() {
  1562. }
  1563. /**
  1564. * Function used to defines an exponential back off strategy
  1565. * @param maxRetries defines the maximum number of retries (3 by default)
  1566. * @param baseInterval defines the interval between retries
  1567. * @returns the strategy function to use
  1568. */
  1569. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1570. if (maxRetries === void 0) { maxRetries = 3; }
  1571. if (baseInterval === void 0) { baseInterval = 500; }
  1572. return function (url, request, retryIndex) {
  1573. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1574. return -1;
  1575. }
  1576. return Math.pow(2, retryIndex) * baseInterval;
  1577. };
  1578. };
  1579. return RetryStrategy;
  1580. }());
  1581. BABYLON.RetryStrategy = RetryStrategy;
  1582. // Screenshots
  1583. var screenshotCanvas;
  1584. var cloneValue = function (source, destinationObject) {
  1585. if (!source) {
  1586. return null;
  1587. }
  1588. if (source instanceof BABYLON.Mesh) {
  1589. return null;
  1590. }
  1591. if (source instanceof BABYLON.SubMesh) {
  1592. return source.clone(destinationObject);
  1593. }
  1594. else if (source.clone) {
  1595. return source.clone();
  1596. }
  1597. return null;
  1598. };
  1599. /**
  1600. * Class containing a set of static utilities functions
  1601. */
  1602. var Tools = /** @class */ (function () {
  1603. function Tools() {
  1604. }
  1605. /**
  1606. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1607. * @param u defines the coordinate on X axis
  1608. * @param v defines the coordinate on Y axis
  1609. * @param width defines the width of the source data
  1610. * @param height defines the height of the source data
  1611. * @param pixels defines the source byte array
  1612. * @param color defines the output color
  1613. */
  1614. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1615. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1616. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1617. var position = (wrappedU + wrappedV * width) * 4;
  1618. color.r = pixels[position] / 255;
  1619. color.g = pixels[position + 1] / 255;
  1620. color.b = pixels[position + 2] / 255;
  1621. color.a = pixels[position + 3] / 255;
  1622. };
  1623. /**
  1624. * Interpolates between a and b via alpha
  1625. * @param a The lower value (returned when alpha = 0)
  1626. * @param b The upper value (returned when alpha = 1)
  1627. * @param alpha The interpolation-factor
  1628. * @return The mixed value
  1629. */
  1630. Tools.Mix = function (a, b, alpha) {
  1631. return a * (1 - alpha) + b * alpha;
  1632. };
  1633. /**
  1634. * Tries to instantiate a new object from a given class name
  1635. * @param className defines the class name to instantiate
  1636. * @returns the new object or null if the system was not able to do the instantiation
  1637. */
  1638. Tools.Instantiate = function (className) {
  1639. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1640. return Tools.RegisteredExternalClasses[className];
  1641. }
  1642. var arr = className.split(".");
  1643. var fn = (window || this);
  1644. for (var i = 0, len = arr.length; i < len; i++) {
  1645. fn = fn[arr[i]];
  1646. }
  1647. if (typeof fn !== "function") {
  1648. return null;
  1649. }
  1650. return fn;
  1651. };
  1652. /**
  1653. * Provides a slice function that will work even on IE
  1654. * @param data defines the array to slice
  1655. * @param start defines the start of the data (optional)
  1656. * @param end defines the end of the data (optional)
  1657. * @returns the new sliced array
  1658. */
  1659. Tools.Slice = function (data, start, end) {
  1660. if (data.slice) {
  1661. return data.slice(start, end);
  1662. }
  1663. return Array.prototype.slice.call(data, start, end);
  1664. };
  1665. /**
  1666. * Polyfill for setImmediate
  1667. * @param action defines the action to execute after the current execution block
  1668. */
  1669. Tools.SetImmediate = function (action) {
  1670. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1671. window.setImmediate(action);
  1672. }
  1673. else {
  1674. setTimeout(action, 1);
  1675. }
  1676. };
  1677. /**
  1678. * Function indicating if a number is an exponent of 2
  1679. * @param value defines the value to test
  1680. * @returns true if the value is an exponent of 2
  1681. */
  1682. Tools.IsExponentOfTwo = function (value) {
  1683. var count = 1;
  1684. do {
  1685. count *= 2;
  1686. } while (count < value);
  1687. return count === value;
  1688. };
  1689. /**
  1690. * Returns the nearest 32-bit single precision float representation of a Number
  1691. * @param value A Number. If the parameter is of a different type, it will get converted
  1692. * to a number or to NaN if it cannot be converted
  1693. * @returns number
  1694. */
  1695. Tools.FloatRound = function (value) {
  1696. if (Math.fround) {
  1697. return Math.fround(value);
  1698. }
  1699. return (Tools._tmpFloatArray[0] = value);
  1700. };
  1701. /**
  1702. * Find the next highest power of two.
  1703. * @param x Number to start search from.
  1704. * @return Next highest power of two.
  1705. */
  1706. Tools.CeilingPOT = function (x) {
  1707. x--;
  1708. x |= x >> 1;
  1709. x |= x >> 2;
  1710. x |= x >> 4;
  1711. x |= x >> 8;
  1712. x |= x >> 16;
  1713. x++;
  1714. return x;
  1715. };
  1716. /**
  1717. * Find the next lowest power of two.
  1718. * @param x Number to start search from.
  1719. * @return Next lowest power of two.
  1720. */
  1721. Tools.FloorPOT = function (x) {
  1722. x = x | (x >> 1);
  1723. x = x | (x >> 2);
  1724. x = x | (x >> 4);
  1725. x = x | (x >> 8);
  1726. x = x | (x >> 16);
  1727. return x - (x >> 1);
  1728. };
  1729. /**
  1730. * Find the nearest power of two.
  1731. * @param x Number to start search from.
  1732. * @return Next nearest power of two.
  1733. */
  1734. Tools.NearestPOT = function (x) {
  1735. var c = Tools.CeilingPOT(x);
  1736. var f = Tools.FloorPOT(x);
  1737. return (c - x) > (x - f) ? f : c;
  1738. };
  1739. /**
  1740. * Get the closest exponent of two
  1741. * @param value defines the value to approximate
  1742. * @param max defines the maximum value to return
  1743. * @param mode defines how to define the closest value
  1744. * @returns closest exponent of two of the given value
  1745. */
  1746. Tools.GetExponentOfTwo = function (value, max, mode) {
  1747. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1748. var pot;
  1749. switch (mode) {
  1750. case BABYLON.Engine.SCALEMODE_FLOOR:
  1751. pot = Tools.FloorPOT(value);
  1752. break;
  1753. case BABYLON.Engine.SCALEMODE_NEAREST:
  1754. pot = Tools.NearestPOT(value);
  1755. break;
  1756. case BABYLON.Engine.SCALEMODE_CEILING:
  1757. default:
  1758. pot = Tools.CeilingPOT(value);
  1759. break;
  1760. }
  1761. return Math.min(pot, max);
  1762. };
  1763. /**
  1764. * Extracts the filename from a path
  1765. * @param path defines the path to use
  1766. * @returns the filename
  1767. */
  1768. Tools.GetFilename = function (path) {
  1769. var index = path.lastIndexOf("/");
  1770. if (index < 0) {
  1771. return path;
  1772. }
  1773. return path.substring(index + 1);
  1774. };
  1775. /**
  1776. * Extracts the "folder" part of a path (everything before the filename).
  1777. * @param uri The URI to extract the info from
  1778. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1779. * @returns The "folder" part of the path
  1780. */
  1781. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1782. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1783. var index = uri.lastIndexOf("/");
  1784. if (index < 0) {
  1785. if (returnUnchangedIfNoSlash) {
  1786. return uri;
  1787. }
  1788. return "";
  1789. }
  1790. return uri.substring(0, index + 1);
  1791. };
  1792. /**
  1793. * Extracts text content from a DOM element hierarchy
  1794. * @param element defines the root element
  1795. * @returns a string
  1796. */
  1797. Tools.GetDOMTextContent = function (element) {
  1798. var result = "";
  1799. var child = element.firstChild;
  1800. while (child) {
  1801. if (child.nodeType === 3) {
  1802. result += child.textContent;
  1803. }
  1804. child = (child.nextSibling);
  1805. }
  1806. return result;
  1807. };
  1808. /**
  1809. * Convert an angle in radians to degrees
  1810. * @param angle defines the angle to convert
  1811. * @returns the angle in degrees
  1812. */
  1813. Tools.ToDegrees = function (angle) {
  1814. return angle * 180 / Math.PI;
  1815. };
  1816. /**
  1817. * Convert an angle in degrees to radians
  1818. * @param angle defines the angle to convert
  1819. * @returns the angle in radians
  1820. */
  1821. Tools.ToRadians = function (angle) {
  1822. return angle * Math.PI / 180;
  1823. };
  1824. /**
  1825. * Encode a buffer to a base64 string
  1826. * @param buffer defines the buffer to encode
  1827. * @returns the encoded string
  1828. */
  1829. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1830. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1831. var output = "";
  1832. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1833. var i = 0;
  1834. var bytes = new Uint8Array(buffer);
  1835. while (i < bytes.length) {
  1836. chr1 = bytes[i++];
  1837. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1838. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1839. enc1 = chr1 >> 2;
  1840. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1841. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1842. enc4 = chr3 & 63;
  1843. if (isNaN(chr2)) {
  1844. enc3 = enc4 = 64;
  1845. }
  1846. else if (isNaN(chr3)) {
  1847. enc4 = 64;
  1848. }
  1849. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1850. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1851. }
  1852. return "data:image/png;base64," + output;
  1853. };
  1854. /**
  1855. * Extracts minimum and maximum values from a list of indexed positions
  1856. * @param positions defines the positions to use
  1857. * @param indices defines the indices to the positions
  1858. * @param indexStart defines the start index
  1859. * @param indexCount defines the end index
  1860. * @param bias defines bias value to add to the result
  1861. * @return minimum and maximum values
  1862. */
  1863. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1864. if (bias === void 0) { bias = null; }
  1865. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1866. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1867. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1868. var offset = indices[index] * 3;
  1869. var x = positions[offset];
  1870. var y = positions[offset + 1];
  1871. var z = positions[offset + 2];
  1872. minimum.minimizeInPlaceFromFloats(x, y, z);
  1873. maximum.maximizeInPlaceFromFloats(x, y, z);
  1874. }
  1875. if (bias) {
  1876. minimum.x -= minimum.x * bias.x + bias.y;
  1877. minimum.y -= minimum.y * bias.x + bias.y;
  1878. minimum.z -= minimum.z * bias.x + bias.y;
  1879. maximum.x += maximum.x * bias.x + bias.y;
  1880. maximum.y += maximum.y * bias.x + bias.y;
  1881. maximum.z += maximum.z * bias.x + bias.y;
  1882. }
  1883. return {
  1884. minimum: minimum,
  1885. maximum: maximum
  1886. };
  1887. };
  1888. /**
  1889. * Extracts minimum and maximum values from a list of positions
  1890. * @param positions defines the positions to use
  1891. * @param start defines the start index in the positions array
  1892. * @param count defines the number of positions to handle
  1893. * @param bias defines bias value to add to the result
  1894. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1895. * @return minimum and maximum values
  1896. */
  1897. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1898. if (bias === void 0) { bias = null; }
  1899. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1900. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1901. if (!stride) {
  1902. stride = 3;
  1903. }
  1904. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1905. var x = positions[offset];
  1906. var y = positions[offset + 1];
  1907. var z = positions[offset + 2];
  1908. minimum.minimizeInPlaceFromFloats(x, y, z);
  1909. maximum.maximizeInPlaceFromFloats(x, y, z);
  1910. }
  1911. if (bias) {
  1912. minimum.x -= minimum.x * bias.x + bias.y;
  1913. minimum.y -= minimum.y * bias.x + bias.y;
  1914. minimum.z -= minimum.z * bias.x + bias.y;
  1915. maximum.x += maximum.x * bias.x + bias.y;
  1916. maximum.y += maximum.y * bias.x + bias.y;
  1917. maximum.z += maximum.z * bias.x + bias.y;
  1918. }
  1919. return {
  1920. minimum: minimum,
  1921. maximum: maximum
  1922. };
  1923. };
  1924. /**
  1925. * Returns an array if obj is not an array
  1926. * @param obj defines the object to evaluate as an array
  1927. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1928. * @returns either obj directly if obj is an array or a new array containing obj
  1929. */
  1930. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1931. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1932. return null;
  1933. }
  1934. return Array.isArray(obj) ? obj : [obj];
  1935. };
  1936. /**
  1937. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1938. * @param size the number of element to construct and put in the array
  1939. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1940. * @returns a new array filled with new objects
  1941. */
  1942. Tools.BuildArray = function (size, itemBuilder) {
  1943. var a = [];
  1944. for (var i = 0; i < size; ++i) {
  1945. a.push(itemBuilder());
  1946. }
  1947. return a;
  1948. };
  1949. /**
  1950. * Gets the pointer prefix to use
  1951. * @returns "pointer" if touch is enabled. Else returns "mouse"
  1952. */
  1953. Tools.GetPointerPrefix = function () {
  1954. var eventPrefix = "pointer";
  1955. // Check if pointer events are supported
  1956. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  1957. eventPrefix = "mouse";
  1958. }
  1959. return eventPrefix;
  1960. };
  1961. /**
  1962. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  1963. * @param func - the function to be called
  1964. * @param requester - the object that will request the next frame. Falls back to window.
  1965. * @returns frame number
  1966. */
  1967. Tools.QueueNewFrame = function (func, requester) {
  1968. if (!Tools.IsWindowObjectExist()) {
  1969. return setTimeout(func, 16);
  1970. }
  1971. if (!requester) {
  1972. requester = window;
  1973. }
  1974. if (requester.requestAnimationFrame) {
  1975. return requester.requestAnimationFrame(func);
  1976. }
  1977. else if (requester.msRequestAnimationFrame) {
  1978. return requester.msRequestAnimationFrame(func);
  1979. }
  1980. else if (requester.webkitRequestAnimationFrame) {
  1981. return requester.webkitRequestAnimationFrame(func);
  1982. }
  1983. else if (requester.mozRequestAnimationFrame) {
  1984. return requester.mozRequestAnimationFrame(func);
  1985. }
  1986. else if (requester.oRequestAnimationFrame) {
  1987. return requester.oRequestAnimationFrame(func);
  1988. }
  1989. else {
  1990. return window.setTimeout(func, 16);
  1991. }
  1992. };
  1993. /**
  1994. * Ask the browser to promote the current element to fullscreen rendering mode
  1995. * @param element defines the DOM element to promote
  1996. */
  1997. Tools.RequestFullscreen = function (element) {
  1998. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  1999. if (!requestFunction) {
  2000. return;
  2001. }
  2002. requestFunction.call(element);
  2003. };
  2004. /**
  2005. * Asks the browser to exit fullscreen mode
  2006. */
  2007. Tools.ExitFullscreen = function () {
  2008. if (document.exitFullscreen) {
  2009. document.exitFullscreen();
  2010. }
  2011. else if (document.mozCancelFullScreen) {
  2012. document.mozCancelFullScreen();
  2013. }
  2014. else if (document.webkitCancelFullScreen) {
  2015. document.webkitCancelFullScreen();
  2016. }
  2017. else if (document.msCancelFullScreen) {
  2018. document.msCancelFullScreen();
  2019. }
  2020. };
  2021. /**
  2022. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  2023. * @param url define the url we are trying
  2024. * @param element define the dom element where to configure the cors policy
  2025. */
  2026. Tools.SetCorsBehavior = function (url, element) {
  2027. if (url && url.indexOf("data:") === 0) {
  2028. return;
  2029. }
  2030. if (Tools.CorsBehavior) {
  2031. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2032. element.crossOrigin = Tools.CorsBehavior;
  2033. }
  2034. else {
  2035. var result = Tools.CorsBehavior(url);
  2036. if (result) {
  2037. element.crossOrigin = result;
  2038. }
  2039. }
  2040. }
  2041. };
  2042. // External files
  2043. /**
  2044. * Removes unwanted characters from an url
  2045. * @param url defines the url to clean
  2046. * @returns the cleaned url
  2047. */
  2048. Tools.CleanUrl = function (url) {
  2049. url = url.replace(/#/mg, "%23");
  2050. return url;
  2051. };
  2052. /**
  2053. * Loads an image as an HTMLImageElement.
  2054. * @param input url string, ArrayBuffer, or Blob to load
  2055. * @param onLoad callback called when the image successfully loads
  2056. * @param onError callback called when the image fails to load
  2057. * @param offlineProvider offline provider for caching
  2058. * @returns the HTMLImageElement of the loaded image
  2059. */
  2060. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2061. var url;
  2062. var usingObjectURL = false;
  2063. if (input instanceof ArrayBuffer) {
  2064. url = URL.createObjectURL(new Blob([input]));
  2065. usingObjectURL = true;
  2066. }
  2067. else if (input instanceof Blob) {
  2068. url = URL.createObjectURL(input);
  2069. usingObjectURL = true;
  2070. }
  2071. else {
  2072. url = Tools.CleanUrl(input);
  2073. url = Tools.PreprocessUrl(input);
  2074. }
  2075. var img = new Image();
  2076. Tools.SetCorsBehavior(url, img);
  2077. var loadHandler = function () {
  2078. if (usingObjectURL && img.src) {
  2079. URL.revokeObjectURL(img.src);
  2080. }
  2081. img.removeEventListener("load", loadHandler);
  2082. img.removeEventListener("error", errorHandler);
  2083. onLoad(img);
  2084. };
  2085. var errorHandler = function (err) {
  2086. if (usingObjectURL && img.src) {
  2087. URL.revokeObjectURL(img.src);
  2088. }
  2089. img.removeEventListener("load", loadHandler);
  2090. img.removeEventListener("error", errorHandler);
  2091. Tools.Error("Error while trying to load image: " + input);
  2092. if (onError) {
  2093. onError("Error while trying to load image: " + input, err);
  2094. }
  2095. };
  2096. img.addEventListener("load", loadHandler);
  2097. img.addEventListener("error", errorHandler);
  2098. var noOfflineSupport = function () {
  2099. img.src = url;
  2100. };
  2101. var loadFromOfflineSupport = function () {
  2102. if (offlineProvider) {
  2103. offlineProvider.loadImage(url, img);
  2104. }
  2105. };
  2106. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2107. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2108. }
  2109. else {
  2110. if (url.indexOf("file:") !== -1) {
  2111. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2112. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2113. try {
  2114. var blobURL;
  2115. try {
  2116. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2117. }
  2118. catch (ex) {
  2119. // Chrome doesn't support oneTimeOnly parameter
  2120. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2121. }
  2122. img.src = blobURL;
  2123. usingObjectURL = true;
  2124. }
  2125. catch (e) {
  2126. img.src = "";
  2127. }
  2128. return img;
  2129. }
  2130. }
  2131. noOfflineSupport();
  2132. }
  2133. return img;
  2134. };
  2135. /**
  2136. * Loads a file
  2137. * @param url url string, ArrayBuffer, or Blob to load
  2138. * @param onSuccess callback called when the file successfully loads
  2139. * @param onProgress callback called while file is loading (if the server supports this mode)
  2140. * @param offlineProvider defines the offline provider for caching
  2141. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2142. * @param onError callback called when the file fails to load
  2143. * @returns a file request object
  2144. */
  2145. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2146. url = Tools.CleanUrl(url);
  2147. url = Tools.PreprocessUrl(url);
  2148. // If file and file input are set
  2149. if (url.indexOf("file:") !== -1) {
  2150. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2151. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2152. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2153. }
  2154. }
  2155. var loadUrl = Tools.BaseUrl + url;
  2156. var aborted = false;
  2157. var fileRequest = {
  2158. onCompleteObservable: new BABYLON.Observable(),
  2159. abort: function () { return aborted = true; },
  2160. };
  2161. var requestFile = function () {
  2162. var request = new XMLHttpRequest();
  2163. var retryHandle = null;
  2164. fileRequest.abort = function () {
  2165. aborted = true;
  2166. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2167. request.abort();
  2168. }
  2169. if (retryHandle !== null) {
  2170. clearTimeout(retryHandle);
  2171. retryHandle = null;
  2172. }
  2173. };
  2174. var retryLoop = function (retryIndex) {
  2175. request.open('GET', loadUrl, true);
  2176. if (useArrayBuffer) {
  2177. request.responseType = "arraybuffer";
  2178. }
  2179. if (onProgress) {
  2180. request.addEventListener("progress", onProgress);
  2181. }
  2182. var onLoadEnd = function () {
  2183. request.removeEventListener("loadend", onLoadEnd);
  2184. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2185. fileRequest.onCompleteObservable.clear();
  2186. };
  2187. request.addEventListener("loadend", onLoadEnd);
  2188. var onReadyStateChange = function () {
  2189. if (aborted) {
  2190. return;
  2191. }
  2192. // In case of undefined state in some browsers.
  2193. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2194. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2195. request.removeEventListener("readystatechange", onReadyStateChange);
  2196. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2197. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2198. return;
  2199. }
  2200. var retryStrategy = Tools.DefaultRetryStrategy;
  2201. if (retryStrategy) {
  2202. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2203. if (waitTime !== -1) {
  2204. // Prevent the request from completing for retry.
  2205. request.removeEventListener("loadend", onLoadEnd);
  2206. request = new XMLHttpRequest();
  2207. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2208. return;
  2209. }
  2210. }
  2211. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2212. if (onError) {
  2213. onError(request, e);
  2214. }
  2215. else {
  2216. throw e;
  2217. }
  2218. }
  2219. };
  2220. request.addEventListener("readystatechange", onReadyStateChange);
  2221. request.send();
  2222. };
  2223. retryLoop(0);
  2224. };
  2225. // Caching all files
  2226. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2227. var noOfflineSupport_1 = function (request) {
  2228. if (request && request.status > 400) {
  2229. if (onError) {
  2230. onError(request);
  2231. }
  2232. }
  2233. else {
  2234. if (!aborted) {
  2235. requestFile();
  2236. }
  2237. }
  2238. };
  2239. var loadFromOfflineSupport = function () {
  2240. // TODO: database needs to support aborting and should return a IFileRequest
  2241. if (aborted) {
  2242. return;
  2243. }
  2244. if (offlineProvider) {
  2245. offlineProvider.loadFile(url, function (data) {
  2246. if (!aborted) {
  2247. onSuccess(data);
  2248. }
  2249. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2250. }, onProgress ? function (event) {
  2251. if (!aborted) {
  2252. onProgress(event);
  2253. }
  2254. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2255. }
  2256. };
  2257. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2258. }
  2259. else {
  2260. requestFile();
  2261. }
  2262. return fileRequest;
  2263. };
  2264. /**
  2265. * Load a script (identified by an url). When the url returns, the
  2266. * content of this file is added into a new script element, attached to the DOM (body element)
  2267. * @param scriptUrl defines the url of the script to laod
  2268. * @param onSuccess defines the callback called when the script is loaded
  2269. * @param onError defines the callback to call if an error occurs
  2270. */
  2271. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2272. if (!Tools.IsWindowObjectExist()) {
  2273. return;
  2274. }
  2275. var head = document.getElementsByTagName('head')[0];
  2276. var script = document.createElement('script');
  2277. script.type = 'text/javascript';
  2278. script.src = scriptUrl;
  2279. script.onload = function () {
  2280. if (onSuccess) {
  2281. onSuccess();
  2282. }
  2283. };
  2284. script.onerror = function (e) {
  2285. if (onError) {
  2286. onError("Unable to load script '" + scriptUrl + "'", e);
  2287. }
  2288. };
  2289. head.appendChild(script);
  2290. };
  2291. /**
  2292. * Loads a file from a blob
  2293. * @param fileToLoad defines the blob to use
  2294. * @param callback defines the callback to call when data is loaded
  2295. * @param progressCallback defines the callback to call during loading process
  2296. * @returns a file request object
  2297. */
  2298. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2299. var reader = new FileReader();
  2300. var request = {
  2301. onCompleteObservable: new BABYLON.Observable(),
  2302. abort: function () { return reader.abort(); },
  2303. };
  2304. reader.onloadend = function (e) {
  2305. request.onCompleteObservable.notifyObservers(request);
  2306. };
  2307. reader.onload = function (e) {
  2308. //target doesn't have result from ts 1.3
  2309. callback(e.target['result']);
  2310. };
  2311. reader.onprogress = progressCallback;
  2312. reader.readAsDataURL(fileToLoad);
  2313. return request;
  2314. };
  2315. /**
  2316. * Loads a file
  2317. * @param fileToLoad defines the file to load
  2318. * @param callback defines the callback to call when data is loaded
  2319. * @param progressCallBack defines the callback to call during loading process
  2320. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2321. * @returns a file request object
  2322. */
  2323. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2324. var reader = new FileReader();
  2325. var request = {
  2326. onCompleteObservable: new BABYLON.Observable(),
  2327. abort: function () { return reader.abort(); },
  2328. };
  2329. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2330. reader.onerror = function (e) {
  2331. Tools.Log("Error while reading file: " + fileToLoad.name);
  2332. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2333. };
  2334. reader.onload = function (e) {
  2335. //target doesn't have result from ts 1.3
  2336. callback(e.target['result']);
  2337. };
  2338. if (progressCallBack) {
  2339. reader.onprogress = progressCallBack;
  2340. }
  2341. if (!useArrayBuffer) {
  2342. // Asynchronous read
  2343. reader.readAsText(fileToLoad);
  2344. }
  2345. else {
  2346. reader.readAsArrayBuffer(fileToLoad);
  2347. }
  2348. return request;
  2349. };
  2350. /**
  2351. * Creates a data url from a given string content
  2352. * @param content defines the content to convert
  2353. * @returns the new data url link
  2354. */
  2355. Tools.FileAsURL = function (content) {
  2356. var fileBlob = new Blob([content]);
  2357. var url = window.URL || window.webkitURL;
  2358. var link = url.createObjectURL(fileBlob);
  2359. return link;
  2360. };
  2361. /**
  2362. * Format the given number to a specific decimal format
  2363. * @param value defines the number to format
  2364. * @param decimals defines the number of decimals to use
  2365. * @returns the formatted string
  2366. */
  2367. Tools.Format = function (value, decimals) {
  2368. if (decimals === void 0) { decimals = 2; }
  2369. return value.toFixed(decimals);
  2370. };
  2371. /**
  2372. * Checks if a given vector is inside a specific range
  2373. * @param v defines the vector to test
  2374. * @param min defines the minimum range
  2375. * @param max defines the maximum range
  2376. */
  2377. Tools.CheckExtends = function (v, min, max) {
  2378. min.minimizeInPlace(v);
  2379. max.maximizeInPlace(v);
  2380. };
  2381. /**
  2382. * Tries to copy an object by duplicating every property
  2383. * @param source defines the source object
  2384. * @param destination defines the target object
  2385. * @param doNotCopyList defines a list of properties to avoid
  2386. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2387. */
  2388. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2389. for (var prop in source) {
  2390. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2391. continue;
  2392. }
  2393. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2394. continue;
  2395. }
  2396. var sourceValue = source[prop];
  2397. var typeOfSourceValue = typeof sourceValue;
  2398. if (typeOfSourceValue === "function") {
  2399. continue;
  2400. }
  2401. try {
  2402. if (typeOfSourceValue === "object") {
  2403. if (sourceValue instanceof Array) {
  2404. destination[prop] = [];
  2405. if (sourceValue.length > 0) {
  2406. if (typeof sourceValue[0] == "object") {
  2407. for (var index = 0; index < sourceValue.length; index++) {
  2408. var clonedValue = cloneValue(sourceValue[index], destination);
  2409. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2410. destination[prop].push(clonedValue);
  2411. }
  2412. }
  2413. }
  2414. else {
  2415. destination[prop] = sourceValue.slice(0);
  2416. }
  2417. }
  2418. }
  2419. else {
  2420. destination[prop] = cloneValue(sourceValue, destination);
  2421. }
  2422. }
  2423. else {
  2424. destination[prop] = sourceValue;
  2425. }
  2426. }
  2427. catch (e) {
  2428. // Just ignore error (it could be because of a read-only property)
  2429. }
  2430. }
  2431. };
  2432. /**
  2433. * Gets a boolean indicating if the given object has no own property
  2434. * @param obj defines the object to test
  2435. * @returns true if object has no own property
  2436. */
  2437. Tools.IsEmpty = function (obj) {
  2438. for (var i in obj) {
  2439. if (obj.hasOwnProperty(i)) {
  2440. return false;
  2441. }
  2442. }
  2443. return true;
  2444. };
  2445. /**
  2446. * Function used to register events at window level
  2447. * @param events defines the events to register
  2448. */
  2449. Tools.RegisterTopRootEvents = function (events) {
  2450. for (var index = 0; index < events.length; index++) {
  2451. var event = events[index];
  2452. window.addEventListener(event.name, event.handler, false);
  2453. try {
  2454. if (window.parent) {
  2455. window.parent.addEventListener(event.name, event.handler, false);
  2456. }
  2457. }
  2458. catch (e) {
  2459. // Silently fails...
  2460. }
  2461. }
  2462. };
  2463. /**
  2464. * Function used to unregister events from window level
  2465. * @param events defines the events to unregister
  2466. */
  2467. Tools.UnregisterTopRootEvents = function (events) {
  2468. for (var index = 0; index < events.length; index++) {
  2469. var event = events[index];
  2470. window.removeEventListener(event.name, event.handler);
  2471. try {
  2472. if (window.parent) {
  2473. window.parent.removeEventListener(event.name, event.handler);
  2474. }
  2475. }
  2476. catch (e) {
  2477. // Silently fails...
  2478. }
  2479. }
  2480. };
  2481. /**
  2482. * Dumps the current bound framebuffer
  2483. * @param width defines the rendering width
  2484. * @param height defines the rendering height
  2485. * @param engine defines the hosting engine
  2486. * @param successCallback defines the callback triggered once the data are available
  2487. * @param mimeType defines the mime type of the result
  2488. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2489. */
  2490. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2491. if (mimeType === void 0) { mimeType = "image/png"; }
  2492. // Read the contents of the framebuffer
  2493. var numberOfChannelsByLine = width * 4;
  2494. var halfHeight = height / 2;
  2495. //Reading datas from WebGL
  2496. var data = engine.readPixels(0, 0, width, height);
  2497. //To flip image on Y axis.
  2498. for (var i = 0; i < halfHeight; i++) {
  2499. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2500. var currentCell = j + i * numberOfChannelsByLine;
  2501. var targetLine = height - i - 1;
  2502. var targetCell = j + targetLine * numberOfChannelsByLine;
  2503. var temp = data[currentCell];
  2504. data[currentCell] = data[targetCell];
  2505. data[targetCell] = temp;
  2506. }
  2507. }
  2508. // Create a 2D canvas to store the result
  2509. if (!screenshotCanvas) {
  2510. screenshotCanvas = document.createElement('canvas');
  2511. }
  2512. screenshotCanvas.width = width;
  2513. screenshotCanvas.height = height;
  2514. var context = screenshotCanvas.getContext('2d');
  2515. if (context) {
  2516. // Copy the pixels to a 2D canvas
  2517. var imageData = context.createImageData(width, height);
  2518. var castData = (imageData.data);
  2519. castData.set(data);
  2520. context.putImageData(imageData, 0, 0);
  2521. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2522. }
  2523. };
  2524. /**
  2525. * Converts the canvas data to blob.
  2526. * This acts as a polyfill for browsers not supporting the to blob function.
  2527. * @param canvas Defines the canvas to extract the data from
  2528. * @param successCallback Defines the callback triggered once the data are available
  2529. * @param mimeType Defines the mime type of the result
  2530. */
  2531. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2532. if (mimeType === void 0) { mimeType = "image/png"; }
  2533. // We need HTMLCanvasElement.toBlob for HD screenshots
  2534. if (!canvas.toBlob) {
  2535. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2536. canvas.toBlob = function (callback, type, quality) {
  2537. var _this = this;
  2538. setTimeout(function () {
  2539. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2540. for (var i = 0; i < len; i++) {
  2541. arr[i] = binStr.charCodeAt(i);
  2542. }
  2543. callback(new Blob([arr]));
  2544. });
  2545. };
  2546. }
  2547. canvas.toBlob(function (blob) {
  2548. successCallback(blob);
  2549. }, mimeType);
  2550. };
  2551. /**
  2552. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2553. * @param successCallback defines the callback triggered once the data are available
  2554. * @param mimeType defines the mime type of the result
  2555. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2556. */
  2557. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2558. if (mimeType === void 0) { mimeType = "image/png"; }
  2559. if (successCallback) {
  2560. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2561. successCallback(base64Image);
  2562. }
  2563. else {
  2564. this.ToBlob(screenshotCanvas, function (blob) {
  2565. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2566. if (("download" in document.createElement("a"))) {
  2567. if (!fileName) {
  2568. var date = new Date();
  2569. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2570. fileName = "screenshot_" + stringDate + ".png";
  2571. }
  2572. Tools.Download(blob, fileName);
  2573. }
  2574. else {
  2575. var url = URL.createObjectURL(blob);
  2576. var newWindow = window.open("");
  2577. if (!newWindow) {
  2578. return;
  2579. }
  2580. var img = newWindow.document.createElement("img");
  2581. img.onload = function () {
  2582. // no longer need to read the blob so it's revoked
  2583. URL.revokeObjectURL(url);
  2584. };
  2585. img.src = url;
  2586. newWindow.document.body.appendChild(img);
  2587. }
  2588. }, mimeType);
  2589. }
  2590. };
  2591. /**
  2592. * Downloads a blob in the browser
  2593. * @param blob defines the blob to download
  2594. * @param fileName defines the name of the downloaded file
  2595. */
  2596. Tools.Download = function (blob, fileName) {
  2597. if (navigator && navigator.msSaveBlob) {
  2598. navigator.msSaveBlob(blob, fileName);
  2599. return;
  2600. }
  2601. var url = window.URL.createObjectURL(blob);
  2602. var a = document.createElement("a");
  2603. document.body.appendChild(a);
  2604. a.style.display = "none";
  2605. a.href = url;
  2606. a.download = fileName;
  2607. a.addEventListener("click", function () {
  2608. if (a.parentElement) {
  2609. a.parentElement.removeChild(a);
  2610. }
  2611. });
  2612. a.click();
  2613. window.URL.revokeObjectURL(url);
  2614. };
  2615. /**
  2616. * Captures a screenshot of the current rendering
  2617. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2618. * @param engine defines the rendering engine
  2619. * @param camera defines the source camera
  2620. * @param size This parameter can be set to a single number or to an object with the
  2621. * following (optional) properties: precision, width, height. If a single number is passed,
  2622. * it will be used for both width and height. If an object is passed, the screenshot size
  2623. * will be derived from the parameters. The precision property is a multiplier allowing
  2624. * rendering at a higher or lower resolution
  2625. * @param successCallback defines the callback receives a single parameter which contains the
  2626. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2627. * src parameter of an <img> to display it
  2628. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2629. * Check your browser for supported MIME types
  2630. */
  2631. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2632. if (mimeType === void 0) { mimeType = "image/png"; }
  2633. var width;
  2634. var height;
  2635. // If a precision value is specified
  2636. if (size.precision) {
  2637. width = Math.round(engine.getRenderWidth() * size.precision);
  2638. height = Math.round(width / engine.getAspectRatio(camera));
  2639. }
  2640. else if (size.width && size.height) {
  2641. width = size.width;
  2642. height = size.height;
  2643. }
  2644. //If passing only width, computing height to keep display canvas ratio.
  2645. else if (size.width && !size.height) {
  2646. width = size.width;
  2647. height = Math.round(width / engine.getAspectRatio(camera));
  2648. }
  2649. //If passing only height, computing width to keep display canvas ratio.
  2650. else if (size.height && !size.width) {
  2651. height = size.height;
  2652. width = Math.round(height * engine.getAspectRatio(camera));
  2653. }
  2654. //Assuming here that "size" parameter is a number
  2655. else if (!isNaN(size)) {
  2656. height = size;
  2657. width = size;
  2658. }
  2659. else {
  2660. Tools.Error("Invalid 'size' parameter !");
  2661. return;
  2662. }
  2663. if (!screenshotCanvas) {
  2664. screenshotCanvas = document.createElement('canvas');
  2665. }
  2666. screenshotCanvas.width = width;
  2667. screenshotCanvas.height = height;
  2668. var renderContext = screenshotCanvas.getContext("2d");
  2669. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2670. var newWidth = width;
  2671. var newHeight = newWidth / ratio;
  2672. if (newHeight > height) {
  2673. newHeight = height;
  2674. newWidth = newHeight * ratio;
  2675. }
  2676. var offsetX = Math.max(0, width - newWidth) / 2;
  2677. var offsetY = Math.max(0, height - newHeight) / 2;
  2678. var renderingCanvas = engine.getRenderingCanvas();
  2679. if (renderContext && renderingCanvas) {
  2680. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2681. }
  2682. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2683. };
  2684. /**
  2685. * Generates an image screenshot from the specified camera.
  2686. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2687. * @param engine The engine to use for rendering
  2688. * @param camera The camera to use for rendering
  2689. * @param size This parameter can be set to a single number or to an object with the
  2690. * following (optional) properties: precision, width, height. If a single number is passed,
  2691. * it will be used for both width and height. If an object is passed, the screenshot size
  2692. * will be derived from the parameters. The precision property is a multiplier allowing
  2693. * rendering at a higher or lower resolution
  2694. * @param successCallback The callback receives a single parameter which contains the
  2695. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2696. * src parameter of an <img> to display it
  2697. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2698. * Check your browser for supported MIME types
  2699. * @param samples Texture samples (default: 1)
  2700. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2701. * @param fileName A name for for the downloaded file.
  2702. */
  2703. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2704. if (mimeType === void 0) { mimeType = "image/png"; }
  2705. if (samples === void 0) { samples = 1; }
  2706. if (antialiasing === void 0) { antialiasing = false; }
  2707. var width;
  2708. var height;
  2709. //If a precision value is specified
  2710. if (size.precision) {
  2711. width = Math.round(engine.getRenderWidth() * size.precision);
  2712. height = Math.round(width / engine.getAspectRatio(camera));
  2713. size = { width: width, height: height };
  2714. }
  2715. else if (size.width && size.height) {
  2716. width = size.width;
  2717. height = size.height;
  2718. }
  2719. //If passing only width, computing height to keep display canvas ratio.
  2720. else if (size.width && !size.height) {
  2721. width = size.width;
  2722. height = Math.round(width / engine.getAspectRatio(camera));
  2723. size = { width: width, height: height };
  2724. }
  2725. //If passing only height, computing width to keep display canvas ratio.
  2726. else if (size.height && !size.width) {
  2727. height = size.height;
  2728. width = Math.round(height * engine.getAspectRatio(camera));
  2729. size = { width: width, height: height };
  2730. }
  2731. //Assuming here that "size" parameter is a number
  2732. else if (!isNaN(size)) {
  2733. height = size;
  2734. width = size;
  2735. }
  2736. else {
  2737. Tools.Error("Invalid 'size' parameter !");
  2738. return;
  2739. }
  2740. var scene = camera.getScene();
  2741. var previousCamera = null;
  2742. if (scene.activeCamera !== camera) {
  2743. previousCamera = scene.activeCamera;
  2744. scene.activeCamera = camera;
  2745. }
  2746. var renderCanvas = engine.getRenderingCanvas();
  2747. if (!renderCanvas) {
  2748. Tools.Error("No rendering canvas found !");
  2749. return;
  2750. }
  2751. var originalSize = { width: renderCanvas.width, height: renderCanvas.height };
  2752. engine.setSize(width, height);
  2753. scene.render();
  2754. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2755. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2756. texture.renderList = null;
  2757. texture.samples = samples;
  2758. if (antialiasing) {
  2759. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2760. }
  2761. texture.onAfterRenderObservable.add(function () {
  2762. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2763. });
  2764. scene.incrementRenderId();
  2765. scene.resetCachedMaterial();
  2766. texture.render(true);
  2767. texture.dispose();
  2768. if (previousCamera) {
  2769. scene.activeCamera = previousCamera;
  2770. }
  2771. engine.setSize(originalSize.width, originalSize.height);
  2772. camera.getProjectionMatrix(true); // Force cache refresh;
  2773. };
  2774. /**
  2775. * Validates if xhr data is correct
  2776. * @param xhr defines the request to validate
  2777. * @param dataType defines the expected data type
  2778. * @returns true if data is correct
  2779. */
  2780. Tools.ValidateXHRData = function (xhr, dataType) {
  2781. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2782. if (dataType === void 0) { dataType = 7; }
  2783. try {
  2784. if (dataType & 1) {
  2785. if (xhr.responseText && xhr.responseText.length > 0) {
  2786. return true;
  2787. }
  2788. else if (dataType === 1) {
  2789. return false;
  2790. }
  2791. }
  2792. if (dataType & 2) {
  2793. // Check header width and height since there is no "TGA" magic number
  2794. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2795. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2796. return true;
  2797. }
  2798. else if (dataType === 2) {
  2799. return false;
  2800. }
  2801. }
  2802. if (dataType & 4) {
  2803. // Check for the "DDS" magic number
  2804. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2805. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2806. return true;
  2807. }
  2808. else {
  2809. return false;
  2810. }
  2811. }
  2812. }
  2813. catch (e) {
  2814. // Global protection
  2815. }
  2816. return false;
  2817. };
  2818. /**
  2819. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2820. * Be aware Math.random() could cause collisions, but:
  2821. * "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"
  2822. * @returns a pseudo random id
  2823. */
  2824. Tools.RandomId = function () {
  2825. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2826. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2827. return v.toString(16);
  2828. });
  2829. };
  2830. /**
  2831. * Test if the given uri is a base64 string
  2832. * @param uri The uri to test
  2833. * @return True if the uri is a base64 string or false otherwise
  2834. */
  2835. Tools.IsBase64 = function (uri) {
  2836. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2837. };
  2838. /**
  2839. * Decode the given base64 uri.
  2840. * @param uri The uri to decode
  2841. * @return The decoded base64 data.
  2842. */
  2843. Tools.DecodeBase64 = function (uri) {
  2844. var decodedString = atob(uri.split(",")[1]);
  2845. var bufferLength = decodedString.length;
  2846. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2847. for (var i = 0; i < bufferLength; i++) {
  2848. bufferView[i] = decodedString.charCodeAt(i);
  2849. }
  2850. return bufferView.buffer;
  2851. };
  2852. Tools._AddLogEntry = function (entry) {
  2853. Tools._LogCache = entry + Tools._LogCache;
  2854. if (Tools.OnNewCacheEntry) {
  2855. Tools.OnNewCacheEntry(entry);
  2856. }
  2857. };
  2858. Tools._FormatMessage = function (message) {
  2859. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2860. var date = new Date();
  2861. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2862. };
  2863. Tools._LogDisabled = function (message) {
  2864. // nothing to do
  2865. };
  2866. Tools._LogEnabled = function (message) {
  2867. var formattedMessage = Tools._FormatMessage(message);
  2868. console.log("BJS - " + formattedMessage);
  2869. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2870. Tools._AddLogEntry(entry);
  2871. };
  2872. Tools._WarnDisabled = function (message) {
  2873. // nothing to do
  2874. };
  2875. Tools._WarnEnabled = function (message) {
  2876. var formattedMessage = Tools._FormatMessage(message);
  2877. console.warn("BJS - " + formattedMessage);
  2878. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2879. Tools._AddLogEntry(entry);
  2880. };
  2881. Tools._ErrorDisabled = function (message) {
  2882. // nothing to do
  2883. };
  2884. Tools._ErrorEnabled = function (message) {
  2885. Tools.errorsCount++;
  2886. var formattedMessage = Tools._FormatMessage(message);
  2887. console.error("BJS - " + formattedMessage);
  2888. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2889. Tools._AddLogEntry(entry);
  2890. };
  2891. Object.defineProperty(Tools, "LogCache", {
  2892. /**
  2893. * Gets current log cache (list of logs)
  2894. */
  2895. get: function () {
  2896. return Tools._LogCache;
  2897. },
  2898. enumerable: true,
  2899. configurable: true
  2900. });
  2901. /**
  2902. * Clears the log cache
  2903. */
  2904. Tools.ClearLogCache = function () {
  2905. Tools._LogCache = "";
  2906. Tools.errorsCount = 0;
  2907. };
  2908. Object.defineProperty(Tools, "LogLevels", {
  2909. /**
  2910. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2911. */
  2912. set: function (level) {
  2913. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2914. Tools.Log = Tools._LogEnabled;
  2915. }
  2916. else {
  2917. Tools.Log = Tools._LogDisabled;
  2918. }
  2919. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2920. Tools.Warn = Tools._WarnEnabled;
  2921. }
  2922. else {
  2923. Tools.Warn = Tools._WarnDisabled;
  2924. }
  2925. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2926. Tools.Error = Tools._ErrorEnabled;
  2927. }
  2928. else {
  2929. Tools.Error = Tools._ErrorDisabled;
  2930. }
  2931. },
  2932. enumerable: true,
  2933. configurable: true
  2934. });
  2935. /**
  2936. * Checks if the loaded document was accessed via `file:`-Protocol.
  2937. * @returns boolean
  2938. */
  2939. Tools.IsFileURL = function () {
  2940. return location.protocol === "file:";
  2941. };
  2942. /**
  2943. * Checks if the window object exists
  2944. * @returns true if the window object exists
  2945. */
  2946. Tools.IsWindowObjectExist = function () {
  2947. return (typeof window) !== "undefined";
  2948. };
  2949. Object.defineProperty(Tools, "PerformanceLogLevel", {
  2950. /**
  2951. * Sets the current performance log level
  2952. */
  2953. set: function (level) {
  2954. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  2955. Tools.StartPerformanceCounter = Tools._StartUserMark;
  2956. Tools.EndPerformanceCounter = Tools._EndUserMark;
  2957. return;
  2958. }
  2959. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  2960. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  2961. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  2962. return;
  2963. }
  2964. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  2965. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  2966. },
  2967. enumerable: true,
  2968. configurable: true
  2969. });
  2970. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  2971. };
  2972. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  2973. };
  2974. Tools._StartUserMark = function (counterName, condition) {
  2975. if (condition === void 0) { condition = true; }
  2976. if (!Tools._performance) {
  2977. if (!Tools.IsWindowObjectExist()) {
  2978. return;
  2979. }
  2980. Tools._performance = window.performance;
  2981. }
  2982. if (!condition || !Tools._performance.mark) {
  2983. return;
  2984. }
  2985. Tools._performance.mark(counterName + "-Begin");
  2986. };
  2987. Tools._EndUserMark = function (counterName, condition) {
  2988. if (condition === void 0) { condition = true; }
  2989. if (!condition || !Tools._performance.mark) {
  2990. return;
  2991. }
  2992. Tools._performance.mark(counterName + "-End");
  2993. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  2994. };
  2995. Tools._StartPerformanceConsole = function (counterName, condition) {
  2996. if (condition === void 0) { condition = true; }
  2997. if (!condition) {
  2998. return;
  2999. }
  3000. Tools._StartUserMark(counterName, condition);
  3001. if (console.time) {
  3002. console.time(counterName);
  3003. }
  3004. };
  3005. Tools._EndPerformanceConsole = function (counterName, condition) {
  3006. if (condition === void 0) { condition = true; }
  3007. if (!condition) {
  3008. return;
  3009. }
  3010. Tools._EndUserMark(counterName, condition);
  3011. if (console.time) {
  3012. console.timeEnd(counterName);
  3013. }
  3014. };
  3015. Object.defineProperty(Tools, "Now", {
  3016. /**
  3017. * Gets either window.performance.now() if supported or Date.now() else
  3018. */
  3019. get: function () {
  3020. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  3021. return window.performance.now();
  3022. }
  3023. return Date.now();
  3024. },
  3025. enumerable: true,
  3026. configurable: true
  3027. });
  3028. /**
  3029. * This method will return the name of the class used to create the instance of the given object.
  3030. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  3031. * @param object the object to get the class name from
  3032. * @param isType defines if the object is actually a type
  3033. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  3034. */
  3035. Tools.GetClassName = function (object, isType) {
  3036. if (isType === void 0) { isType = false; }
  3037. var name = null;
  3038. if (!isType && object.getClassName) {
  3039. name = object.getClassName();
  3040. }
  3041. else {
  3042. if (object instanceof Object) {
  3043. var classObj = isType ? object : Object.getPrototypeOf(object);
  3044. name = classObj.constructor["__bjsclassName__"];
  3045. }
  3046. if (!name) {
  3047. name = typeof object;
  3048. }
  3049. }
  3050. return name;
  3051. };
  3052. /**
  3053. * Gets the first element of an array satisfying a given predicate
  3054. * @param array defines the array to browse
  3055. * @param predicate defines the predicate to use
  3056. * @returns null if not found or the element
  3057. */
  3058. Tools.First = function (array, predicate) {
  3059. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3060. var el = array_1[_i];
  3061. if (predicate(el)) {
  3062. return el;
  3063. }
  3064. }
  3065. return null;
  3066. };
  3067. /**
  3068. * This method will return the name of the full name of the class, including its owning module (if any).
  3069. * 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).
  3070. * @param object the object to get the class name from
  3071. * @param isType defines if the object is actually a type
  3072. * @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.
  3073. * @ignorenaming
  3074. */
  3075. Tools.getFullClassName = function (object, isType) {
  3076. if (isType === void 0) { isType = false; }
  3077. var className = null;
  3078. var moduleName = null;
  3079. if (!isType && object.getClassName) {
  3080. className = object.getClassName();
  3081. }
  3082. else {
  3083. if (object instanceof Object) {
  3084. var classObj = isType ? object : Object.getPrototypeOf(object);
  3085. className = classObj.constructor["__bjsclassName__"];
  3086. moduleName = classObj.constructor["__bjsmoduleName__"];
  3087. }
  3088. if (!className) {
  3089. className = typeof object;
  3090. }
  3091. }
  3092. if (!className) {
  3093. return null;
  3094. }
  3095. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3096. };
  3097. /**
  3098. * Returns a promise that resolves after the given amount of time.
  3099. * @param delay Number of milliseconds to delay
  3100. * @returns Promise that resolves after the given amount of time
  3101. */
  3102. Tools.DelayAsync = function (delay) {
  3103. return new Promise(function (resolve) {
  3104. setTimeout(function () {
  3105. resolve();
  3106. }, delay);
  3107. });
  3108. };
  3109. /**
  3110. * Gets the current gradient from an array of IValueGradient
  3111. * @param ratio defines the current ratio to get
  3112. * @param gradients defines the array of IValueGradient
  3113. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3114. */
  3115. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3116. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3117. var currentGradient = gradients[gradientIndex];
  3118. var nextGradient = gradients[gradientIndex + 1];
  3119. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3120. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3121. updateFunc(currentGradient, nextGradient, scale);
  3122. return;
  3123. }
  3124. }
  3125. // Use last index if over
  3126. var lastIndex = gradients.length - 1;
  3127. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3128. };
  3129. /**
  3130. * Gets or sets the base URL to use to load assets
  3131. */
  3132. Tools.BaseUrl = "";
  3133. /**
  3134. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3135. */
  3136. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3137. /**
  3138. * Default behaviour for cors in the application.
  3139. * It can be a string if the expected behavior is identical in the entire app.
  3140. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3141. */
  3142. Tools.CorsBehavior = "anonymous";
  3143. /**
  3144. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3145. * @ignorenaming
  3146. */
  3147. Tools.UseFallbackTexture = true;
  3148. /**
  3149. * Use this object to register external classes like custom textures or material
  3150. * to allow the laoders to instantiate them
  3151. */
  3152. Tools.RegisteredExternalClasses = {};
  3153. /**
  3154. * Texture content used if a texture cannot loaded
  3155. * @ignorenaming
  3156. */
  3157. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3158. Tools._tmpFloatArray = new Float32Array(1);
  3159. /**
  3160. * Gets or sets a function used to pre-process url before using them to load assets
  3161. */
  3162. Tools.PreprocessUrl = function (url) {
  3163. return url;
  3164. };
  3165. // Logs
  3166. /**
  3167. * No log
  3168. */
  3169. Tools.NoneLogLevel = 0;
  3170. /**
  3171. * Only message logs
  3172. */
  3173. Tools.MessageLogLevel = 1;
  3174. /**
  3175. * Only warning logs
  3176. */
  3177. Tools.WarningLogLevel = 2;
  3178. /**
  3179. * Only error logs
  3180. */
  3181. Tools.ErrorLogLevel = 4;
  3182. /**
  3183. * All logs
  3184. */
  3185. Tools.AllLogLevel = 7;
  3186. Tools._LogCache = "";
  3187. /**
  3188. * Gets a value indicating the number of loading errors
  3189. * @ignorenaming
  3190. */
  3191. Tools.errorsCount = 0;
  3192. /**
  3193. * Log a message to the console
  3194. */
  3195. Tools.Log = Tools._LogEnabled;
  3196. /**
  3197. * Write a warning message to the console
  3198. */
  3199. Tools.Warn = Tools._WarnEnabled;
  3200. /**
  3201. * Write an error message to the console
  3202. */
  3203. Tools.Error = Tools._ErrorEnabled;
  3204. // Performances
  3205. /**
  3206. * No performance log
  3207. */
  3208. Tools.PerformanceNoneLogLevel = 0;
  3209. /**
  3210. * Use user marks to log performance
  3211. */
  3212. Tools.PerformanceUserMarkLogLevel = 1;
  3213. /**
  3214. * Log performance to the console
  3215. */
  3216. Tools.PerformanceConsoleLogLevel = 2;
  3217. /**
  3218. * Starts a performance counter
  3219. */
  3220. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3221. /**
  3222. * Ends a specific performance coutner
  3223. */
  3224. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3225. return Tools;
  3226. }());
  3227. BABYLON.Tools = Tools;
  3228. /**
  3229. * This class is used to track a performance counter which is number based.
  3230. * The user has access to many properties which give statistics of different nature.
  3231. *
  3232. * The implementer can track two kinds of Performance Counter: time and count.
  3233. * 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.
  3234. * 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.
  3235. */
  3236. var PerfCounter = /** @class */ (function () {
  3237. /**
  3238. * Creates a new counter
  3239. */
  3240. function PerfCounter() {
  3241. this._startMonitoringTime = 0;
  3242. this._min = 0;
  3243. this._max = 0;
  3244. this._average = 0;
  3245. this._lastSecAverage = 0;
  3246. this._current = 0;
  3247. this._totalValueCount = 0;
  3248. this._totalAccumulated = 0;
  3249. this._lastSecAccumulated = 0;
  3250. this._lastSecTime = 0;
  3251. this._lastSecValueCount = 0;
  3252. }
  3253. Object.defineProperty(PerfCounter.prototype, "min", {
  3254. /**
  3255. * Returns the smallest value ever
  3256. */
  3257. get: function () {
  3258. return this._min;
  3259. },
  3260. enumerable: true,
  3261. configurable: true
  3262. });
  3263. Object.defineProperty(PerfCounter.prototype, "max", {
  3264. /**
  3265. * Returns the biggest value ever
  3266. */
  3267. get: function () {
  3268. return this._max;
  3269. },
  3270. enumerable: true,
  3271. configurable: true
  3272. });
  3273. Object.defineProperty(PerfCounter.prototype, "average", {
  3274. /**
  3275. * Returns the average value since the performance counter is running
  3276. */
  3277. get: function () {
  3278. return this._average;
  3279. },
  3280. enumerable: true,
  3281. configurable: true
  3282. });
  3283. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3284. /**
  3285. * Returns the average value of the last second the counter was monitored
  3286. */
  3287. get: function () {
  3288. return this._lastSecAverage;
  3289. },
  3290. enumerable: true,
  3291. configurable: true
  3292. });
  3293. Object.defineProperty(PerfCounter.prototype, "current", {
  3294. /**
  3295. * Returns the current value
  3296. */
  3297. get: function () {
  3298. return this._current;
  3299. },
  3300. enumerable: true,
  3301. configurable: true
  3302. });
  3303. Object.defineProperty(PerfCounter.prototype, "total", {
  3304. /**
  3305. * Gets the accumulated total
  3306. */
  3307. get: function () {
  3308. return this._totalAccumulated;
  3309. },
  3310. enumerable: true,
  3311. configurable: true
  3312. });
  3313. Object.defineProperty(PerfCounter.prototype, "count", {
  3314. /**
  3315. * Gets the total value count
  3316. */
  3317. get: function () {
  3318. return this._totalValueCount;
  3319. },
  3320. enumerable: true,
  3321. configurable: true
  3322. });
  3323. /**
  3324. * Call this method to start monitoring a new frame.
  3325. * 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.
  3326. */
  3327. PerfCounter.prototype.fetchNewFrame = function () {
  3328. this._totalValueCount++;
  3329. this._current = 0;
  3330. this._lastSecValueCount++;
  3331. };
  3332. /**
  3333. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3334. * @param newCount the count value to add to the monitored count
  3335. * @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.
  3336. */
  3337. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3338. if (!PerfCounter.Enabled) {
  3339. return;
  3340. }
  3341. this._current += newCount;
  3342. if (fetchResult) {
  3343. this._fetchResult();
  3344. }
  3345. };
  3346. /**
  3347. * Start monitoring this performance counter
  3348. */
  3349. PerfCounter.prototype.beginMonitoring = function () {
  3350. if (!PerfCounter.Enabled) {
  3351. return;
  3352. }
  3353. this._startMonitoringTime = Tools.Now;
  3354. };
  3355. /**
  3356. * Compute the time lapsed since the previous beginMonitoring() call.
  3357. * @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
  3358. */
  3359. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3360. if (newFrame === void 0) { newFrame = true; }
  3361. if (!PerfCounter.Enabled) {
  3362. return;
  3363. }
  3364. if (newFrame) {
  3365. this.fetchNewFrame();
  3366. }
  3367. var currentTime = Tools.Now;
  3368. this._current = currentTime - this._startMonitoringTime;
  3369. if (newFrame) {
  3370. this._fetchResult();
  3371. }
  3372. };
  3373. PerfCounter.prototype._fetchResult = function () {
  3374. this._totalAccumulated += this._current;
  3375. this._lastSecAccumulated += this._current;
  3376. // Min/Max update
  3377. this._min = Math.min(this._min, this._current);
  3378. this._max = Math.max(this._max, this._current);
  3379. this._average = this._totalAccumulated / this._totalValueCount;
  3380. // Reset last sec?
  3381. var now = Tools.Now;
  3382. if ((now - this._lastSecTime) > 1000) {
  3383. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3384. this._lastSecTime = now;
  3385. this._lastSecAccumulated = 0;
  3386. this._lastSecValueCount = 0;
  3387. }
  3388. };
  3389. /**
  3390. * Gets or sets a global boolean to turn on and off all the counters
  3391. */
  3392. PerfCounter.Enabled = true;
  3393. return PerfCounter;
  3394. }());
  3395. BABYLON.PerfCounter = PerfCounter;
  3396. /**
  3397. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3398. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3399. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3400. * @param name The name of the class, case should be preserved
  3401. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3402. */
  3403. function className(name, module) {
  3404. return function (target) {
  3405. target["__bjsclassName__"] = name;
  3406. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3407. };
  3408. }
  3409. BABYLON.className = className;
  3410. /**
  3411. * An implementation of a loop for asynchronous functions.
  3412. */
  3413. var AsyncLoop = /** @class */ (function () {
  3414. /**
  3415. * Constructor.
  3416. * @param iterations the number of iterations.
  3417. * @param func the function to run each iteration
  3418. * @param successCallback the callback that will be called upon succesful execution
  3419. * @param offset starting offset.
  3420. */
  3421. function AsyncLoop(
  3422. /**
  3423. * Defines the number of iterations for the loop
  3424. */
  3425. iterations, func, successCallback, offset) {
  3426. if (offset === void 0) { offset = 0; }
  3427. this.iterations = iterations;
  3428. this.index = offset - 1;
  3429. this._done = false;
  3430. this._fn = func;
  3431. this._successCallback = successCallback;
  3432. }
  3433. /**
  3434. * Execute the next iteration. Must be called after the last iteration was finished.
  3435. */
  3436. AsyncLoop.prototype.executeNext = function () {
  3437. if (!this._done) {
  3438. if (this.index + 1 < this.iterations) {
  3439. ++this.index;
  3440. this._fn(this);
  3441. }
  3442. else {
  3443. this.breakLoop();
  3444. }
  3445. }
  3446. };
  3447. /**
  3448. * Break the loop and run the success callback.
  3449. */
  3450. AsyncLoop.prototype.breakLoop = function () {
  3451. this._done = true;
  3452. this._successCallback();
  3453. };
  3454. /**
  3455. * Create and run an async loop.
  3456. * @param iterations the number of iterations.
  3457. * @param fn the function to run each iteration
  3458. * @param successCallback the callback that will be called upon succesful execution
  3459. * @param offset starting offset.
  3460. * @returns the created async loop object
  3461. */
  3462. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3463. if (offset === void 0) { offset = 0; }
  3464. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3465. loop.executeNext();
  3466. return loop;
  3467. };
  3468. /**
  3469. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3470. * @param iterations total number of iterations
  3471. * @param syncedIterations number of synchronous iterations in each async iteration.
  3472. * @param fn the function to call each iteration.
  3473. * @param callback a success call back that will be called when iterating stops.
  3474. * @param breakFunction a break condition (optional)
  3475. * @param timeout timeout settings for the setTimeout function. default - 0.
  3476. * @returns the created async loop object
  3477. */
  3478. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3479. if (timeout === void 0) { timeout = 0; }
  3480. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3481. if (breakFunction && breakFunction()) {
  3482. loop.breakLoop();
  3483. }
  3484. else {
  3485. setTimeout(function () {
  3486. for (var i = 0; i < syncedIterations; ++i) {
  3487. var iteration = (loop.index * syncedIterations) + i;
  3488. if (iteration >= iterations) {
  3489. break;
  3490. }
  3491. fn(iteration);
  3492. if (breakFunction && breakFunction()) {
  3493. loop.breakLoop();
  3494. break;
  3495. }
  3496. }
  3497. loop.executeNext();
  3498. }, timeout);
  3499. }
  3500. }, callback);
  3501. };
  3502. return AsyncLoop;
  3503. }());
  3504. BABYLON.AsyncLoop = AsyncLoop;
  3505. })(BABYLON || (BABYLON = {}));
  3506. //# sourceMappingURL=babylon.tools.js.map
  3507. var BABYLON;
  3508. (function (BABYLON) {
  3509. /**
  3510. * Constant used to convert a value to gamma space
  3511. * @ignorenaming
  3512. */
  3513. BABYLON.ToGammaSpace = 1 / 2.2;
  3514. /**
  3515. * Constant used to convert a value to linear space
  3516. * @ignorenaming
  3517. */
  3518. BABYLON.ToLinearSpace = 2.2;
  3519. /**
  3520. * Constant used to define the minimal number value in Babylon.js
  3521. * @ignorenaming
  3522. */
  3523. BABYLON.Epsilon = 0.001;
  3524. /**
  3525. * Class used to hold a RBG color
  3526. */
  3527. var Color3 = /** @class */ (function () {
  3528. /**
  3529. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3530. * @param r defines the red component (between 0 and 1, default is 0)
  3531. * @param g defines the green component (between 0 and 1, default is 0)
  3532. * @param b defines the blue component (between 0 and 1, default is 0)
  3533. */
  3534. function Color3(
  3535. /**
  3536. * Defines the red component (between 0 and 1, default is 0)
  3537. */
  3538. r,
  3539. /**
  3540. * Defines the green component (between 0 and 1, default is 0)
  3541. */
  3542. g,
  3543. /**
  3544. * Defines the blue component (between 0 and 1, default is 0)
  3545. */
  3546. b) {
  3547. if (r === void 0) { r = 0; }
  3548. if (g === void 0) { g = 0; }
  3549. if (b === void 0) { b = 0; }
  3550. this.r = r;
  3551. this.g = g;
  3552. this.b = b;
  3553. }
  3554. /**
  3555. * Creates a string with the Color3 current values
  3556. * @returns the string representation of the Color3 object
  3557. */
  3558. Color3.prototype.toString = function () {
  3559. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3560. };
  3561. /**
  3562. * Returns the string "Color3"
  3563. * @returns "Color3"
  3564. */
  3565. Color3.prototype.getClassName = function () {
  3566. return "Color3";
  3567. };
  3568. /**
  3569. * Compute the Color3 hash code
  3570. * @returns an unique number that can be used to hash Color3 objects
  3571. */
  3572. Color3.prototype.getHashCode = function () {
  3573. var hash = this.r || 0;
  3574. hash = (hash * 397) ^ (this.g || 0);
  3575. hash = (hash * 397) ^ (this.b || 0);
  3576. return hash;
  3577. };
  3578. // Operators
  3579. /**
  3580. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3581. * @param array defines the array where to store the r,g,b components
  3582. * @param index defines an optional index in the target array to define where to start storing values
  3583. * @returns the current Color3 object
  3584. */
  3585. Color3.prototype.toArray = function (array, index) {
  3586. if (index === void 0) { index = 0; }
  3587. array[index] = this.r;
  3588. array[index + 1] = this.g;
  3589. array[index + 2] = this.b;
  3590. return this;
  3591. };
  3592. /**
  3593. * Returns a new Color4 object from the current Color3 and the given alpha
  3594. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3595. * @returns a new Color4 object
  3596. */
  3597. Color3.prototype.toColor4 = function (alpha) {
  3598. if (alpha === void 0) { alpha = 1; }
  3599. return new Color4(this.r, this.g, this.b, alpha);
  3600. };
  3601. /**
  3602. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3603. * @returns the new array
  3604. */
  3605. Color3.prototype.asArray = function () {
  3606. var result = new Array();
  3607. this.toArray(result, 0);
  3608. return result;
  3609. };
  3610. /**
  3611. * Returns the luminance value
  3612. * @returns a float value
  3613. */
  3614. Color3.prototype.toLuminance = function () {
  3615. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3616. };
  3617. /**
  3618. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3619. * @param otherColor defines the second operand
  3620. * @returns the new Color3 object
  3621. */
  3622. Color3.prototype.multiply = function (otherColor) {
  3623. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3624. };
  3625. /**
  3626. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3627. * @param otherColor defines the second operand
  3628. * @param result defines the Color3 object where to store the result
  3629. * @returns the current Color3
  3630. */
  3631. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3632. result.r = this.r * otherColor.r;
  3633. result.g = this.g * otherColor.g;
  3634. result.b = this.b * otherColor.b;
  3635. return this;
  3636. };
  3637. /**
  3638. * Determines equality between Color3 objects
  3639. * @param otherColor defines the second operand
  3640. * @returns true if the rgb values are equal to the given ones
  3641. */
  3642. Color3.prototype.equals = function (otherColor) {
  3643. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3644. };
  3645. /**
  3646. * Determines equality between the current Color3 object and a set of r,b,g values
  3647. * @param r defines the red component to check
  3648. * @param g defines the green component to check
  3649. * @param b defines the blue component to check
  3650. * @returns true if the rgb values are equal to the given ones
  3651. */
  3652. Color3.prototype.equalsFloats = function (r, g, b) {
  3653. return this.r === r && this.g === g && this.b === b;
  3654. };
  3655. /**
  3656. * Multiplies in place each rgb value by scale
  3657. * @param scale defines the scaling factor
  3658. * @returns the updated Color3
  3659. */
  3660. Color3.prototype.scale = function (scale) {
  3661. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3662. };
  3663. /**
  3664. * Multiplies the rgb values by scale and stores the result into "result"
  3665. * @param scale defines the scaling factor
  3666. * @param result defines the Color3 object where to store the result
  3667. * @returns the unmodified current Color3
  3668. */
  3669. Color3.prototype.scaleToRef = function (scale, result) {
  3670. result.r = this.r * scale;
  3671. result.g = this.g * scale;
  3672. result.b = this.b * scale;
  3673. return this;
  3674. };
  3675. /**
  3676. * Scale the current Color3 values by a factor and add the result to a given Color3
  3677. * @param scale defines the scale factor
  3678. * @param result defines color to store the result into
  3679. * @returns the unmodified current Color3
  3680. */
  3681. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3682. result.r += this.r * scale;
  3683. result.g += this.g * scale;
  3684. result.b += this.b * scale;
  3685. return this;
  3686. };
  3687. /**
  3688. * Clamps the rgb values by the min and max values and stores the result into "result"
  3689. * @param min defines minimum clamping value (default is 0)
  3690. * @param max defines maximum clamping value (default is 1)
  3691. * @param result defines color to store the result into
  3692. * @returns the original Color3
  3693. */
  3694. Color3.prototype.clampToRef = function (min, max, result) {
  3695. if (min === void 0) { min = 0; }
  3696. if (max === void 0) { max = 1; }
  3697. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3698. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3699. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3700. return this;
  3701. };
  3702. /**
  3703. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3704. * @param otherColor defines the second operand
  3705. * @returns the new Color3
  3706. */
  3707. Color3.prototype.add = function (otherColor) {
  3708. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3709. };
  3710. /**
  3711. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3712. * @param otherColor defines the second operand
  3713. * @param result defines Color3 object to store the result into
  3714. * @returns the unmodified current Color3
  3715. */
  3716. Color3.prototype.addToRef = function (otherColor, result) {
  3717. result.r = this.r + otherColor.r;
  3718. result.g = this.g + otherColor.g;
  3719. result.b = this.b + otherColor.b;
  3720. return this;
  3721. };
  3722. /**
  3723. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3724. * @param otherColor defines the second operand
  3725. * @returns the new Color3
  3726. */
  3727. Color3.prototype.subtract = function (otherColor) {
  3728. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3729. };
  3730. /**
  3731. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3732. * @param otherColor defines the second operand
  3733. * @param result defines Color3 object to store the result into
  3734. * @returns the unmodified current Color3
  3735. */
  3736. Color3.prototype.subtractToRef = function (otherColor, result) {
  3737. result.r = this.r - otherColor.r;
  3738. result.g = this.g - otherColor.g;
  3739. result.b = this.b - otherColor.b;
  3740. return this;
  3741. };
  3742. /**
  3743. * Copy the current object
  3744. * @returns a new Color3 copied the current one
  3745. */
  3746. Color3.prototype.clone = function () {
  3747. return new Color3(this.r, this.g, this.b);
  3748. };
  3749. /**
  3750. * Copies the rgb values from the source in the current Color3
  3751. * @param source defines the source Color3 object
  3752. * @returns the updated Color3 object
  3753. */
  3754. Color3.prototype.copyFrom = function (source) {
  3755. this.r = source.r;
  3756. this.g = source.g;
  3757. this.b = source.b;
  3758. return this;
  3759. };
  3760. /**
  3761. * Updates the Color3 rgb values from the given floats
  3762. * @param r defines the red component to read from
  3763. * @param g defines the green component to read from
  3764. * @param b defines the blue component to read from
  3765. * @returns the current Color3 object
  3766. */
  3767. Color3.prototype.copyFromFloats = function (r, g, b) {
  3768. this.r = r;
  3769. this.g = g;
  3770. this.b = b;
  3771. return this;
  3772. };
  3773. /**
  3774. * Updates the Color3 rgb values from the given floats
  3775. * @param r defines the red component to read from
  3776. * @param g defines the green component to read from
  3777. * @param b defines the blue component to read from
  3778. * @returns the current Color3 object
  3779. */
  3780. Color3.prototype.set = function (r, g, b) {
  3781. return this.copyFromFloats(r, g, b);
  3782. };
  3783. /**
  3784. * Compute the Color3 hexadecimal code as a string
  3785. * @returns a string containing the hexadecimal representation of the Color3 object
  3786. */
  3787. Color3.prototype.toHexString = function () {
  3788. var intR = (this.r * 255) | 0;
  3789. var intG = (this.g * 255) | 0;
  3790. var intB = (this.b * 255) | 0;
  3791. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3792. };
  3793. /**
  3794. * Computes a new Color3 converted from the current one to linear space
  3795. * @returns a new Color3 object
  3796. */
  3797. Color3.prototype.toLinearSpace = function () {
  3798. var convertedColor = new Color3();
  3799. this.toLinearSpaceToRef(convertedColor);
  3800. return convertedColor;
  3801. };
  3802. /**
  3803. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3804. * @param convertedColor defines the Color3 object where to store the linear space version
  3805. * @returns the unmodified Color3
  3806. */
  3807. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3808. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3809. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3810. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3811. return this;
  3812. };
  3813. /**
  3814. * Computes a new Color3 converted from the current one to gamma space
  3815. * @returns a new Color3 object
  3816. */
  3817. Color3.prototype.toGammaSpace = function () {
  3818. var convertedColor = new Color3();
  3819. this.toGammaSpaceToRef(convertedColor);
  3820. return convertedColor;
  3821. };
  3822. /**
  3823. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3824. * @param convertedColor defines the Color3 object where to store the gamma space version
  3825. * @returns the unmodified Color3
  3826. */
  3827. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3828. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3829. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3830. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3831. return this;
  3832. };
  3833. // Statics
  3834. /**
  3835. * Creates a new Color3 from the string containing valid hexadecimal values
  3836. * @param hex defines a string containing valid hexadecimal values
  3837. * @returns a new Color3 object
  3838. */
  3839. Color3.FromHexString = function (hex) {
  3840. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3841. return new Color3(0, 0, 0);
  3842. }
  3843. var r = parseInt(hex.substring(1, 3), 16);
  3844. var g = parseInt(hex.substring(3, 5), 16);
  3845. var b = parseInt(hex.substring(5, 7), 16);
  3846. return Color3.FromInts(r, g, b);
  3847. };
  3848. /**
  3849. * Creates a new Vector3 from the starting index of the given array
  3850. * @param array defines the source array
  3851. * @param offset defines an offset in the source array
  3852. * @returns a new Color3 object
  3853. */
  3854. Color3.FromArray = function (array, offset) {
  3855. if (offset === void 0) { offset = 0; }
  3856. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3857. };
  3858. /**
  3859. * Creates a new Color3 from integer values (< 256)
  3860. * @param r defines the red component to read from (value between 0 and 255)
  3861. * @param g defines the green component to read from (value between 0 and 255)
  3862. * @param b defines the blue component to read from (value between 0 and 255)
  3863. * @returns a new Color3 object
  3864. */
  3865. Color3.FromInts = function (r, g, b) {
  3866. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3867. };
  3868. /**
  3869. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3870. * @param start defines the start Color3 value
  3871. * @param end defines the end Color3 value
  3872. * @param amount defines the gradient value between start and end
  3873. * @returns a new Color3 object
  3874. */
  3875. Color3.Lerp = function (start, end, amount) {
  3876. var result = new Color3(0.0, 0.0, 0.0);
  3877. Color3.LerpToRef(start, end, amount, result);
  3878. return result;
  3879. };
  3880. /**
  3881. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3882. * @param left defines the start value
  3883. * @param right defines the end value
  3884. * @param amount defines the gradient factor
  3885. * @param result defines the Color3 object where to store the result
  3886. */
  3887. Color3.LerpToRef = function (left, right, amount, result) {
  3888. result.r = left.r + ((right.r - left.r) * amount);
  3889. result.g = left.g + ((right.g - left.g) * amount);
  3890. result.b = left.b + ((right.b - left.b) * amount);
  3891. };
  3892. /**
  3893. * Returns a Color3 value containing a red color
  3894. * @returns a new Color3 object
  3895. */
  3896. Color3.Red = function () { return new Color3(1, 0, 0); };
  3897. /**
  3898. * Returns a Color3 value containing a green color
  3899. * @returns a new Color3 object
  3900. */
  3901. Color3.Green = function () { return new Color3(0, 1, 0); };
  3902. /**
  3903. * Returns a Color3 value containing a blue color
  3904. * @returns a new Color3 object
  3905. */
  3906. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3907. /**
  3908. * Returns a Color3 value containing a black color
  3909. * @returns a new Color3 object
  3910. */
  3911. Color3.Black = function () { return new Color3(0, 0, 0); };
  3912. /**
  3913. * Returns a Color3 value containing a white color
  3914. * @returns a new Color3 object
  3915. */
  3916. Color3.White = function () { return new Color3(1, 1, 1); };
  3917. /**
  3918. * Returns a Color3 value containing a purple color
  3919. * @returns a new Color3 object
  3920. */
  3921. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  3922. /**
  3923. * Returns a Color3 value containing a magenta color
  3924. * @returns a new Color3 object
  3925. */
  3926. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  3927. /**
  3928. * Returns a Color3 value containing a yellow color
  3929. * @returns a new Color3 object
  3930. */
  3931. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  3932. /**
  3933. * Returns a Color3 value containing a gray color
  3934. * @returns a new Color3 object
  3935. */
  3936. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  3937. /**
  3938. * Returns a Color3 value containing a teal color
  3939. * @returns a new Color3 object
  3940. */
  3941. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  3942. /**
  3943. * Returns a Color3 value containing a random color
  3944. * @returns a new Color3 object
  3945. */
  3946. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  3947. return Color3;
  3948. }());
  3949. BABYLON.Color3 = Color3;
  3950. /**
  3951. * Class used to hold a RBGA color
  3952. */
  3953. var Color4 = /** @class */ (function () {
  3954. /**
  3955. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  3956. * @param r defines the red component (between 0 and 1, default is 0)
  3957. * @param g defines the green component (between 0 and 1, default is 0)
  3958. * @param b defines the blue component (between 0 and 1, default is 0)
  3959. * @param a defines the alpha component (between 0 and 1, default is 1)
  3960. */
  3961. function Color4(
  3962. /**
  3963. * Defines the red component (between 0 and 1, default is 0)
  3964. */
  3965. r,
  3966. /**
  3967. * Defines the green component (between 0 and 1, default is 0)
  3968. */
  3969. g,
  3970. /**
  3971. * Defines the blue component (between 0 and 1, default is 0)
  3972. */
  3973. b,
  3974. /**
  3975. * Defines the alpha component (between 0 and 1, default is 1)
  3976. */
  3977. a) {
  3978. if (r === void 0) { r = 0; }
  3979. if (g === void 0) { g = 0; }
  3980. if (b === void 0) { b = 0; }
  3981. if (a === void 0) { a = 1; }
  3982. this.r = r;
  3983. this.g = g;
  3984. this.b = b;
  3985. this.a = a;
  3986. }
  3987. // Operators
  3988. /**
  3989. * Adds in place the given Color4 values to the current Color4 object
  3990. * @param right defines the second operand
  3991. * @returns the current updated Color4 object
  3992. */
  3993. Color4.prototype.addInPlace = function (right) {
  3994. this.r += right.r;
  3995. this.g += right.g;
  3996. this.b += right.b;
  3997. this.a += right.a;
  3998. return this;
  3999. };
  4000. /**
  4001. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  4002. * @returns the new array
  4003. */
  4004. Color4.prototype.asArray = function () {
  4005. var result = new Array();
  4006. this.toArray(result, 0);
  4007. return result;
  4008. };
  4009. /**
  4010. * Stores from the starting index in the given array the Color4 successive values
  4011. * @param array defines the array where to store the r,g,b components
  4012. * @param index defines an optional index in the target array to define where to start storing values
  4013. * @returns the current Color4 object
  4014. */
  4015. Color4.prototype.toArray = function (array, index) {
  4016. if (index === void 0) { index = 0; }
  4017. array[index] = this.r;
  4018. array[index + 1] = this.g;
  4019. array[index + 2] = this.b;
  4020. array[index + 3] = this.a;
  4021. return this;
  4022. };
  4023. /**
  4024. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  4025. * @param right defines the second operand
  4026. * @returns a new Color4 object
  4027. */
  4028. Color4.prototype.add = function (right) {
  4029. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4030. };
  4031. /**
  4032. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4033. * @param right defines the second operand
  4034. * @returns a new Color4 object
  4035. */
  4036. Color4.prototype.subtract = function (right) {
  4037. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4038. };
  4039. /**
  4040. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4041. * @param right defines the second operand
  4042. * @param result defines the Color4 object where to store the result
  4043. * @returns the current Color4 object
  4044. */
  4045. Color4.prototype.subtractToRef = function (right, result) {
  4046. result.r = this.r - right.r;
  4047. result.g = this.g - right.g;
  4048. result.b = this.b - right.b;
  4049. result.a = this.a - right.a;
  4050. return this;
  4051. };
  4052. /**
  4053. * Creates a new Color4 with the current Color4 values multiplied by scale
  4054. * @param scale defines the scaling factor to apply
  4055. * @returns a new Color4 object
  4056. */
  4057. Color4.prototype.scale = function (scale) {
  4058. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4059. };
  4060. /**
  4061. * Multiplies the current Color4 values by scale and stores the result in "result"
  4062. * @param scale defines the scaling factor to apply
  4063. * @param result defines the Color4 object where to store the result
  4064. * @returns the current unmodified Color4
  4065. */
  4066. Color4.prototype.scaleToRef = function (scale, result) {
  4067. result.r = this.r * scale;
  4068. result.g = this.g * scale;
  4069. result.b = this.b * scale;
  4070. result.a = this.a * scale;
  4071. return this;
  4072. };
  4073. /**
  4074. * Scale the current Color4 values by a factor and add the result to a given Color4
  4075. * @param scale defines the scale factor
  4076. * @param result defines the Color4 object where to store the result
  4077. * @returns the unmodified current Color4
  4078. */
  4079. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4080. result.r += this.r * scale;
  4081. result.g += this.g * scale;
  4082. result.b += this.b * scale;
  4083. result.a += this.a * scale;
  4084. return this;
  4085. };
  4086. /**
  4087. * Clamps the rgb values by the min and max values and stores the result into "result"
  4088. * @param min defines minimum clamping value (default is 0)
  4089. * @param max defines maximum clamping value (default is 1)
  4090. * @param result defines color to store the result into.
  4091. * @returns the cuurent Color4
  4092. */
  4093. Color4.prototype.clampToRef = function (min, max, result) {
  4094. if (min === void 0) { min = 0; }
  4095. if (max === void 0) { max = 1; }
  4096. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4097. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4098. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4099. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4100. return this;
  4101. };
  4102. /**
  4103. * Multipy an Color4 value by another and return a new Color4 object
  4104. * @param color defines the Color4 value to multiply by
  4105. * @returns a new Color4 object
  4106. */
  4107. Color4.prototype.multiply = function (color) {
  4108. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4109. };
  4110. /**
  4111. * Multipy a Color4 value by another and push the result in a reference value
  4112. * @param color defines the Color4 value to multiply by
  4113. * @param result defines the Color4 to fill the result in
  4114. * @returns the result Color4
  4115. */
  4116. Color4.prototype.multiplyToRef = function (color, result) {
  4117. result.r = this.r * color.r;
  4118. result.g = this.g * color.g;
  4119. result.b = this.b * color.b;
  4120. result.a = this.a * color.a;
  4121. return result;
  4122. };
  4123. /**
  4124. * Creates a string with the Color4 current values
  4125. * @returns the string representation of the Color4 object
  4126. */
  4127. Color4.prototype.toString = function () {
  4128. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4129. };
  4130. /**
  4131. * Returns the string "Color4"
  4132. * @returns "Color4"
  4133. */
  4134. Color4.prototype.getClassName = function () {
  4135. return "Color4";
  4136. };
  4137. /**
  4138. * Compute the Color4 hash code
  4139. * @returns an unique number that can be used to hash Color4 objects
  4140. */
  4141. Color4.prototype.getHashCode = function () {
  4142. var hash = this.r || 0;
  4143. hash = (hash * 397) ^ (this.g || 0);
  4144. hash = (hash * 397) ^ (this.b || 0);
  4145. hash = (hash * 397) ^ (this.a || 0);
  4146. return hash;
  4147. };
  4148. /**
  4149. * Creates a new Color4 copied from the current one
  4150. * @returns a new Color4 object
  4151. */
  4152. Color4.prototype.clone = function () {
  4153. return new Color4(this.r, this.g, this.b, this.a);
  4154. };
  4155. /**
  4156. * Copies the given Color4 values into the current one
  4157. * @param source defines the source Color4 object
  4158. * @returns the current updated Color4 object
  4159. */
  4160. Color4.prototype.copyFrom = function (source) {
  4161. this.r = source.r;
  4162. this.g = source.g;
  4163. this.b = source.b;
  4164. this.a = source.a;
  4165. return this;
  4166. };
  4167. /**
  4168. * Copies the given float values into the current one
  4169. * @param r defines the red component to read from
  4170. * @param g defines the green component to read from
  4171. * @param b defines the blue component to read from
  4172. * @param a defines the alpha component to read from
  4173. * @returns the current updated Color4 object
  4174. */
  4175. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4176. this.r = r;
  4177. this.g = g;
  4178. this.b = b;
  4179. this.a = a;
  4180. return this;
  4181. };
  4182. /**
  4183. * Copies the given float values into the current one
  4184. * @param r defines the red component to read from
  4185. * @param g defines the green component to read from
  4186. * @param b defines the blue component to read from
  4187. * @param a defines the alpha component to read from
  4188. * @returns the current updated Color4 object
  4189. */
  4190. Color4.prototype.set = function (r, g, b, a) {
  4191. return this.copyFromFloats(r, g, b, a);
  4192. };
  4193. /**
  4194. * Compute the Color4 hexadecimal code as a string
  4195. * @returns a string containing the hexadecimal representation of the Color4 object
  4196. */
  4197. Color4.prototype.toHexString = function () {
  4198. var intR = (this.r * 255) | 0;
  4199. var intG = (this.g * 255) | 0;
  4200. var intB = (this.b * 255) | 0;
  4201. var intA = (this.a * 255) | 0;
  4202. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4203. };
  4204. /**
  4205. * Computes a new Color4 converted from the current one to linear space
  4206. * @returns a new Color4 object
  4207. */
  4208. Color4.prototype.toLinearSpace = function () {
  4209. var convertedColor = new Color4();
  4210. this.toLinearSpaceToRef(convertedColor);
  4211. return convertedColor;
  4212. };
  4213. /**
  4214. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4215. * @param convertedColor defines the Color4 object where to store the linear space version
  4216. * @returns the unmodified Color4
  4217. */
  4218. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4219. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4220. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4221. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4222. convertedColor.a = this.a;
  4223. return this;
  4224. };
  4225. /**
  4226. * Computes a new Color4 converted from the current one to gamma space
  4227. * @returns a new Color4 object
  4228. */
  4229. Color4.prototype.toGammaSpace = function () {
  4230. var convertedColor = new Color4();
  4231. this.toGammaSpaceToRef(convertedColor);
  4232. return convertedColor;
  4233. };
  4234. /**
  4235. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4236. * @param convertedColor defines the Color4 object where to store the gamma space version
  4237. * @returns the unmodified Color4
  4238. */
  4239. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4240. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4241. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4242. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4243. convertedColor.a = this.a;
  4244. return this;
  4245. };
  4246. // Statics
  4247. /**
  4248. * Creates a new Color4 from the string containing valid hexadecimal values
  4249. * @param hex defines a string containing valid hexadecimal values
  4250. * @returns a new Color4 object
  4251. */
  4252. Color4.FromHexString = function (hex) {
  4253. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4254. return new Color4(0.0, 0.0, 0.0, 0.0);
  4255. }
  4256. var r = parseInt(hex.substring(1, 3), 16);
  4257. var g = parseInt(hex.substring(3, 5), 16);
  4258. var b = parseInt(hex.substring(5, 7), 16);
  4259. var a = parseInt(hex.substring(7, 9), 16);
  4260. return Color4.FromInts(r, g, b, a);
  4261. };
  4262. /**
  4263. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4264. * @param left defines the start value
  4265. * @param right defines the end value
  4266. * @param amount defines the gradient factor
  4267. * @returns a new Color4 object
  4268. */
  4269. Color4.Lerp = function (left, right, amount) {
  4270. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4271. Color4.LerpToRef(left, right, amount, result);
  4272. return result;
  4273. };
  4274. /**
  4275. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4276. * @param left defines the start value
  4277. * @param right defines the end value
  4278. * @param amount defines the gradient factor
  4279. * @param result defines the Color4 object where to store data
  4280. */
  4281. Color4.LerpToRef = function (left, right, amount, result) {
  4282. result.r = left.r + (right.r - left.r) * amount;
  4283. result.g = left.g + (right.g - left.g) * amount;
  4284. result.b = left.b + (right.b - left.b) * amount;
  4285. result.a = left.a + (right.a - left.a) * amount;
  4286. };
  4287. /**
  4288. * Creates a new Color4 from a Color3 and an alpha value
  4289. * @param color3 defines the source Color3 to read from
  4290. * @param alpha defines the alpha component (1.0 by default)
  4291. * @returns a new Color4 object
  4292. */
  4293. Color4.FromColor3 = function (color3, alpha) {
  4294. if (alpha === void 0) { alpha = 1.0; }
  4295. return new Color4(color3.r, color3.g, color3.b, alpha);
  4296. };
  4297. /**
  4298. * Creates a new Color4 from the starting index element of the given array
  4299. * @param array defines the source array to read from
  4300. * @param offset defines the offset in the source array
  4301. * @returns a new Color4 object
  4302. */
  4303. Color4.FromArray = function (array, offset) {
  4304. if (offset === void 0) { offset = 0; }
  4305. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4306. };
  4307. /**
  4308. * Creates a new Color3 from integer values (< 256)
  4309. * @param r defines the red component to read from (value between 0 and 255)
  4310. * @param g defines the green component to read from (value between 0 and 255)
  4311. * @param b defines the blue component to read from (value between 0 and 255)
  4312. * @param a defines the alpha component to read from (value between 0 and 255)
  4313. * @returns a new Color3 object
  4314. */
  4315. Color4.FromInts = function (r, g, b, a) {
  4316. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4317. };
  4318. /**
  4319. * Check the content of a given array and convert it to an array containing RGBA data
  4320. * If the original array was already containing count * 4 values then it is returned directly
  4321. * @param colors defines the array to check
  4322. * @param count defines the number of RGBA data to expect
  4323. * @returns an array containing count * 4 values (RGBA)
  4324. */
  4325. Color4.CheckColors4 = function (colors, count) {
  4326. // Check if color3 was used
  4327. if (colors.length === count * 3) {
  4328. var colors4 = [];
  4329. for (var index = 0; index < colors.length; index += 3) {
  4330. var newIndex = (index / 3) * 4;
  4331. colors4[newIndex] = colors[index];
  4332. colors4[newIndex + 1] = colors[index + 1];
  4333. colors4[newIndex + 2] = colors[index + 2];
  4334. colors4[newIndex + 3] = 1.0;
  4335. }
  4336. return colors4;
  4337. }
  4338. return colors;
  4339. };
  4340. return Color4;
  4341. }());
  4342. BABYLON.Color4 = Color4;
  4343. /**
  4344. * Class representing a vector containing 2 coordinates
  4345. */
  4346. var Vector2 = /** @class */ (function () {
  4347. /**
  4348. * Creates a new Vector2 from the given x and y coordinates
  4349. * @param x defines the first coordinate
  4350. * @param y defines the second coordinate
  4351. */
  4352. function Vector2(
  4353. /** defines the first coordinate */
  4354. x,
  4355. /** defines the second coordinate */
  4356. y) {
  4357. if (x === void 0) { x = 0; }
  4358. if (y === void 0) { y = 0; }
  4359. this.x = x;
  4360. this.y = y;
  4361. }
  4362. /**
  4363. * Gets a string with the Vector2 coordinates
  4364. * @returns a string with the Vector2 coordinates
  4365. */
  4366. Vector2.prototype.toString = function () {
  4367. return "{X: " + this.x + " Y:" + this.y + "}";
  4368. };
  4369. /**
  4370. * Gets class name
  4371. * @returns the string "Vector2"
  4372. */
  4373. Vector2.prototype.getClassName = function () {
  4374. return "Vector2";
  4375. };
  4376. /**
  4377. * Gets current vector hash code
  4378. * @returns the Vector2 hash code as a number
  4379. */
  4380. Vector2.prototype.getHashCode = function () {
  4381. var hash = this.x || 0;
  4382. hash = (hash * 397) ^ (this.y || 0);
  4383. return hash;
  4384. };
  4385. // Operators
  4386. /**
  4387. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4388. * @param array defines the source array
  4389. * @param index defines the offset in source array
  4390. * @returns the current Vector2
  4391. */
  4392. Vector2.prototype.toArray = function (array, index) {
  4393. if (index === void 0) { index = 0; }
  4394. array[index] = this.x;
  4395. array[index + 1] = this.y;
  4396. return this;
  4397. };
  4398. /**
  4399. * Copy the current vector to an array
  4400. * @returns a new array with 2 elements: the Vector2 coordinates.
  4401. */
  4402. Vector2.prototype.asArray = function () {
  4403. var result = new Array();
  4404. this.toArray(result, 0);
  4405. return result;
  4406. };
  4407. /**
  4408. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4409. * @param source defines the source Vector2
  4410. * @returns the current updated Vector2
  4411. */
  4412. Vector2.prototype.copyFrom = function (source) {
  4413. this.x = source.x;
  4414. this.y = source.y;
  4415. return this;
  4416. };
  4417. /**
  4418. * Sets the Vector2 coordinates with the given floats
  4419. * @param x defines the first coordinate
  4420. * @param y defines the second coordinate
  4421. * @returns the current updated Vector2
  4422. */
  4423. Vector2.prototype.copyFromFloats = function (x, y) {
  4424. this.x = x;
  4425. this.y = y;
  4426. return this;
  4427. };
  4428. /**
  4429. * Sets the Vector2 coordinates with the given floats
  4430. * @param x defines the first coordinate
  4431. * @param y defines the second coordinate
  4432. * @returns the current updated Vector2
  4433. */
  4434. Vector2.prototype.set = function (x, y) {
  4435. return this.copyFromFloats(x, y);
  4436. };
  4437. /**
  4438. * Add another vector with the current one
  4439. * @param otherVector defines the other vector
  4440. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4441. */
  4442. Vector2.prototype.add = function (otherVector) {
  4443. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4444. };
  4445. /**
  4446. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4447. * @param otherVector defines the other vector
  4448. * @param result defines the target vector
  4449. * @returns the unmodified current Vector2
  4450. */
  4451. Vector2.prototype.addToRef = function (otherVector, result) {
  4452. result.x = this.x + otherVector.x;
  4453. result.y = this.y + otherVector.y;
  4454. return this;
  4455. };
  4456. /**
  4457. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4458. * @param otherVector defines the other vector
  4459. * @returns the current updated Vector2
  4460. */
  4461. Vector2.prototype.addInPlace = function (otherVector) {
  4462. this.x += otherVector.x;
  4463. this.y += otherVector.y;
  4464. return this;
  4465. };
  4466. /**
  4467. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4468. * @param otherVector defines the other vector
  4469. * @returns a new Vector2
  4470. */
  4471. Vector2.prototype.addVector3 = function (otherVector) {
  4472. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4473. };
  4474. /**
  4475. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4476. * @param otherVector defines the other vector
  4477. * @returns a new Vector2
  4478. */
  4479. Vector2.prototype.subtract = function (otherVector) {
  4480. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4481. };
  4482. /**
  4483. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4484. * @param otherVector defines the other vector
  4485. * @param result defines the target vector
  4486. * @returns the unmodified current Vector2
  4487. */
  4488. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4489. result.x = this.x - otherVector.x;
  4490. result.y = this.y - otherVector.y;
  4491. return this;
  4492. };
  4493. /**
  4494. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4495. * @param otherVector defines the other vector
  4496. * @returns the current updated Vector2
  4497. */
  4498. Vector2.prototype.subtractInPlace = function (otherVector) {
  4499. this.x -= otherVector.x;
  4500. this.y -= otherVector.y;
  4501. return this;
  4502. };
  4503. /**
  4504. * Multiplies in place the current Vector2 coordinates by the given ones
  4505. * @param otherVector defines the other vector
  4506. * @returns the current updated Vector2
  4507. */
  4508. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4509. this.x *= otherVector.x;
  4510. this.y *= otherVector.y;
  4511. return this;
  4512. };
  4513. /**
  4514. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4515. * @param otherVector defines the other vector
  4516. * @returns a new Vector2
  4517. */
  4518. Vector2.prototype.multiply = function (otherVector) {
  4519. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4520. };
  4521. /**
  4522. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4523. * @param otherVector defines the other vector
  4524. * @param result defines the target vector
  4525. * @returns the unmodified current Vector2
  4526. */
  4527. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4528. result.x = this.x * otherVector.x;
  4529. result.y = this.y * otherVector.y;
  4530. return this;
  4531. };
  4532. /**
  4533. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4534. * @param x defines the first coordinate
  4535. * @param y defines the second coordinate
  4536. * @returns a new Vector2
  4537. */
  4538. Vector2.prototype.multiplyByFloats = function (x, y) {
  4539. return new Vector2(this.x * x, this.y * y);
  4540. };
  4541. /**
  4542. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4543. * @param otherVector defines the other vector
  4544. * @returns a new Vector2
  4545. */
  4546. Vector2.prototype.divide = function (otherVector) {
  4547. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4548. };
  4549. /**
  4550. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4551. * @param otherVector defines the other vector
  4552. * @param result defines the target vector
  4553. * @returns the unmodified current Vector2
  4554. */
  4555. Vector2.prototype.divideToRef = function (otherVector, result) {
  4556. result.x = this.x / otherVector.x;
  4557. result.y = this.y / otherVector.y;
  4558. return this;
  4559. };
  4560. /**
  4561. * Divides the current Vector2 coordinates by the given ones
  4562. * @param otherVector defines the other vector
  4563. * @returns the current updated Vector2
  4564. */
  4565. Vector2.prototype.divideInPlace = function (otherVector) {
  4566. return this.divideToRef(otherVector, this);
  4567. };
  4568. /**
  4569. * Gets a new Vector2 with current Vector2 negated coordinates
  4570. * @returns a new Vector2
  4571. */
  4572. Vector2.prototype.negate = function () {
  4573. return new Vector2(-this.x, -this.y);
  4574. };
  4575. /**
  4576. * Multiply the Vector2 coordinates by scale
  4577. * @param scale defines the scaling factor
  4578. * @returns the current updated Vector2
  4579. */
  4580. Vector2.prototype.scaleInPlace = function (scale) {
  4581. this.x *= scale;
  4582. this.y *= scale;
  4583. return this;
  4584. };
  4585. /**
  4586. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4587. * @param scale defines the scaling factor
  4588. * @returns a new Vector2
  4589. */
  4590. Vector2.prototype.scale = function (scale) {
  4591. var result = new Vector2(0, 0);
  4592. this.scaleToRef(scale, result);
  4593. return result;
  4594. };
  4595. /**
  4596. * Scale the current Vector2 values by a factor to a given Vector2
  4597. * @param scale defines the scale factor
  4598. * @param result defines the Vector2 object where to store the result
  4599. * @returns the unmodified current Vector2
  4600. */
  4601. Vector2.prototype.scaleToRef = function (scale, result) {
  4602. result.x = this.x * scale;
  4603. result.y = this.y * scale;
  4604. return this;
  4605. };
  4606. /**
  4607. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4608. * @param scale defines the scale factor
  4609. * @param result defines the Vector2 object where to store the result
  4610. * @returns the unmodified current Vector2
  4611. */
  4612. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4613. result.x += this.x * scale;
  4614. result.y += this.y * scale;
  4615. return this;
  4616. };
  4617. /**
  4618. * Gets a boolean if two vectors are equals
  4619. * @param otherVector defines the other vector
  4620. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4621. */
  4622. Vector2.prototype.equals = function (otherVector) {
  4623. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4624. };
  4625. /**
  4626. * Gets a boolean if two vectors are equals (using an epsilon value)
  4627. * @param otherVector defines the other vector
  4628. * @param epsilon defines the minimal distance to consider equality
  4629. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4630. */
  4631. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4632. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4633. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4634. };
  4635. /**
  4636. * Gets a new Vector2 from current Vector2 floored values
  4637. * @returns a new Vector2
  4638. */
  4639. Vector2.prototype.floor = function () {
  4640. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4641. };
  4642. /**
  4643. * Gets a new Vector2 from current Vector2 floored values
  4644. * @returns a new Vector2
  4645. */
  4646. Vector2.prototype.fract = function () {
  4647. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4648. };
  4649. // Properties
  4650. /**
  4651. * Gets the length of the vector
  4652. * @returns the vector length (float)
  4653. */
  4654. Vector2.prototype.length = function () {
  4655. return Math.sqrt(this.x * this.x + this.y * this.y);
  4656. };
  4657. /**
  4658. * Gets the vector squared length
  4659. * @returns the vector squared length (float)
  4660. */
  4661. Vector2.prototype.lengthSquared = function () {
  4662. return (this.x * this.x + this.y * this.y);
  4663. };
  4664. // Methods
  4665. /**
  4666. * Normalize the vector
  4667. * @returns the current updated Vector2
  4668. */
  4669. Vector2.prototype.normalize = function () {
  4670. var len = this.length();
  4671. if (len === 0) {
  4672. return this;
  4673. }
  4674. var num = 1.0 / len;
  4675. this.x *= num;
  4676. this.y *= num;
  4677. return this;
  4678. };
  4679. /**
  4680. * Gets a new Vector2 copied from the Vector2
  4681. * @returns a new Vector2
  4682. */
  4683. Vector2.prototype.clone = function () {
  4684. return new Vector2(this.x, this.y);
  4685. };
  4686. // Statics
  4687. /**
  4688. * Gets a new Vector2(0, 0)
  4689. * @returns a new Vector2
  4690. */
  4691. Vector2.Zero = function () {
  4692. return new Vector2(0, 0);
  4693. };
  4694. /**
  4695. * Gets a new Vector2(1, 1)
  4696. * @returns a new Vector2
  4697. */
  4698. Vector2.One = function () {
  4699. return new Vector2(1, 1);
  4700. };
  4701. /**
  4702. * Gets a new Vector2 set from the given index element of the given array
  4703. * @param array defines the data source
  4704. * @param offset defines the offset in the data source
  4705. * @returns a new Vector2
  4706. */
  4707. Vector2.FromArray = function (array, offset) {
  4708. if (offset === void 0) { offset = 0; }
  4709. return new Vector2(array[offset], array[offset + 1]);
  4710. };
  4711. /**
  4712. * Sets "result" from the given index element of the given array
  4713. * @param array defines the data source
  4714. * @param offset defines the offset in the data source
  4715. * @param result defines the target vector
  4716. */
  4717. Vector2.FromArrayToRef = function (array, offset, result) {
  4718. result.x = array[offset];
  4719. result.y = array[offset + 1];
  4720. };
  4721. /**
  4722. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4723. * @param value1 defines 1st point of control
  4724. * @param value2 defines 2nd point of control
  4725. * @param value3 defines 3rd point of control
  4726. * @param value4 defines 4th point of control
  4727. * @param amount defines the interpolation factor
  4728. * @returns a new Vector2
  4729. */
  4730. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4731. var squared = amount * amount;
  4732. var cubed = amount * squared;
  4733. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4734. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4735. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4736. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4737. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4738. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4739. return new Vector2(x, y);
  4740. };
  4741. /**
  4742. * 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".
  4743. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4744. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4745. * @param value defines the value to clamp
  4746. * @param min defines the lower limit
  4747. * @param max defines the upper limit
  4748. * @returns a new Vector2
  4749. */
  4750. Vector2.Clamp = function (value, min, max) {
  4751. var x = value.x;
  4752. x = (x > max.x) ? max.x : x;
  4753. x = (x < min.x) ? min.x : x;
  4754. var y = value.y;
  4755. y = (y > max.y) ? max.y : y;
  4756. y = (y < min.y) ? min.y : y;
  4757. return new Vector2(x, y);
  4758. };
  4759. /**
  4760. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4761. * @param value1 defines the 1st control point
  4762. * @param tangent1 defines the outgoing tangent
  4763. * @param value2 defines the 2nd control point
  4764. * @param tangent2 defines the incoming tangent
  4765. * @param amount defines the interpolation factor
  4766. * @returns a new Vector2
  4767. */
  4768. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4769. var squared = amount * amount;
  4770. var cubed = amount * squared;
  4771. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4772. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4773. var part3 = (cubed - (2.0 * squared)) + amount;
  4774. var part4 = cubed - squared;
  4775. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4776. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4777. return new Vector2(x, y);
  4778. };
  4779. /**
  4780. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4781. * @param start defines the start vector
  4782. * @param end defines the end vector
  4783. * @param amount defines the interpolation factor
  4784. * @returns a new Vector2
  4785. */
  4786. Vector2.Lerp = function (start, end, amount) {
  4787. var x = start.x + ((end.x - start.x) * amount);
  4788. var y = start.y + ((end.y - start.y) * amount);
  4789. return new Vector2(x, y);
  4790. };
  4791. /**
  4792. * Gets the dot product of the vector "left" and the vector "right"
  4793. * @param left defines first vector
  4794. * @param right defines second vector
  4795. * @returns the dot product (float)
  4796. */
  4797. Vector2.Dot = function (left, right) {
  4798. return left.x * right.x + left.y * right.y;
  4799. };
  4800. /**
  4801. * Returns a new Vector2 equal to the normalized given vector
  4802. * @param vector defines the vector to normalize
  4803. * @returns a new Vector2
  4804. */
  4805. Vector2.Normalize = function (vector) {
  4806. var newVector = vector.clone();
  4807. newVector.normalize();
  4808. return newVector;
  4809. };
  4810. /**
  4811. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4812. * @param left defines 1st vector
  4813. * @param right defines 2nd vector
  4814. * @returns a new Vector2
  4815. */
  4816. Vector2.Minimize = function (left, right) {
  4817. var x = (left.x < right.x) ? left.x : right.x;
  4818. var y = (left.y < right.y) ? left.y : right.y;
  4819. return new Vector2(x, y);
  4820. };
  4821. /**
  4822. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4823. * @param left defines 1st vector
  4824. * @param right defines 2nd vector
  4825. * @returns a new Vector2
  4826. */
  4827. Vector2.Maximize = function (left, right) {
  4828. var x = (left.x > right.x) ? left.x : right.x;
  4829. var y = (left.y > right.y) ? left.y : right.y;
  4830. return new Vector2(x, y);
  4831. };
  4832. /**
  4833. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4834. * @param vector defines the vector to transform
  4835. * @param transformation defines the matrix to apply
  4836. * @returns a new Vector2
  4837. */
  4838. Vector2.Transform = function (vector, transformation) {
  4839. var r = Vector2.Zero();
  4840. Vector2.TransformToRef(vector, transformation, r);
  4841. return r;
  4842. };
  4843. /**
  4844. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4845. * @param vector defines the vector to transform
  4846. * @param transformation defines the matrix to apply
  4847. * @param result defines the target vector
  4848. */
  4849. Vector2.TransformToRef = function (vector, transformation, result) {
  4850. var m = transformation.m;
  4851. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4852. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4853. result.x = x;
  4854. result.y = y;
  4855. };
  4856. /**
  4857. * Determines if a given vector is included in a triangle
  4858. * @param p defines the vector to test
  4859. * @param p0 defines 1st triangle point
  4860. * @param p1 defines 2nd triangle point
  4861. * @param p2 defines 3rd triangle point
  4862. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4863. */
  4864. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4865. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4866. var sign = a < 0 ? -1 : 1;
  4867. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4868. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4869. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4870. };
  4871. /**
  4872. * Gets the distance between the vectors "value1" and "value2"
  4873. * @param value1 defines first vector
  4874. * @param value2 defines second vector
  4875. * @returns the distance between vectors
  4876. */
  4877. Vector2.Distance = function (value1, value2) {
  4878. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4879. };
  4880. /**
  4881. * Returns the squared distance between the vectors "value1" and "value2"
  4882. * @param value1 defines first vector
  4883. * @param value2 defines second vector
  4884. * @returns the squared distance between vectors
  4885. */
  4886. Vector2.DistanceSquared = function (value1, value2) {
  4887. var x = value1.x - value2.x;
  4888. var y = value1.y - value2.y;
  4889. return (x * x) + (y * y);
  4890. };
  4891. /**
  4892. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4893. * @param value1 defines first vector
  4894. * @param value2 defines second vector
  4895. * @returns a new Vector2
  4896. */
  4897. Vector2.Center = function (value1, value2) {
  4898. var center = value1.add(value2);
  4899. center.scaleInPlace(0.5);
  4900. return center;
  4901. };
  4902. /**
  4903. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4904. * @param p defines the middle point
  4905. * @param segA defines one point of the segment
  4906. * @param segB defines the other point of the segment
  4907. * @returns the shortest distance
  4908. */
  4909. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  4910. var l2 = Vector2.DistanceSquared(segA, segB);
  4911. if (l2 === 0.0) {
  4912. return Vector2.Distance(p, segA);
  4913. }
  4914. var v = segB.subtract(segA);
  4915. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  4916. var proj = segA.add(v.multiplyByFloats(t, t));
  4917. return Vector2.Distance(p, proj);
  4918. };
  4919. return Vector2;
  4920. }());
  4921. BABYLON.Vector2 = Vector2;
  4922. /**
  4923. * Classed used to store (x,y,z) vector representation
  4924. * A Vector3 is the main object used in 3D geometry
  4925. * It can represent etiher the coordinates of a point the space, either a direction
  4926. * Reminder: Babylon.js uses a left handed forward facing system
  4927. */
  4928. var Vector3 = /** @class */ (function () {
  4929. /**
  4930. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  4931. * @param x defines the first coordinates (on X axis)
  4932. * @param y defines the second coordinates (on Y axis)
  4933. * @param z defines the third coordinates (on Z axis)
  4934. */
  4935. function Vector3(
  4936. /**
  4937. * Defines the first coordinates (on X axis)
  4938. */
  4939. x,
  4940. /**
  4941. * Defines the second coordinates (on Y axis)
  4942. */
  4943. y,
  4944. /**
  4945. * Defines the third coordinates (on Z axis)
  4946. */
  4947. z) {
  4948. if (x === void 0) { x = 0; }
  4949. if (y === void 0) { y = 0; }
  4950. if (z === void 0) { z = 0; }
  4951. this.x = x;
  4952. this.y = y;
  4953. this.z = z;
  4954. }
  4955. /**
  4956. * Creates a string representation of the Vector3
  4957. * @returns a string with the Vector3 coordinates.
  4958. */
  4959. Vector3.prototype.toString = function () {
  4960. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  4961. };
  4962. /**
  4963. * Gets the class name
  4964. * @returns the string "Vector3"
  4965. */
  4966. Vector3.prototype.getClassName = function () {
  4967. return "Vector3";
  4968. };
  4969. /**
  4970. * Creates the Vector3 hash code
  4971. * @returns a number which tends to be unique between Vector3 instances
  4972. */
  4973. Vector3.prototype.getHashCode = function () {
  4974. var hash = this.x || 0;
  4975. hash = (hash * 397) ^ (this.y || 0);
  4976. hash = (hash * 397) ^ (this.z || 0);
  4977. return hash;
  4978. };
  4979. // Operators
  4980. /**
  4981. * Creates an array containing three elements : the coordinates of the Vector3
  4982. * @returns a new array of numbers
  4983. */
  4984. Vector3.prototype.asArray = function () {
  4985. var result = [];
  4986. this.toArray(result, 0);
  4987. return result;
  4988. };
  4989. /**
  4990. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  4991. * @param array defines the destination array
  4992. * @param index defines the offset in the destination array
  4993. * @returns the current Vector3
  4994. */
  4995. Vector3.prototype.toArray = function (array, index) {
  4996. if (index === void 0) { index = 0; }
  4997. array[index] = this.x;
  4998. array[index + 1] = this.y;
  4999. array[index + 2] = this.z;
  5000. return this;
  5001. };
  5002. /**
  5003. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  5004. * @returns a new Quaternion object, computed from the Vector3 coordinates
  5005. */
  5006. Vector3.prototype.toQuaternion = function () {
  5007. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  5008. };
  5009. /**
  5010. * Adds the given vector to the current Vector3
  5011. * @param otherVector defines the second operand
  5012. * @returns the current updated Vector3
  5013. */
  5014. Vector3.prototype.addInPlace = function (otherVector) {
  5015. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  5016. };
  5017. /**
  5018. * Adds the given coordinates to the current Vector3
  5019. * @param x defines the x coordinate of the operand
  5020. * @param y defines the y coordinate of the operand
  5021. * @param z defines the z coordinate of the operand
  5022. * @returns the current updated Vector3
  5023. */
  5024. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  5025. this.x += x;
  5026. this.y += y;
  5027. this.z += z;
  5028. return this;
  5029. };
  5030. /**
  5031. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5032. * @param otherVector defines the second operand
  5033. * @returns the resulting Vector3
  5034. */
  5035. Vector3.prototype.add = function (otherVector) {
  5036. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5037. };
  5038. /**
  5039. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5040. * @param otherVector defines the second operand
  5041. * @param result defines the Vector3 object where to store the result
  5042. * @returns the current Vector3
  5043. */
  5044. Vector3.prototype.addToRef = function (otherVector, result) {
  5045. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5046. };
  5047. /**
  5048. * Subtract the given vector from the current Vector3
  5049. * @param otherVector defines the second operand
  5050. * @returns the current updated Vector3
  5051. */
  5052. Vector3.prototype.subtractInPlace = function (otherVector) {
  5053. this.x -= otherVector.x;
  5054. this.y -= otherVector.y;
  5055. this.z -= otherVector.z;
  5056. return this;
  5057. };
  5058. /**
  5059. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5060. * @param otherVector defines the second operand
  5061. * @returns the resulting Vector3
  5062. */
  5063. Vector3.prototype.subtract = function (otherVector) {
  5064. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5065. };
  5066. /**
  5067. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5068. * @param otherVector defines the second operand
  5069. * @param result defines the Vector3 object where to store the result
  5070. * @returns the current Vector3
  5071. */
  5072. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5073. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5074. };
  5075. /**
  5076. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5077. * @param x defines the x coordinate of the operand
  5078. * @param y defines the y coordinate of the operand
  5079. * @param z defines the z coordinate of the operand
  5080. * @returns the resulting Vector3
  5081. */
  5082. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5083. return new Vector3(this.x - x, this.y - y, this.z - z);
  5084. };
  5085. /**
  5086. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5087. * @param x defines the x coordinate of the operand
  5088. * @param y defines the y coordinate of the operand
  5089. * @param z defines the z coordinate of the operand
  5090. * @param result defines the Vector3 object where to store the result
  5091. * @returns the current Vector3
  5092. */
  5093. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5094. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5095. };
  5096. /**
  5097. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5098. * @returns a new Vector3
  5099. */
  5100. Vector3.prototype.negate = function () {
  5101. return new Vector3(-this.x, -this.y, -this.z);
  5102. };
  5103. /**
  5104. * Multiplies the Vector3 coordinates by the float "scale"
  5105. * @param scale defines the multiplier factor
  5106. * @returns the current updated Vector3
  5107. */
  5108. Vector3.prototype.scaleInPlace = function (scale) {
  5109. this.x *= scale;
  5110. this.y *= scale;
  5111. this.z *= scale;
  5112. return this;
  5113. };
  5114. /**
  5115. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5116. * @param scale defines the multiplier factor
  5117. * @returns a new Vector3
  5118. */
  5119. Vector3.prototype.scale = function (scale) {
  5120. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5121. };
  5122. /**
  5123. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5124. * @param scale defines the multiplier factor
  5125. * @param result defines the Vector3 object where to store the result
  5126. * @returns the current Vector3
  5127. */
  5128. Vector3.prototype.scaleToRef = function (scale, result) {
  5129. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5130. };
  5131. /**
  5132. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5133. * @param scale defines the scale factor
  5134. * @param result defines the Vector3 object where to store the result
  5135. * @returns the unmodified current Vector3
  5136. */
  5137. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5138. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5139. };
  5140. /**
  5141. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5142. * @param otherVector defines the second operand
  5143. * @returns true if both vectors are equals
  5144. */
  5145. Vector3.prototype.equals = function (otherVector) {
  5146. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5147. };
  5148. /**
  5149. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5150. * @param otherVector defines the second operand
  5151. * @param epsilon defines the minimal distance to define values as equals
  5152. * @returns true if both vectors are distant less than epsilon
  5153. */
  5154. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5155. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5156. 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);
  5157. };
  5158. /**
  5159. * Returns true if the current Vector3 coordinates equals the given floats
  5160. * @param x defines the x coordinate of the operand
  5161. * @param y defines the y coordinate of the operand
  5162. * @param z defines the z coordinate of the operand
  5163. * @returns true if both vectors are equals
  5164. */
  5165. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5166. return this.x === x && this.y === y && this.z === z;
  5167. };
  5168. /**
  5169. * Multiplies the current Vector3 coordinates by the given ones
  5170. * @param otherVector defines the second operand
  5171. * @returns the current updated Vector3
  5172. */
  5173. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5174. this.x *= otherVector.x;
  5175. this.y *= otherVector.y;
  5176. this.z *= otherVector.z;
  5177. return this;
  5178. };
  5179. /**
  5180. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5181. * @param otherVector defines the second operand
  5182. * @returns the new Vector3
  5183. */
  5184. Vector3.prototype.multiply = function (otherVector) {
  5185. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5186. };
  5187. /**
  5188. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5189. * @param otherVector defines the second operand
  5190. * @param result defines the Vector3 object where to store the result
  5191. * @returns the current Vector3
  5192. */
  5193. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5194. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5195. };
  5196. /**
  5197. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5198. * @param x defines the x coordinate of the operand
  5199. * @param y defines the y coordinate of the operand
  5200. * @param z defines the z coordinate of the operand
  5201. * @returns the new Vector3
  5202. */
  5203. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5204. return new Vector3(this.x * x, this.y * y, this.z * z);
  5205. };
  5206. /**
  5207. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5208. * @param otherVector defines the second operand
  5209. * @returns the new Vector3
  5210. */
  5211. Vector3.prototype.divide = function (otherVector) {
  5212. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5213. };
  5214. /**
  5215. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5216. * @param otherVector defines the second operand
  5217. * @param result defines the Vector3 object where to store the result
  5218. * @returns the current Vector3
  5219. */
  5220. Vector3.prototype.divideToRef = function (otherVector, result) {
  5221. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5222. };
  5223. /**
  5224. * Divides the current Vector3 coordinates by the given ones.
  5225. * @param otherVector defines the second operand
  5226. * @returns the current updated Vector3
  5227. */
  5228. Vector3.prototype.divideInPlace = function (otherVector) {
  5229. return this.divideToRef(otherVector, this);
  5230. };
  5231. /**
  5232. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5233. * @param other defines the second operand
  5234. * @returns the current updated Vector3
  5235. */
  5236. Vector3.prototype.minimizeInPlace = function (other) {
  5237. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5238. };
  5239. /**
  5240. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5241. * @param other defines the second operand
  5242. * @returns the current updated Vector3
  5243. */
  5244. Vector3.prototype.maximizeInPlace = function (other) {
  5245. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5246. };
  5247. /**
  5248. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5249. * @param x defines the x coordinate of the operand
  5250. * @param y defines the y coordinate of the operand
  5251. * @param z defines the z coordinate of the operand
  5252. * @returns the current updated Vector3
  5253. */
  5254. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5255. if (x < this.x) {
  5256. this.x = x;
  5257. }
  5258. if (y < this.y) {
  5259. this.y = y;
  5260. }
  5261. if (z < this.z) {
  5262. this.z = z;
  5263. }
  5264. return this;
  5265. };
  5266. /**
  5267. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5268. * @param x defines the x coordinate of the operand
  5269. * @param y defines the y coordinate of the operand
  5270. * @param z defines the z coordinate of the operand
  5271. * @returns the current updated Vector3
  5272. */
  5273. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5274. if (x > this.x) {
  5275. this.x = x;
  5276. }
  5277. if (y > this.y) {
  5278. this.y = y;
  5279. }
  5280. if (z > this.z) {
  5281. this.z = z;
  5282. }
  5283. return this;
  5284. };
  5285. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5286. /**
  5287. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5288. */
  5289. get: function () {
  5290. var absX = Math.abs(this.x);
  5291. var absY = Math.abs(this.y);
  5292. if (absX !== absY) {
  5293. return true;
  5294. }
  5295. var absZ = Math.abs(this.z);
  5296. if (absX !== absZ) {
  5297. return true;
  5298. }
  5299. if (absY !== absZ) {
  5300. return true;
  5301. }
  5302. return false;
  5303. },
  5304. enumerable: true,
  5305. configurable: true
  5306. });
  5307. /**
  5308. * Gets a new Vector3 from current Vector3 floored values
  5309. * @returns a new Vector3
  5310. */
  5311. Vector3.prototype.floor = function () {
  5312. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5313. };
  5314. /**
  5315. * Gets a new Vector3 from current Vector3 floored values
  5316. * @returns a new Vector3
  5317. */
  5318. Vector3.prototype.fract = function () {
  5319. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5320. };
  5321. // Properties
  5322. /**
  5323. * Gets the length of the Vector3
  5324. * @returns the length of the Vecto3
  5325. */
  5326. Vector3.prototype.length = function () {
  5327. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5328. };
  5329. /**
  5330. * Gets the squared length of the Vector3
  5331. * @returns squared length of the Vector3
  5332. */
  5333. Vector3.prototype.lengthSquared = function () {
  5334. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5335. };
  5336. /**
  5337. * Normalize the current Vector3.
  5338. * Please note that this is an in place operation.
  5339. * @returns the current updated Vector3
  5340. */
  5341. Vector3.prototype.normalize = function () {
  5342. return this.normalizeFromLength(this.length());
  5343. };
  5344. /**
  5345. * Reorders the x y z properties of the vector in place
  5346. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  5347. * @returns the current updated vector
  5348. */
  5349. Vector3.prototype.reorderInPlace = function (order) {
  5350. var _this = this;
  5351. order = order.toLowerCase();
  5352. if (order === "xyz") {
  5353. return this;
  5354. }
  5355. MathTmp.Vector3[0].copyFrom(this);
  5356. ["x", "y", "z"].forEach(function (val, i) {
  5357. _this[val] = MathTmp.Vector3[0][order[i]];
  5358. });
  5359. return this;
  5360. };
  5361. /**
  5362. * Rotates the vector around 0,0,0 by a quaternion
  5363. * @param quaternion the rotation quaternion
  5364. * @param result vector to store the result
  5365. * @returns the resulting vector
  5366. */
  5367. Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {
  5368. quaternion.toRotationMatrix(MathTmp.Matrix[0]);
  5369. Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);
  5370. return result;
  5371. };
  5372. /**
  5373. * Rotates a vector around a given point
  5374. * @param quaternion the rotation quaternion
  5375. * @param point the point to rotate around
  5376. * @param result vector to store the result
  5377. * @returns the resulting vector
  5378. */
  5379. Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {
  5380. this.subtractToRef(point, MathTmp.Vector3[0]);
  5381. MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);
  5382. point.addToRef(MathTmp.Vector3[0], result);
  5383. return result;
  5384. };
  5385. /**
  5386. * Normalize the current Vector3 with the given input length.
  5387. * Please note that this is an in place operation.
  5388. * @param len the length of the vector
  5389. * @returns the current updated Vector3
  5390. */
  5391. Vector3.prototype.normalizeFromLength = function (len) {
  5392. if (len === 0 || len === 1.0) {
  5393. return this;
  5394. }
  5395. return this.scaleInPlace(1.0 / len);
  5396. };
  5397. /**
  5398. * Normalize the current Vector3 to a new vector
  5399. * @returns the new Vector3
  5400. */
  5401. Vector3.prototype.normalizeToNew = function () {
  5402. var normalized = new Vector3(0, 0, 0);
  5403. this.normalizeToRef(normalized);
  5404. return normalized;
  5405. };
  5406. /**
  5407. * Normalize the current Vector3 to the reference
  5408. * @param reference define the Vector3 to update
  5409. * @returns the updated Vector3
  5410. */
  5411. Vector3.prototype.normalizeToRef = function (reference) {
  5412. var len = this.length();
  5413. if (len === 0 || len === 1.0) {
  5414. return reference.copyFromFloats(this.x, this.y, this.z);
  5415. }
  5416. return this.scaleToRef(1.0 / len, reference);
  5417. };
  5418. /**
  5419. * Creates a new Vector3 copied from the current Vector3
  5420. * @returns the new Vector3
  5421. */
  5422. Vector3.prototype.clone = function () {
  5423. return new Vector3(this.x, this.y, this.z);
  5424. };
  5425. /**
  5426. * Copies the given vector coordinates to the current Vector3 ones
  5427. * @param source defines the source Vector3
  5428. * @returns the current updated Vector3
  5429. */
  5430. Vector3.prototype.copyFrom = function (source) {
  5431. return this.copyFromFloats(source.x, source.y, source.z);
  5432. };
  5433. /**
  5434. * Copies the given floats to the current Vector3 coordinates
  5435. * @param x defines the x coordinate of the operand
  5436. * @param y defines the y coordinate of the operand
  5437. * @param z defines the z coordinate of the operand
  5438. * @returns the current updated Vector3
  5439. */
  5440. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5441. this.x = x;
  5442. this.y = y;
  5443. this.z = z;
  5444. return this;
  5445. };
  5446. /**
  5447. * Copies the given floats to the current Vector3 coordinates
  5448. * @param x defines the x coordinate of the operand
  5449. * @param y defines the y coordinate of the operand
  5450. * @param z defines the z coordinate of the operand
  5451. * @returns the current updated Vector3
  5452. */
  5453. Vector3.prototype.set = function (x, y, z) {
  5454. return this.copyFromFloats(x, y, z);
  5455. };
  5456. /**
  5457. * Copies the given float to the current Vector3 coordinates
  5458. * @param v defines the x, y and z coordinates of the operand
  5459. * @returns the current updated Vector3
  5460. */
  5461. Vector3.prototype.setAll = function (v) {
  5462. this.x = this.y = this.z = v;
  5463. return this;
  5464. };
  5465. // Statics
  5466. /**
  5467. * Get the clip factor between two vectors
  5468. * @param vector0 defines the first operand
  5469. * @param vector1 defines the second operand
  5470. * @param axis defines the axis to use
  5471. * @param size defines the size along the axis
  5472. * @returns the clip factor
  5473. */
  5474. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5475. var d0 = Vector3.Dot(vector0, axis) - size;
  5476. var d1 = Vector3.Dot(vector1, axis) - size;
  5477. var s = d0 / (d0 - d1);
  5478. return s;
  5479. };
  5480. /**
  5481. * Get angle between two vectors
  5482. * @param vector0 angle between vector0 and vector1
  5483. * @param vector1 angle between vector0 and vector1
  5484. * @param normal direction of the normal
  5485. * @return the angle between vector0 and vector1
  5486. */
  5487. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5488. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5489. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5490. var dot = Vector3.Dot(v0, v1);
  5491. var n = MathTmp.Vector3[3];
  5492. Vector3.CrossToRef(v0, v1, n);
  5493. if (Vector3.Dot(n, normal) > 0) {
  5494. return Math.acos(dot);
  5495. }
  5496. return -Math.acos(dot);
  5497. };
  5498. /**
  5499. * Returns a new Vector3 set from the index "offset" of the given array
  5500. * @param array defines the source array
  5501. * @param offset defines the offset in the source array
  5502. * @returns the new Vector3
  5503. */
  5504. Vector3.FromArray = function (array, offset) {
  5505. if (offset === void 0) { offset = 0; }
  5506. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5507. };
  5508. /**
  5509. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5510. * This function is deprecated. Use FromArray instead
  5511. * @param array defines the source array
  5512. * @param offset defines the offset in the source array
  5513. * @returns the new Vector3
  5514. */
  5515. Vector3.FromFloatArray = function (array, offset) {
  5516. return Vector3.FromArray(array, offset);
  5517. };
  5518. /**
  5519. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5520. * @param array defines the source array
  5521. * @param offset defines the offset in the source array
  5522. * @param result defines the Vector3 where to store the result
  5523. */
  5524. Vector3.FromArrayToRef = function (array, offset, result) {
  5525. result.x = array[offset];
  5526. result.y = array[offset + 1];
  5527. result.z = array[offset + 2];
  5528. };
  5529. /**
  5530. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5531. * This function is deprecated. Use FromArrayToRef instead.
  5532. * @param array defines the source array
  5533. * @param offset defines the offset in the source array
  5534. * @param result defines the Vector3 where to store the result
  5535. */
  5536. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5537. return Vector3.FromArrayToRef(array, offset, result);
  5538. };
  5539. /**
  5540. * Sets the given vector "result" with the given floats.
  5541. * @param x defines the x coordinate of the source
  5542. * @param y defines the y coordinate of the source
  5543. * @param z defines the z coordinate of the source
  5544. * @param result defines the Vector3 where to store the result
  5545. */
  5546. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5547. result.copyFromFloats(x, y, z);
  5548. };
  5549. /**
  5550. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5551. * @returns a new empty Vector3
  5552. */
  5553. Vector3.Zero = function () {
  5554. return new Vector3(0.0, 0.0, 0.0);
  5555. };
  5556. /**
  5557. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5558. * @returns a new unit Vector3
  5559. */
  5560. Vector3.One = function () {
  5561. return new Vector3(1.0, 1.0, 1.0);
  5562. };
  5563. /**
  5564. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5565. * @returns a new up Vector3
  5566. */
  5567. Vector3.Up = function () {
  5568. return new Vector3(0.0, 1.0, 0.0);
  5569. };
  5570. /**
  5571. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5572. * @returns a new down Vector3
  5573. */
  5574. Vector3.Down = function () {
  5575. return new Vector3(0.0, -1.0, 0.0);
  5576. };
  5577. /**
  5578. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5579. * @returns a new forward Vector3
  5580. */
  5581. Vector3.Forward = function () {
  5582. return new Vector3(0.0, 0.0, 1.0);
  5583. };
  5584. /**
  5585. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5586. * @returns a new forward Vector3
  5587. */
  5588. Vector3.Backward = function () {
  5589. return new Vector3(0.0, 0.0, -1.0);
  5590. };
  5591. /**
  5592. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5593. * @returns a new right Vector3
  5594. */
  5595. Vector3.Right = function () {
  5596. return new Vector3(1.0, 0.0, 0.0);
  5597. };
  5598. /**
  5599. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5600. * @returns a new left Vector3
  5601. */
  5602. Vector3.Left = function () {
  5603. return new Vector3(-1.0, 0.0, 0.0);
  5604. };
  5605. /**
  5606. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5607. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5608. * @param vector defines the Vector3 to transform
  5609. * @param transformation defines the transformation matrix
  5610. * @returns the transformed Vector3
  5611. */
  5612. Vector3.TransformCoordinates = function (vector, transformation) {
  5613. var result = Vector3.Zero();
  5614. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5615. return result;
  5616. };
  5617. /**
  5618. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5619. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5620. * @param vector defines the Vector3 to transform
  5621. * @param transformation defines the transformation matrix
  5622. * @param result defines the Vector3 where to store the result
  5623. */
  5624. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5625. return Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5626. };
  5627. /**
  5628. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5629. * This method computes tranformed coordinates only, not transformed direction vectors
  5630. * @param x define the x coordinate of the source vector
  5631. * @param y define the y coordinate of the source vector
  5632. * @param z define the z coordinate of the source vector
  5633. * @param transformation defines the transformation matrix
  5634. * @param result defines the Vector3 where to store the result
  5635. */
  5636. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5637. var m = transformation.m;
  5638. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5639. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5640. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5641. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5642. result.x = rx * rw;
  5643. result.y = ry * rw;
  5644. result.z = rz * rw;
  5645. };
  5646. /**
  5647. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5648. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5649. * @param vector defines the Vector3 to transform
  5650. * @param transformation defines the transformation matrix
  5651. * @returns the new Vector3
  5652. */
  5653. Vector3.TransformNormal = function (vector, transformation) {
  5654. var result = Vector3.Zero();
  5655. Vector3.TransformNormalToRef(vector, transformation, result);
  5656. return result;
  5657. };
  5658. /**
  5659. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5660. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5661. * @param vector defines the Vector3 to transform
  5662. * @param transformation defines the transformation matrix
  5663. * @param result defines the Vector3 where to store the result
  5664. */
  5665. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5666. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5667. };
  5668. /**
  5669. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5670. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5671. * @param x define the x coordinate of the source vector
  5672. * @param y define the y coordinate of the source vector
  5673. * @param z define the z coordinate of the source vector
  5674. * @param transformation defines the transformation matrix
  5675. * @param result defines the Vector3 where to store the result
  5676. */
  5677. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5678. var m = transformation.m;
  5679. result.x = x * m[0] + y * m[4] + z * m[8];
  5680. result.y = x * m[1] + y * m[5] + z * m[9];
  5681. result.z = x * m[2] + y * m[6] + z * m[10];
  5682. };
  5683. /**
  5684. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5685. * @param value1 defines the first control point
  5686. * @param value2 defines the second control point
  5687. * @param value3 defines the third control point
  5688. * @param value4 defines the fourth control point
  5689. * @param amount defines the amount on the spline to use
  5690. * @returns the new Vector3
  5691. */
  5692. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5693. var squared = amount * amount;
  5694. var cubed = amount * squared;
  5695. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5696. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5697. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5698. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5699. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5700. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5701. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5702. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5703. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5704. return new Vector3(x, y, z);
  5705. };
  5706. /**
  5707. * 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"
  5708. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5709. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5710. * @param value defines the current value
  5711. * @param min defines the lower range value
  5712. * @param max defines the upper range value
  5713. * @returns the new Vector3
  5714. */
  5715. Vector3.Clamp = function (value, min, max) {
  5716. var v = new Vector3();
  5717. Vector3.ClampToRef(value, min, max, v);
  5718. return v;
  5719. };
  5720. /**
  5721. * 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"
  5722. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5723. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5724. * @param value defines the current value
  5725. * @param min defines the lower range value
  5726. * @param max defines the upper range value
  5727. * @param result defines the Vector3 where to store the result
  5728. */
  5729. Vector3.ClampToRef = function (value, min, max, result) {
  5730. var x = value.x;
  5731. x = (x > max.x) ? max.x : x;
  5732. x = (x < min.x) ? min.x : x;
  5733. var y = value.y;
  5734. y = (y > max.y) ? max.y : y;
  5735. y = (y < min.y) ? min.y : y;
  5736. var z = value.z;
  5737. z = (z > max.z) ? max.z : z;
  5738. z = (z < min.z) ? min.z : z;
  5739. result.copyFromFloats(x, y, z);
  5740. };
  5741. /**
  5742. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5743. * @param value1 defines the first control point
  5744. * @param tangent1 defines the first tangent vector
  5745. * @param value2 defines the second control point
  5746. * @param tangent2 defines the second tangent vector
  5747. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5748. * @returns the new Vector3
  5749. */
  5750. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5751. var squared = amount * amount;
  5752. var cubed = amount * squared;
  5753. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5754. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5755. var part3 = (cubed - (2.0 * squared)) + amount;
  5756. var part4 = cubed - squared;
  5757. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5758. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5759. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5760. return new Vector3(x, y, z);
  5761. };
  5762. /**
  5763. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5764. * @param start defines the start value
  5765. * @param end defines the end value
  5766. * @param amount max defines amount between both (between 0 and 1)
  5767. * @returns the new Vector3
  5768. */
  5769. Vector3.Lerp = function (start, end, amount) {
  5770. var result = new Vector3(0, 0, 0);
  5771. Vector3.LerpToRef(start, end, amount, result);
  5772. return result;
  5773. };
  5774. /**
  5775. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5776. * @param start defines the start value
  5777. * @param end defines the end value
  5778. * @param amount max defines amount between both (between 0 and 1)
  5779. * @param result defines the Vector3 where to store the result
  5780. */
  5781. Vector3.LerpToRef = function (start, end, amount, result) {
  5782. result.x = start.x + ((end.x - start.x) * amount);
  5783. result.y = start.y + ((end.y - start.y) * amount);
  5784. result.z = start.z + ((end.z - start.z) * amount);
  5785. };
  5786. /**
  5787. * Returns the dot product (float) between the vectors "left" and "right"
  5788. * @param left defines the left operand
  5789. * @param right defines the right operand
  5790. * @returns the dot product
  5791. */
  5792. Vector3.Dot = function (left, right) {
  5793. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5794. };
  5795. /**
  5796. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5797. * The cross product is then orthogonal to both "left" and "right"
  5798. * @param left defines the left operand
  5799. * @param right defines the right operand
  5800. * @returns the cross product
  5801. */
  5802. Vector3.Cross = function (left, right) {
  5803. var result = Vector3.Zero();
  5804. Vector3.CrossToRef(left, right, result);
  5805. return result;
  5806. };
  5807. /**
  5808. * Sets the given vector "result" with the cross product of "left" and "right"
  5809. * The cross product is then orthogonal to both "left" and "right"
  5810. * @param left defines the left operand
  5811. * @param right defines the right operand
  5812. * @param result defines the Vector3 where to store the result
  5813. */
  5814. Vector3.CrossToRef = function (left, right, result) {
  5815. var x = left.y * right.z - left.z * right.y;
  5816. var y = left.z * right.x - left.x * right.z;
  5817. var z = left.x * right.y - left.y * right.x;
  5818. result.copyFromFloats(x, y, z);
  5819. };
  5820. /**
  5821. * Returns a new Vector3 as the normalization of the given vector
  5822. * @param vector defines the Vector3 to normalize
  5823. * @returns the new Vector3
  5824. */
  5825. Vector3.Normalize = function (vector) {
  5826. var result = Vector3.Zero();
  5827. Vector3.NormalizeToRef(vector, result);
  5828. return result;
  5829. };
  5830. /**
  5831. * Sets the given vector "result" with the normalization of the given first vector
  5832. * @param vector defines the Vector3 to normalize
  5833. * @param result defines the Vector3 where to store the result
  5834. */
  5835. Vector3.NormalizeToRef = function (vector, result) {
  5836. vector.normalizeToRef(result);
  5837. };
  5838. /**
  5839. * Project a Vector3 onto screen space
  5840. * @param vector defines the Vector3 to project
  5841. * @param world defines the world matrix to use
  5842. * @param transform defines the transform (view x projection) matrix to use
  5843. * @param viewport defines the screen viewport to use
  5844. * @returns the new Vector3
  5845. */
  5846. Vector3.Project = function (vector, world, transform, viewport) {
  5847. var cw = viewport.width;
  5848. var ch = viewport.height;
  5849. var cx = viewport.x;
  5850. var cy = viewport.y;
  5851. var viewportMatrix = MathTmp.Matrix[1];
  5852. 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);
  5853. var matrix = MathTmp.Matrix[0];
  5854. world.multiplyToRef(transform, matrix);
  5855. matrix.multiplyToRef(viewportMatrix, matrix);
  5856. return Vector3.TransformCoordinates(vector, matrix);
  5857. };
  5858. /** @hidden */
  5859. Vector3.UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {
  5860. Vector3.TransformCoordinatesToRef(source, matrix, result);
  5861. var m = matrix.m;
  5862. var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];
  5863. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5864. result.scaleInPlace(1.0 / num);
  5865. }
  5866. };
  5867. /**
  5868. * Unproject from screen space to object space
  5869. * @param source defines the screen space Vector3 to use
  5870. * @param viewportWidth defines the current width of the viewport
  5871. * @param viewportHeight defines the current height of the viewport
  5872. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5873. * @param transform defines the transform (view x projection) matrix to use
  5874. * @returns the new Vector3
  5875. */
  5876. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5877. var matrix = MathTmp.Matrix[0];
  5878. world.multiplyToRef(transform, matrix);
  5879. matrix.invert();
  5880. source.x = source.x / viewportWidth * 2 - 1;
  5881. source.y = -(source.y / viewportHeight * 2 - 1);
  5882. var vector = new Vector3();
  5883. Vector3.UnprojectFromInvertedMatrixToRef(source, matrix, vector);
  5884. return vector;
  5885. };
  5886. /**
  5887. * Unproject from screen space to object space
  5888. * @param source defines the screen space Vector3 to use
  5889. * @param viewportWidth defines the current width of the viewport
  5890. * @param viewportHeight defines the current height of the viewport
  5891. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5892. * @param view defines the view matrix to use
  5893. * @param projection defines the projection matrix to use
  5894. * @returns the new Vector3
  5895. */
  5896. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5897. var result = Vector3.Zero();
  5898. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5899. return result;
  5900. };
  5901. /**
  5902. * Unproject from screen space to object space
  5903. * @param source defines the screen space Vector3 to use
  5904. * @param viewportWidth defines the current width of the viewport
  5905. * @param viewportHeight defines the current height of the viewport
  5906. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5907. * @param view defines the view matrix to use
  5908. * @param projection defines the projection matrix to use
  5909. * @param result defines the Vector3 where to store the result
  5910. */
  5911. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  5912. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  5913. };
  5914. /**
  5915. * Unproject from screen space to object space
  5916. * @param sourceX defines the screen space x coordinate to use
  5917. * @param sourceY defines the screen space y coordinate to use
  5918. * @param sourceZ defines the screen space z coordinate to use
  5919. * @param viewportWidth defines the current width of the viewport
  5920. * @param viewportHeight defines the current height of the viewport
  5921. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5922. * @param view defines the view matrix to use
  5923. * @param projection defines the projection matrix to use
  5924. * @param result defines the Vector3 where to store the result
  5925. */
  5926. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  5927. var matrix = MathTmp.Matrix[0];
  5928. world.multiplyToRef(view, matrix);
  5929. matrix.multiplyToRef(projection, matrix);
  5930. matrix.invert();
  5931. var screenSource = MathTmp.Vector3[0];
  5932. screenSource.x = sourceX / viewportWidth * 2 - 1;
  5933. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  5934. screenSource.z = 2 * sourceZ - 1.0;
  5935. Vector3.UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);
  5936. };
  5937. /**
  5938. * Unproject a ray from screen space to object space
  5939. * @param sourceX defines the screen space x coordinate to use
  5940. * @param sourceY defines the screen space y coordinate to use
  5941. * @param viewportWidth defines the current width of the viewport
  5942. * @param viewportHeight defines the current height of the viewport
  5943. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5944. * @param view defines the view matrix to use
  5945. * @param projection defines the projection matrix to use
  5946. * @param ray defines the Ray where to store the result
  5947. */
  5948. Vector3.UnprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection, ray) {
  5949. var matrix = MathTmp.Matrix[0];
  5950. world.multiplyToRef(view, matrix);
  5951. matrix.multiplyToRef(projection, matrix);
  5952. matrix.invert();
  5953. var nearScreenSource = MathTmp.Vector3[0];
  5954. nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
  5955. nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
  5956. nearScreenSource.z = -1.0;
  5957. var farScreenSource = MathTmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
  5958. var nearVec3 = MathTmp.Vector3[2];
  5959. var farVec3 = MathTmp.Vector3[3];
  5960. Vector3.UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
  5961. Vector3.UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
  5962. ray.origin.copyFrom(nearVec3);
  5963. farVec3.subtractToRef(nearVec3, ray.direction);
  5964. ray.direction.normalize();
  5965. };
  5966. /**
  5967. * Gets the minimal coordinate values between two Vector3
  5968. * @param left defines the first operand
  5969. * @param right defines the second operand
  5970. * @returns the new Vector3
  5971. */
  5972. Vector3.Minimize = function (left, right) {
  5973. var min = left.clone();
  5974. min.minimizeInPlace(right);
  5975. return min;
  5976. };
  5977. /**
  5978. * Gets the maximal coordinate values between two Vector3
  5979. * @param left defines the first operand
  5980. * @param right defines the second operand
  5981. * @returns the new Vector3
  5982. */
  5983. Vector3.Maximize = function (left, right) {
  5984. var max = left.clone();
  5985. max.maximizeInPlace(right);
  5986. return max;
  5987. };
  5988. /**
  5989. * Returns the distance between the vectors "value1" and "value2"
  5990. * @param value1 defines the first operand
  5991. * @param value2 defines the second operand
  5992. * @returns the distance
  5993. */
  5994. Vector3.Distance = function (value1, value2) {
  5995. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  5996. };
  5997. /**
  5998. * Returns the squared distance between the vectors "value1" and "value2"
  5999. * @param value1 defines the first operand
  6000. * @param value2 defines the second operand
  6001. * @returns the squared distance
  6002. */
  6003. Vector3.DistanceSquared = function (value1, value2) {
  6004. var x = value1.x - value2.x;
  6005. var y = value1.y - value2.y;
  6006. var z = value1.z - value2.z;
  6007. return (x * x) + (y * y) + (z * z);
  6008. };
  6009. /**
  6010. * Returns a new Vector3 located at the center between "value1" and "value2"
  6011. * @param value1 defines the first operand
  6012. * @param value2 defines the second operand
  6013. * @returns the new Vector3
  6014. */
  6015. Vector3.Center = function (value1, value2) {
  6016. var center = value1.add(value2);
  6017. center.scaleInPlace(0.5);
  6018. return center;
  6019. };
  6020. /**
  6021. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  6022. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  6023. * to something in order to rotate it from its local system to the given target system
  6024. * Note: axis1, axis2 and axis3 are normalized during this operation
  6025. * @param axis1 defines the first axis
  6026. * @param axis2 defines the second axis
  6027. * @param axis3 defines the third axis
  6028. * @returns a new Vector3
  6029. */
  6030. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  6031. var rotation = Vector3.Zero();
  6032. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  6033. return rotation;
  6034. };
  6035. /**
  6036. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  6037. * @param axis1 defines the first axis
  6038. * @param axis2 defines the second axis
  6039. * @param axis3 defines the third axis
  6040. * @param ref defines the Vector3 where to store the result
  6041. */
  6042. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  6043. var quat = MathTmp.Quaternion[0];
  6044. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  6045. quat.toEulerAnglesToRef(ref);
  6046. };
  6047. return Vector3;
  6048. }());
  6049. BABYLON.Vector3 = Vector3;
  6050. /**
  6051. * Vector4 class created for EulerAngle class conversion to Quaternion
  6052. */
  6053. var Vector4 = /** @class */ (function () {
  6054. /**
  6055. * Creates a Vector4 object from the given floats.
  6056. * @param x x value of the vector
  6057. * @param y y value of the vector
  6058. * @param z z value of the vector
  6059. * @param w w value of the vector
  6060. */
  6061. function Vector4(
  6062. /** x value of the vector */
  6063. x,
  6064. /** y value of the vector */
  6065. y,
  6066. /** z value of the vector */
  6067. z,
  6068. /** w value of the vector */
  6069. w) {
  6070. this.x = x;
  6071. this.y = y;
  6072. this.z = z;
  6073. this.w = w;
  6074. }
  6075. /**
  6076. * Returns the string with the Vector4 coordinates.
  6077. * @returns a string containing all the vector values
  6078. */
  6079. Vector4.prototype.toString = function () {
  6080. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6081. };
  6082. /**
  6083. * Returns the string "Vector4".
  6084. * @returns "Vector4"
  6085. */
  6086. Vector4.prototype.getClassName = function () {
  6087. return "Vector4";
  6088. };
  6089. /**
  6090. * Returns the Vector4 hash code.
  6091. * @returns a unique hash code
  6092. */
  6093. Vector4.prototype.getHashCode = function () {
  6094. var hash = this.x || 0;
  6095. hash = (hash * 397) ^ (this.y || 0);
  6096. hash = (hash * 397) ^ (this.z || 0);
  6097. hash = (hash * 397) ^ (this.w || 0);
  6098. return hash;
  6099. };
  6100. // Operators
  6101. /**
  6102. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6103. * @returns the resulting array
  6104. */
  6105. Vector4.prototype.asArray = function () {
  6106. var result = new Array();
  6107. this.toArray(result, 0);
  6108. return result;
  6109. };
  6110. /**
  6111. * Populates the given array from the given index with the Vector4 coordinates.
  6112. * @param array array to populate
  6113. * @param index index of the array to start at (default: 0)
  6114. * @returns the Vector4.
  6115. */
  6116. Vector4.prototype.toArray = function (array, index) {
  6117. if (index === undefined) {
  6118. index = 0;
  6119. }
  6120. array[index] = this.x;
  6121. array[index + 1] = this.y;
  6122. array[index + 2] = this.z;
  6123. array[index + 3] = this.w;
  6124. return this;
  6125. };
  6126. /**
  6127. * Adds the given vector to the current Vector4.
  6128. * @param otherVector the vector to add
  6129. * @returns the updated Vector4.
  6130. */
  6131. Vector4.prototype.addInPlace = function (otherVector) {
  6132. this.x += otherVector.x;
  6133. this.y += otherVector.y;
  6134. this.z += otherVector.z;
  6135. this.w += otherVector.w;
  6136. return this;
  6137. };
  6138. /**
  6139. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6140. * @param otherVector the vector to add
  6141. * @returns the resulting vector
  6142. */
  6143. Vector4.prototype.add = function (otherVector) {
  6144. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6145. };
  6146. /**
  6147. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6148. * @param otherVector the vector to add
  6149. * @param result the vector to store the result
  6150. * @returns the current Vector4.
  6151. */
  6152. Vector4.prototype.addToRef = function (otherVector, result) {
  6153. result.x = this.x + otherVector.x;
  6154. result.y = this.y + otherVector.y;
  6155. result.z = this.z + otherVector.z;
  6156. result.w = this.w + otherVector.w;
  6157. return this;
  6158. };
  6159. /**
  6160. * Subtract in place the given vector from the current Vector4.
  6161. * @param otherVector the vector to subtract
  6162. * @returns the updated Vector4.
  6163. */
  6164. Vector4.prototype.subtractInPlace = function (otherVector) {
  6165. this.x -= otherVector.x;
  6166. this.y -= otherVector.y;
  6167. this.z -= otherVector.z;
  6168. this.w -= otherVector.w;
  6169. return this;
  6170. };
  6171. /**
  6172. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6173. * @param otherVector the vector to add
  6174. * @returns the new vector with the result
  6175. */
  6176. Vector4.prototype.subtract = function (otherVector) {
  6177. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6178. };
  6179. /**
  6180. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6181. * @param otherVector the vector to subtract
  6182. * @param result the vector to store the result
  6183. * @returns the current Vector4.
  6184. */
  6185. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6186. result.x = this.x - otherVector.x;
  6187. result.y = this.y - otherVector.y;
  6188. result.z = this.z - otherVector.z;
  6189. result.w = this.w - otherVector.w;
  6190. return this;
  6191. };
  6192. /**
  6193. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6194. */
  6195. /**
  6196. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6197. * @param x value to subtract
  6198. * @param y value to subtract
  6199. * @param z value to subtract
  6200. * @param w value to subtract
  6201. * @returns new vector containing the result
  6202. */
  6203. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6204. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6205. };
  6206. /**
  6207. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6208. * @param x value to subtract
  6209. * @param y value to subtract
  6210. * @param z value to subtract
  6211. * @param w value to subtract
  6212. * @param result the vector to store the result in
  6213. * @returns the current Vector4.
  6214. */
  6215. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6216. result.x = this.x - x;
  6217. result.y = this.y - y;
  6218. result.z = this.z - z;
  6219. result.w = this.w - w;
  6220. return this;
  6221. };
  6222. /**
  6223. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6224. * @returns a new vector with the negated values
  6225. */
  6226. Vector4.prototype.negate = function () {
  6227. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6228. };
  6229. /**
  6230. * Multiplies the current Vector4 coordinates by scale (float).
  6231. * @param scale the number to scale with
  6232. * @returns the updated Vector4.
  6233. */
  6234. Vector4.prototype.scaleInPlace = function (scale) {
  6235. this.x *= scale;
  6236. this.y *= scale;
  6237. this.z *= scale;
  6238. this.w *= scale;
  6239. return this;
  6240. };
  6241. /**
  6242. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6243. * @param scale the number to scale with
  6244. * @returns a new vector with the result
  6245. */
  6246. Vector4.prototype.scale = function (scale) {
  6247. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6248. };
  6249. /**
  6250. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6251. * @param scale the number to scale with
  6252. * @param result a vector to store the result in
  6253. * @returns the current Vector4.
  6254. */
  6255. Vector4.prototype.scaleToRef = function (scale, result) {
  6256. result.x = this.x * scale;
  6257. result.y = this.y * scale;
  6258. result.z = this.z * scale;
  6259. result.w = this.w * scale;
  6260. return this;
  6261. };
  6262. /**
  6263. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6264. * @param scale defines the scale factor
  6265. * @param result defines the Vector4 object where to store the result
  6266. * @returns the unmodified current Vector4
  6267. */
  6268. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6269. result.x += this.x * scale;
  6270. result.y += this.y * scale;
  6271. result.z += this.z * scale;
  6272. result.w += this.w * scale;
  6273. return this;
  6274. };
  6275. /**
  6276. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6277. * @param otherVector the vector to compare against
  6278. * @returns true if they are equal
  6279. */
  6280. Vector4.prototype.equals = function (otherVector) {
  6281. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6282. };
  6283. /**
  6284. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6285. * @param otherVector vector to compare against
  6286. * @param epsilon (Default: very small number)
  6287. * @returns true if they are equal
  6288. */
  6289. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6290. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6291. return otherVector
  6292. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6293. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6294. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6295. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6296. };
  6297. /**
  6298. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6299. * @param x x value to compare against
  6300. * @param y y value to compare against
  6301. * @param z z value to compare against
  6302. * @param w w value to compare against
  6303. * @returns true if equal
  6304. */
  6305. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6306. return this.x === x && this.y === y && this.z === z && this.w === w;
  6307. };
  6308. /**
  6309. * Multiplies in place the current Vector4 by the given one.
  6310. * @param otherVector vector to multiple with
  6311. * @returns the updated Vector4.
  6312. */
  6313. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6314. this.x *= otherVector.x;
  6315. this.y *= otherVector.y;
  6316. this.z *= otherVector.z;
  6317. this.w *= otherVector.w;
  6318. return this;
  6319. };
  6320. /**
  6321. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6322. * @param otherVector vector to multiple with
  6323. * @returns resulting new vector
  6324. */
  6325. Vector4.prototype.multiply = function (otherVector) {
  6326. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6327. };
  6328. /**
  6329. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6330. * @param otherVector vector to multiple with
  6331. * @param result vector to store the result
  6332. * @returns the current Vector4.
  6333. */
  6334. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6335. result.x = this.x * otherVector.x;
  6336. result.y = this.y * otherVector.y;
  6337. result.z = this.z * otherVector.z;
  6338. result.w = this.w * otherVector.w;
  6339. return this;
  6340. };
  6341. /**
  6342. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6343. * @param x x value multiply with
  6344. * @param y y value multiply with
  6345. * @param z z value multiply with
  6346. * @param w w value multiply with
  6347. * @returns resulting new vector
  6348. */
  6349. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6350. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6351. };
  6352. /**
  6353. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6354. * @param otherVector vector to devide with
  6355. * @returns resulting new vector
  6356. */
  6357. Vector4.prototype.divide = function (otherVector) {
  6358. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6359. };
  6360. /**
  6361. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6362. * @param otherVector vector to devide with
  6363. * @param result vector to store the result
  6364. * @returns the current Vector4.
  6365. */
  6366. Vector4.prototype.divideToRef = function (otherVector, result) {
  6367. result.x = this.x / otherVector.x;
  6368. result.y = this.y / otherVector.y;
  6369. result.z = this.z / otherVector.z;
  6370. result.w = this.w / otherVector.w;
  6371. return this;
  6372. };
  6373. /**
  6374. * Divides the current Vector3 coordinates by the given ones.
  6375. * @param otherVector vector to devide with
  6376. * @returns the updated Vector3.
  6377. */
  6378. Vector4.prototype.divideInPlace = function (otherVector) {
  6379. return this.divideToRef(otherVector, this);
  6380. };
  6381. /**
  6382. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6383. * @param other defines the second operand
  6384. * @returns the current updated Vector4
  6385. */
  6386. Vector4.prototype.minimizeInPlace = function (other) {
  6387. if (other.x < this.x) {
  6388. this.x = other.x;
  6389. }
  6390. if (other.y < this.y) {
  6391. this.y = other.y;
  6392. }
  6393. if (other.z < this.z) {
  6394. this.z = other.z;
  6395. }
  6396. if (other.w < this.w) {
  6397. this.w = other.w;
  6398. }
  6399. return this;
  6400. };
  6401. /**
  6402. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6403. * @param other defines the second operand
  6404. * @returns the current updated Vector4
  6405. */
  6406. Vector4.prototype.maximizeInPlace = function (other) {
  6407. if (other.x > this.x) {
  6408. this.x = other.x;
  6409. }
  6410. if (other.y > this.y) {
  6411. this.y = other.y;
  6412. }
  6413. if (other.z > this.z) {
  6414. this.z = other.z;
  6415. }
  6416. if (other.w > this.w) {
  6417. this.w = other.w;
  6418. }
  6419. return this;
  6420. };
  6421. /**
  6422. * Gets a new Vector4 from current Vector4 floored values
  6423. * @returns a new Vector4
  6424. */
  6425. Vector4.prototype.floor = function () {
  6426. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6427. };
  6428. /**
  6429. * Gets a new Vector4 from current Vector3 floored values
  6430. * @returns a new Vector4
  6431. */
  6432. Vector4.prototype.fract = function () {
  6433. 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));
  6434. };
  6435. // Properties
  6436. /**
  6437. * Returns the Vector4 length (float).
  6438. * @returns the length
  6439. */
  6440. Vector4.prototype.length = function () {
  6441. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6442. };
  6443. /**
  6444. * Returns the Vector4 squared length (float).
  6445. * @returns the length squared
  6446. */
  6447. Vector4.prototype.lengthSquared = function () {
  6448. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6449. };
  6450. // Methods
  6451. /**
  6452. * Normalizes in place the Vector4.
  6453. * @returns the updated Vector4.
  6454. */
  6455. Vector4.prototype.normalize = function () {
  6456. var len = this.length();
  6457. if (len === 0) {
  6458. return this;
  6459. }
  6460. return this.scaleInPlace(1.0 / len);
  6461. };
  6462. /**
  6463. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6464. * @returns this converted to a new vector3
  6465. */
  6466. Vector4.prototype.toVector3 = function () {
  6467. return new Vector3(this.x, this.y, this.z);
  6468. };
  6469. /**
  6470. * Returns a new Vector4 copied from the current one.
  6471. * @returns the new cloned vector
  6472. */
  6473. Vector4.prototype.clone = function () {
  6474. return new Vector4(this.x, this.y, this.z, this.w);
  6475. };
  6476. /**
  6477. * Updates the current Vector4 with the given one coordinates.
  6478. * @param source the source vector to copy from
  6479. * @returns the updated Vector4.
  6480. */
  6481. Vector4.prototype.copyFrom = function (source) {
  6482. this.x = source.x;
  6483. this.y = source.y;
  6484. this.z = source.z;
  6485. this.w = source.w;
  6486. return this;
  6487. };
  6488. /**
  6489. * Updates the current Vector4 coordinates with the given floats.
  6490. * @param x float to copy from
  6491. * @param y float to copy from
  6492. * @param z float to copy from
  6493. * @param w float to copy from
  6494. * @returns the updated Vector4.
  6495. */
  6496. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6497. this.x = x;
  6498. this.y = y;
  6499. this.z = z;
  6500. this.w = w;
  6501. return this;
  6502. };
  6503. /**
  6504. * Updates the current Vector4 coordinates with the given floats.
  6505. * @param x float to set from
  6506. * @param y float to set from
  6507. * @param z float to set from
  6508. * @param w float to set from
  6509. * @returns the updated Vector4.
  6510. */
  6511. Vector4.prototype.set = function (x, y, z, w) {
  6512. return this.copyFromFloats(x, y, z, w);
  6513. };
  6514. /**
  6515. * Copies the given float to the current Vector3 coordinates
  6516. * @param v defines the x, y, z and w coordinates of the operand
  6517. * @returns the current updated Vector3
  6518. */
  6519. Vector4.prototype.setAll = function (v) {
  6520. this.x = this.y = this.z = this.w = v;
  6521. return this;
  6522. };
  6523. // Statics
  6524. /**
  6525. * Returns a new Vector4 set from the starting index of the given array.
  6526. * @param array the array to pull values from
  6527. * @param offset the offset into the array to start at
  6528. * @returns the new vector
  6529. */
  6530. Vector4.FromArray = function (array, offset) {
  6531. if (!offset) {
  6532. offset = 0;
  6533. }
  6534. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6535. };
  6536. /**
  6537. * Updates the given vector "result" from the starting index of the given array.
  6538. * @param array the array to pull values from
  6539. * @param offset the offset into the array to start at
  6540. * @param result the vector to store the result in
  6541. */
  6542. Vector4.FromArrayToRef = function (array, offset, result) {
  6543. result.x = array[offset];
  6544. result.y = array[offset + 1];
  6545. result.z = array[offset + 2];
  6546. result.w = array[offset + 3];
  6547. };
  6548. /**
  6549. * Updates the given vector "result" from the starting index of the given Float32Array.
  6550. * @param array the array to pull values from
  6551. * @param offset the offset into the array to start at
  6552. * @param result the vector to store the result in
  6553. */
  6554. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6555. Vector4.FromArrayToRef(array, offset, result);
  6556. };
  6557. /**
  6558. * Updates the given vector "result" coordinates from the given floats.
  6559. * @param x float to set from
  6560. * @param y float to set from
  6561. * @param z float to set from
  6562. * @param w float to set from
  6563. * @param result the vector to the floats in
  6564. */
  6565. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6566. result.x = x;
  6567. result.y = y;
  6568. result.z = z;
  6569. result.w = w;
  6570. };
  6571. /**
  6572. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6573. * @returns the new vector
  6574. */
  6575. Vector4.Zero = function () {
  6576. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6577. };
  6578. /**
  6579. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6580. * @returns the new vector
  6581. */
  6582. Vector4.One = function () {
  6583. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6584. };
  6585. /**
  6586. * Returns a new normalized Vector4 from the given one.
  6587. * @param vector the vector to normalize
  6588. * @returns the vector
  6589. */
  6590. Vector4.Normalize = function (vector) {
  6591. var result = Vector4.Zero();
  6592. Vector4.NormalizeToRef(vector, result);
  6593. return result;
  6594. };
  6595. /**
  6596. * Updates the given vector "result" from the normalization of the given one.
  6597. * @param vector the vector to normalize
  6598. * @param result the vector to store the result in
  6599. */
  6600. Vector4.NormalizeToRef = function (vector, result) {
  6601. result.copyFrom(vector);
  6602. result.normalize();
  6603. };
  6604. /**
  6605. * Returns a vector with the minimum values from the left and right vectors
  6606. * @param left left vector to minimize
  6607. * @param right right vector to minimize
  6608. * @returns a new vector with the minimum of the left and right vector values
  6609. */
  6610. Vector4.Minimize = function (left, right) {
  6611. var min = left.clone();
  6612. min.minimizeInPlace(right);
  6613. return min;
  6614. };
  6615. /**
  6616. * Returns a vector with the maximum values from the left and right vectors
  6617. * @param left left vector to maximize
  6618. * @param right right vector to maximize
  6619. * @returns a new vector with the maximum of the left and right vector values
  6620. */
  6621. Vector4.Maximize = function (left, right) {
  6622. var max = left.clone();
  6623. max.maximizeInPlace(right);
  6624. return max;
  6625. };
  6626. /**
  6627. * Returns the distance (float) between the vectors "value1" and "value2".
  6628. * @param value1 value to calulate the distance between
  6629. * @param value2 value to calulate the distance between
  6630. * @return the distance between the two vectors
  6631. */
  6632. Vector4.Distance = function (value1, value2) {
  6633. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6634. };
  6635. /**
  6636. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6637. * @param value1 value to calulate the distance between
  6638. * @param value2 value to calulate the distance between
  6639. * @return the distance between the two vectors squared
  6640. */
  6641. Vector4.DistanceSquared = function (value1, value2) {
  6642. var x = value1.x - value2.x;
  6643. var y = value1.y - value2.y;
  6644. var z = value1.z - value2.z;
  6645. var w = value1.w - value2.w;
  6646. return (x * x) + (y * y) + (z * z) + (w * w);
  6647. };
  6648. /**
  6649. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6650. * @param value1 value to calulate the center between
  6651. * @param value2 value to calulate the center between
  6652. * @return the center between the two vectors
  6653. */
  6654. Vector4.Center = function (value1, value2) {
  6655. var center = value1.add(value2);
  6656. center.scaleInPlace(0.5);
  6657. return center;
  6658. };
  6659. /**
  6660. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6661. * This methods computes transformed normalized direction vectors only.
  6662. * @param vector the vector to transform
  6663. * @param transformation the transformation matrix to apply
  6664. * @returns the new vector
  6665. */
  6666. Vector4.TransformNormal = function (vector, transformation) {
  6667. var result = Vector4.Zero();
  6668. Vector4.TransformNormalToRef(vector, transformation, result);
  6669. return result;
  6670. };
  6671. /**
  6672. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6673. * This methods computes transformed normalized direction vectors only.
  6674. * @param vector the vector to transform
  6675. * @param transformation the transformation matrix to apply
  6676. * @param result the vector to store the result in
  6677. */
  6678. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6679. var m = transformation.m;
  6680. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6681. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6682. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6683. result.x = x;
  6684. result.y = y;
  6685. result.z = z;
  6686. result.w = vector.w;
  6687. };
  6688. /**
  6689. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6690. * This methods computes transformed normalized direction vectors only.
  6691. * @param x value to transform
  6692. * @param y value to transform
  6693. * @param z value to transform
  6694. * @param w value to transform
  6695. * @param transformation the transformation matrix to apply
  6696. * @param result the vector to store the results in
  6697. */
  6698. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6699. var m = transformation.m;
  6700. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6701. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6702. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6703. result.w = w;
  6704. };
  6705. return Vector4;
  6706. }());
  6707. BABYLON.Vector4 = Vector4;
  6708. /**
  6709. * Size containing widht and height
  6710. */
  6711. var Size = /** @class */ (function () {
  6712. /**
  6713. * Creates a Size object from the given width and height (floats).
  6714. * @param width width of the new size
  6715. * @param height height of the new size
  6716. */
  6717. function Size(width, height) {
  6718. this.width = width;
  6719. this.height = height;
  6720. }
  6721. /**
  6722. * Returns a string with the Size width and height
  6723. * @returns a string with the Size width and height
  6724. */
  6725. Size.prototype.toString = function () {
  6726. return "{W: " + this.width + ", H: " + this.height + "}";
  6727. };
  6728. /**
  6729. * "Size"
  6730. * @returns the string "Size"
  6731. */
  6732. Size.prototype.getClassName = function () {
  6733. return "Size";
  6734. };
  6735. /**
  6736. * Returns the Size hash code.
  6737. * @returns a hash code for a unique width and height
  6738. */
  6739. Size.prototype.getHashCode = function () {
  6740. var hash = this.width || 0;
  6741. hash = (hash * 397) ^ (this.height || 0);
  6742. return hash;
  6743. };
  6744. /**
  6745. * Updates the current size from the given one.
  6746. * @param src the given size
  6747. */
  6748. Size.prototype.copyFrom = function (src) {
  6749. this.width = src.width;
  6750. this.height = src.height;
  6751. };
  6752. /**
  6753. * Updates in place the current Size from the given floats.
  6754. * @param width width of the new size
  6755. * @param height height of the new size
  6756. * @returns the updated Size.
  6757. */
  6758. Size.prototype.copyFromFloats = function (width, height) {
  6759. this.width = width;
  6760. this.height = height;
  6761. return this;
  6762. };
  6763. /**
  6764. * Updates in place the current Size from the given floats.
  6765. * @param width width to set
  6766. * @param height height to set
  6767. * @returns the updated Size.
  6768. */
  6769. Size.prototype.set = function (width, height) {
  6770. return this.copyFromFloats(width, height);
  6771. };
  6772. /**
  6773. * Multiplies the width and height by numbers
  6774. * @param w factor to multiple the width by
  6775. * @param h factor to multiple the height by
  6776. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6777. */
  6778. Size.prototype.multiplyByFloats = function (w, h) {
  6779. return new Size(this.width * w, this.height * h);
  6780. };
  6781. /**
  6782. * Clones the size
  6783. * @returns a new Size copied from the given one.
  6784. */
  6785. Size.prototype.clone = function () {
  6786. return new Size(this.width, this.height);
  6787. };
  6788. /**
  6789. * True if the current Size and the given one width and height are strictly equal.
  6790. * @param other the other size to compare against
  6791. * @returns True if the current Size and the given one width and height are strictly equal.
  6792. */
  6793. Size.prototype.equals = function (other) {
  6794. if (!other) {
  6795. return false;
  6796. }
  6797. return (this.width === other.width) && (this.height === other.height);
  6798. };
  6799. Object.defineProperty(Size.prototype, "surface", {
  6800. /**
  6801. * The surface of the Size : width * height (float).
  6802. */
  6803. get: function () {
  6804. return this.width * this.height;
  6805. },
  6806. enumerable: true,
  6807. configurable: true
  6808. });
  6809. /**
  6810. * Create a new size of zero
  6811. * @returns a new Size set to (0.0, 0.0)
  6812. */
  6813. Size.Zero = function () {
  6814. return new Size(0.0, 0.0);
  6815. };
  6816. /**
  6817. * Sums the width and height of two sizes
  6818. * @param otherSize size to add to this size
  6819. * @returns a new Size set as the addition result of the current Size and the given one.
  6820. */
  6821. Size.prototype.add = function (otherSize) {
  6822. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6823. return r;
  6824. };
  6825. /**
  6826. * Subtracts the width and height of two
  6827. * @param otherSize size to subtract to this size
  6828. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6829. */
  6830. Size.prototype.subtract = function (otherSize) {
  6831. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6832. return r;
  6833. };
  6834. /**
  6835. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6836. * @param start starting size to lerp between
  6837. * @param end end size to lerp between
  6838. * @param amount amount to lerp between the start and end values
  6839. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6840. */
  6841. Size.Lerp = function (start, end, amount) {
  6842. var w = start.width + ((end.width - start.width) * amount);
  6843. var h = start.height + ((end.height - start.height) * amount);
  6844. return new Size(w, h);
  6845. };
  6846. return Size;
  6847. }());
  6848. BABYLON.Size = Size;
  6849. /**
  6850. * Class used to store quaternion data
  6851. * @see https://en.wikipedia.org/wiki/Quaternion
  6852. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6853. */
  6854. var Quaternion = /** @class */ (function () {
  6855. /**
  6856. * Creates a new Quaternion from the given floats
  6857. * @param x defines the first component (0 by default)
  6858. * @param y defines the second component (0 by default)
  6859. * @param z defines the third component (0 by default)
  6860. * @param w defines the fourth component (1.0 by default)
  6861. */
  6862. function Quaternion(
  6863. /** defines the first component (0 by default) */
  6864. x,
  6865. /** defines the second component (0 by default) */
  6866. y,
  6867. /** defines the third component (0 by default) */
  6868. z,
  6869. /** defines the fourth component (1.0 by default) */
  6870. w) {
  6871. if (x === void 0) { x = 0.0; }
  6872. if (y === void 0) { y = 0.0; }
  6873. if (z === void 0) { z = 0.0; }
  6874. if (w === void 0) { w = 1.0; }
  6875. this.x = x;
  6876. this.y = y;
  6877. this.z = z;
  6878. this.w = w;
  6879. }
  6880. /**
  6881. * Gets a string representation for the current quaternion
  6882. * @returns a string with the Quaternion coordinates
  6883. */
  6884. Quaternion.prototype.toString = function () {
  6885. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6886. };
  6887. /**
  6888. * Gets the class name of the quaternion
  6889. * @returns the string "Quaternion"
  6890. */
  6891. Quaternion.prototype.getClassName = function () {
  6892. return "Quaternion";
  6893. };
  6894. /**
  6895. * Gets a hash code for this quaternion
  6896. * @returns the quaternion hash code
  6897. */
  6898. Quaternion.prototype.getHashCode = function () {
  6899. var hash = this.x || 0;
  6900. hash = (hash * 397) ^ (this.y || 0);
  6901. hash = (hash * 397) ^ (this.z || 0);
  6902. hash = (hash * 397) ^ (this.w || 0);
  6903. return hash;
  6904. };
  6905. /**
  6906. * Copy the quaternion to an array
  6907. * @returns a new array populated with 4 elements from the quaternion coordinates
  6908. */
  6909. Quaternion.prototype.asArray = function () {
  6910. return [this.x, this.y, this.z, this.w];
  6911. };
  6912. /**
  6913. * Check if two quaternions are equals
  6914. * @param otherQuaternion defines the second operand
  6915. * @return true if the current quaternion and the given one coordinates are strictly equals
  6916. */
  6917. Quaternion.prototype.equals = function (otherQuaternion) {
  6918. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  6919. };
  6920. /**
  6921. * Clone the current quaternion
  6922. * @returns a new quaternion copied from the current one
  6923. */
  6924. Quaternion.prototype.clone = function () {
  6925. return new Quaternion(this.x, this.y, this.z, this.w);
  6926. };
  6927. /**
  6928. * Copy a quaternion to the current one
  6929. * @param other defines the other quaternion
  6930. * @returns the updated current quaternion
  6931. */
  6932. Quaternion.prototype.copyFrom = function (other) {
  6933. this.x = other.x;
  6934. this.y = other.y;
  6935. this.z = other.z;
  6936. this.w = other.w;
  6937. return this;
  6938. };
  6939. /**
  6940. * Updates the current quaternion with the given float coordinates
  6941. * @param x defines the x coordinate
  6942. * @param y defines the y coordinate
  6943. * @param z defines the z coordinate
  6944. * @param w defines the w coordinate
  6945. * @returns the updated current quaternion
  6946. */
  6947. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  6948. this.x = x;
  6949. this.y = y;
  6950. this.z = z;
  6951. this.w = w;
  6952. return this;
  6953. };
  6954. /**
  6955. * Updates the current quaternion from the given float coordinates
  6956. * @param x defines the x coordinate
  6957. * @param y defines the y coordinate
  6958. * @param z defines the z coordinate
  6959. * @param w defines the w coordinate
  6960. * @returns the updated current quaternion
  6961. */
  6962. Quaternion.prototype.set = function (x, y, z, w) {
  6963. return this.copyFromFloats(x, y, z, w);
  6964. };
  6965. /**
  6966. * Adds two quaternions
  6967. * @param other defines the second operand
  6968. * @returns a new quaternion as the addition result of the given one and the current quaternion
  6969. */
  6970. Quaternion.prototype.add = function (other) {
  6971. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  6972. };
  6973. /**
  6974. * Add a quaternion to the current one
  6975. * @param other defines the quaternion to add
  6976. * @returns the current quaternion
  6977. */
  6978. Quaternion.prototype.addInPlace = function (other) {
  6979. this.x += other.x;
  6980. this.y += other.y;
  6981. this.z += other.z;
  6982. this.w += other.w;
  6983. return this;
  6984. };
  6985. /**
  6986. * Subtract two quaternions
  6987. * @param other defines the second operand
  6988. * @returns a new quaternion as the subtraction result of the given one from the current one
  6989. */
  6990. Quaternion.prototype.subtract = function (other) {
  6991. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  6992. };
  6993. /**
  6994. * Multiplies the current quaternion by a scale factor
  6995. * @param value defines the scale factor
  6996. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  6997. */
  6998. Quaternion.prototype.scale = function (value) {
  6999. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  7000. };
  7001. /**
  7002. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  7003. * @param scale defines the scale factor
  7004. * @param result defines the Quaternion object where to store the result
  7005. * @returns the unmodified current quaternion
  7006. */
  7007. Quaternion.prototype.scaleToRef = function (scale, result) {
  7008. result.x = this.x * scale;
  7009. result.y = this.y * scale;
  7010. result.z = this.z * scale;
  7011. result.w = this.w * scale;
  7012. return this;
  7013. };
  7014. /**
  7015. * Multiplies in place the current quaternion by a scale factor
  7016. * @param value defines the scale factor
  7017. * @returns the current modified quaternion
  7018. */
  7019. Quaternion.prototype.scaleInPlace = function (value) {
  7020. this.x *= value;
  7021. this.y *= value;
  7022. this.z *= value;
  7023. this.w *= value;
  7024. return this;
  7025. };
  7026. /**
  7027. * Scale the current quaternion values by a factor and add the result to a given quaternion
  7028. * @param scale defines the scale factor
  7029. * @param result defines the Quaternion object where to store the result
  7030. * @returns the unmodified current quaternion
  7031. */
  7032. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  7033. result.x += this.x * scale;
  7034. result.y += this.y * scale;
  7035. result.z += this.z * scale;
  7036. result.w += this.w * scale;
  7037. return this;
  7038. };
  7039. /**
  7040. * Multiplies two quaternions
  7041. * @param q1 defines the second operand
  7042. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  7043. */
  7044. Quaternion.prototype.multiply = function (q1) {
  7045. var result = new Quaternion(0, 0, 0, 1.0);
  7046. this.multiplyToRef(q1, result);
  7047. return result;
  7048. };
  7049. /**
  7050. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  7051. * @param q1 defines the second operand
  7052. * @param result defines the target quaternion
  7053. * @returns the current quaternion
  7054. */
  7055. Quaternion.prototype.multiplyToRef = function (q1, result) {
  7056. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  7057. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  7058. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  7059. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  7060. result.copyFromFloats(x, y, z, w);
  7061. return this;
  7062. };
  7063. /**
  7064. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  7065. * @param q1 defines the second operand
  7066. * @returns the currentupdated quaternion
  7067. */
  7068. Quaternion.prototype.multiplyInPlace = function (q1) {
  7069. this.multiplyToRef(q1, this);
  7070. return this;
  7071. };
  7072. /**
  7073. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  7074. * @param ref defines the target quaternion
  7075. * @returns the current quaternion
  7076. */
  7077. Quaternion.prototype.conjugateToRef = function (ref) {
  7078. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  7079. return this;
  7080. };
  7081. /**
  7082. * Conjugates in place (1-q) the current quaternion
  7083. * @returns the current updated quaternion
  7084. */
  7085. Quaternion.prototype.conjugateInPlace = function () {
  7086. this.x *= -1;
  7087. this.y *= -1;
  7088. this.z *= -1;
  7089. return this;
  7090. };
  7091. /**
  7092. * Conjugates in place (1-q) the current quaternion
  7093. * @returns a new quaternion
  7094. */
  7095. Quaternion.prototype.conjugate = function () {
  7096. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7097. return result;
  7098. };
  7099. /**
  7100. * Gets length of current quaternion
  7101. * @returns the quaternion length (float)
  7102. */
  7103. Quaternion.prototype.length = function () {
  7104. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7105. };
  7106. /**
  7107. * Normalize in place the current quaternion
  7108. * @returns the current updated quaternion
  7109. */
  7110. Quaternion.prototype.normalize = function () {
  7111. var length = 1.0 / this.length();
  7112. this.x *= length;
  7113. this.y *= length;
  7114. this.z *= length;
  7115. this.w *= length;
  7116. return this;
  7117. };
  7118. /**
  7119. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7120. * @param order is a reserved parameter and is ignore for now
  7121. * @returns a new Vector3 containing the Euler angles
  7122. */
  7123. Quaternion.prototype.toEulerAngles = function (order) {
  7124. if (order === void 0) { order = "YZX"; }
  7125. var result = Vector3.Zero();
  7126. this.toEulerAnglesToRef(result, order);
  7127. return result;
  7128. };
  7129. /**
  7130. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7131. * @param result defines the vector which will be filled with the Euler angles
  7132. * @param order is a reserved parameter and is ignore for now
  7133. * @returns the current unchanged quaternion
  7134. */
  7135. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7136. if (order === void 0) { order = "YZX"; }
  7137. var qz = this.z;
  7138. var qx = this.x;
  7139. var qy = this.y;
  7140. var qw = this.w;
  7141. var sqw = qw * qw;
  7142. var sqz = qz * qz;
  7143. var sqx = qx * qx;
  7144. var sqy = qy * qy;
  7145. var zAxisY = qy * qz - qx * qw;
  7146. var limit = .4999999;
  7147. if (zAxisY < -limit) {
  7148. result.y = 2 * Math.atan2(qy, qw);
  7149. result.x = Math.PI / 2;
  7150. result.z = 0;
  7151. }
  7152. else if (zAxisY > limit) {
  7153. result.y = 2 * Math.atan2(qy, qw);
  7154. result.x = -Math.PI / 2;
  7155. result.z = 0;
  7156. }
  7157. else {
  7158. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7159. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7160. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7161. }
  7162. return this;
  7163. };
  7164. /**
  7165. * Updates the given rotation matrix with the current quaternion values
  7166. * @param result defines the target matrix
  7167. * @returns the current unchanged quaternion
  7168. */
  7169. Quaternion.prototype.toRotationMatrix = function (result) {
  7170. Matrix.FromQuaternionToRef(this, result);
  7171. return this;
  7172. };
  7173. /**
  7174. * Updates the current quaternion from the given rotation matrix values
  7175. * @param matrix defines the source matrix
  7176. * @returns the current updated quaternion
  7177. */
  7178. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7179. Quaternion.FromRotationMatrixToRef(matrix, this);
  7180. return this;
  7181. };
  7182. // Statics
  7183. /**
  7184. * Creates a new quaternion from a rotation matrix
  7185. * @param matrix defines the source matrix
  7186. * @returns a new quaternion created from the given rotation matrix values
  7187. */
  7188. Quaternion.FromRotationMatrix = function (matrix) {
  7189. var result = new Quaternion();
  7190. Quaternion.FromRotationMatrixToRef(matrix, result);
  7191. return result;
  7192. };
  7193. /**
  7194. * Updates the given quaternion with the given rotation matrix values
  7195. * @param matrix defines the source matrix
  7196. * @param result defines the target quaternion
  7197. */
  7198. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7199. var data = matrix.m;
  7200. var m11 = data[0], m12 = data[4], m13 = data[8];
  7201. var m21 = data[1], m22 = data[5], m23 = data[9];
  7202. var m31 = data[2], m32 = data[6], m33 = data[10];
  7203. var trace = m11 + m22 + m33;
  7204. var s;
  7205. if (trace > 0) {
  7206. s = 0.5 / Math.sqrt(trace + 1.0);
  7207. result.w = 0.25 / s;
  7208. result.x = (m32 - m23) * s;
  7209. result.y = (m13 - m31) * s;
  7210. result.z = (m21 - m12) * s;
  7211. }
  7212. else if (m11 > m22 && m11 > m33) {
  7213. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7214. result.w = (m32 - m23) / s;
  7215. result.x = 0.25 * s;
  7216. result.y = (m12 + m21) / s;
  7217. result.z = (m13 + m31) / s;
  7218. }
  7219. else if (m22 > m33) {
  7220. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7221. result.w = (m13 - m31) / s;
  7222. result.x = (m12 + m21) / s;
  7223. result.y = 0.25 * s;
  7224. result.z = (m23 + m32) / s;
  7225. }
  7226. else {
  7227. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7228. result.w = (m21 - m12) / s;
  7229. result.x = (m13 + m31) / s;
  7230. result.y = (m23 + m32) / s;
  7231. result.z = 0.25 * s;
  7232. }
  7233. };
  7234. /**
  7235. * Returns the dot product (float) between the quaternions "left" and "right"
  7236. * @param left defines the left operand
  7237. * @param right defines the right operand
  7238. * @returns the dot product
  7239. */
  7240. Quaternion.Dot = function (left, right) {
  7241. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7242. };
  7243. /**
  7244. * Checks if the two quaternions are close to each other
  7245. * @param quat0 defines the first quaternion to check
  7246. * @param quat1 defines the second quaternion to check
  7247. * @returns true if the two quaternions are close to each other
  7248. */
  7249. Quaternion.AreClose = function (quat0, quat1) {
  7250. var dot = Quaternion.Dot(quat0, quat1);
  7251. return dot >= 0;
  7252. };
  7253. /**
  7254. * Creates an empty quaternion
  7255. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7256. */
  7257. Quaternion.Zero = function () {
  7258. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7259. };
  7260. /**
  7261. * Inverse a given quaternion
  7262. * @param q defines the source quaternion
  7263. * @returns a new quaternion as the inverted current quaternion
  7264. */
  7265. Quaternion.Inverse = function (q) {
  7266. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7267. };
  7268. /**
  7269. * Inverse a given quaternion
  7270. * @param q defines the source quaternion
  7271. * @param result the quaternion the result will be stored in
  7272. * @returns the result quaternion
  7273. */
  7274. Quaternion.InverseToRef = function (q, result) {
  7275. result.set(-q.x, -q.y, -q.z, q.w);
  7276. return result;
  7277. };
  7278. /**
  7279. * Creates an identity quaternion
  7280. * @returns the identity quaternion
  7281. */
  7282. Quaternion.Identity = function () {
  7283. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7284. };
  7285. /**
  7286. * Gets a boolean indicating if the given quaternion is identity
  7287. * @param quaternion defines the quaternion to check
  7288. * @returns true if the quaternion is identity
  7289. */
  7290. Quaternion.IsIdentity = function (quaternion) {
  7291. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7292. };
  7293. /**
  7294. * Creates a quaternion from a rotation around an axis
  7295. * @param axis defines the axis to use
  7296. * @param angle defines the angle to use
  7297. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7298. */
  7299. Quaternion.RotationAxis = function (axis, angle) {
  7300. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7301. };
  7302. /**
  7303. * Creates a rotation around an axis and stores it into the given quaternion
  7304. * @param axis defines the axis to use
  7305. * @param angle defines the angle to use
  7306. * @param result defines the target quaternion
  7307. * @returns the target quaternion
  7308. */
  7309. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7310. var sin = Math.sin(angle / 2);
  7311. axis.normalize();
  7312. result.w = Math.cos(angle / 2);
  7313. result.x = axis.x * sin;
  7314. result.y = axis.y * sin;
  7315. result.z = axis.z * sin;
  7316. return result;
  7317. };
  7318. /**
  7319. * Creates a new quaternion from data stored into an array
  7320. * @param array defines the data source
  7321. * @param offset defines the offset in the source array where the data starts
  7322. * @returns a new quaternion
  7323. */
  7324. Quaternion.FromArray = function (array, offset) {
  7325. if (!offset) {
  7326. offset = 0;
  7327. }
  7328. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7329. };
  7330. /**
  7331. * Create a quaternion from Euler rotation angles
  7332. * @param x Pitch
  7333. * @param y Yaw
  7334. * @param z Roll
  7335. * @returns the new Quaternion
  7336. */
  7337. Quaternion.FromEulerAngles = function (x, y, z) {
  7338. var q = new Quaternion();
  7339. Quaternion.RotationYawPitchRollToRef(y, x, z, q);
  7340. return q;
  7341. };
  7342. /**
  7343. * Updates a quaternion from Euler rotation angles
  7344. * @param x Pitch
  7345. * @param y Yaw
  7346. * @param z Roll
  7347. * @param result the quaternion to store the result
  7348. * @returns the updated quaternion
  7349. */
  7350. Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {
  7351. Quaternion.RotationYawPitchRollToRef(y, x, z, result);
  7352. return result;
  7353. };
  7354. /**
  7355. * Create a quaternion from Euler rotation vector
  7356. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7357. * @returns the new Quaternion
  7358. */
  7359. Quaternion.FromEulerVector = function (vec) {
  7360. var q = new Quaternion();
  7361. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);
  7362. return q;
  7363. };
  7364. /**
  7365. * Updates a quaternion from Euler rotation vector
  7366. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7367. * @param result the quaternion to store the result
  7368. * @returns the updated quaternion
  7369. */
  7370. Quaternion.FromEulerVectorToRef = function (vec, result) {
  7371. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);
  7372. return result;
  7373. };
  7374. /**
  7375. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7376. * @param yaw defines the rotation around Y axis
  7377. * @param pitch defines the rotation around X axis
  7378. * @param roll defines the rotation around Z axis
  7379. * @returns the new quaternion
  7380. */
  7381. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7382. var q = new Quaternion();
  7383. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7384. return q;
  7385. };
  7386. /**
  7387. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7388. * @param yaw defines the rotation around Y axis
  7389. * @param pitch defines the rotation around X axis
  7390. * @param roll defines the rotation around Z axis
  7391. * @param result defines the target quaternion
  7392. */
  7393. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7394. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7395. var halfRoll = roll * 0.5;
  7396. var halfPitch = pitch * 0.5;
  7397. var halfYaw = yaw * 0.5;
  7398. var sinRoll = Math.sin(halfRoll);
  7399. var cosRoll = Math.cos(halfRoll);
  7400. var sinPitch = Math.sin(halfPitch);
  7401. var cosPitch = Math.cos(halfPitch);
  7402. var sinYaw = Math.sin(halfYaw);
  7403. var cosYaw = Math.cos(halfYaw);
  7404. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7405. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7406. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7407. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7408. };
  7409. /**
  7410. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7411. * @param alpha defines the rotation around first axis
  7412. * @param beta defines the rotation around second axis
  7413. * @param gamma defines the rotation around third axis
  7414. * @returns the new quaternion
  7415. */
  7416. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7417. var result = new Quaternion();
  7418. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7419. return result;
  7420. };
  7421. /**
  7422. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7423. * @param alpha defines the rotation around first axis
  7424. * @param beta defines the rotation around second axis
  7425. * @param gamma defines the rotation around third axis
  7426. * @param result defines the target quaternion
  7427. */
  7428. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7429. // Produces a quaternion from Euler angles in the z-x-z orientation
  7430. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7431. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7432. var halfBeta = beta * 0.5;
  7433. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7434. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7435. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7436. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7437. };
  7438. /**
  7439. * 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)
  7440. * @param axis1 defines the first axis
  7441. * @param axis2 defines the second axis
  7442. * @param axis3 defines the third axis
  7443. * @returns the new quaternion
  7444. */
  7445. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7446. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7447. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7448. return quat;
  7449. };
  7450. /**
  7451. * 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
  7452. * @param axis1 defines the first axis
  7453. * @param axis2 defines the second axis
  7454. * @param axis3 defines the third axis
  7455. * @param ref defines the target quaternion
  7456. */
  7457. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7458. var rotMat = MathTmp.Matrix[0];
  7459. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7460. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7461. };
  7462. /**
  7463. * Interpolates between two quaternions
  7464. * @param left defines first quaternion
  7465. * @param right defines second quaternion
  7466. * @param amount defines the gradient to use
  7467. * @returns the new interpolated quaternion
  7468. */
  7469. Quaternion.Slerp = function (left, right, amount) {
  7470. var result = Quaternion.Identity();
  7471. Quaternion.SlerpToRef(left, right, amount, result);
  7472. return result;
  7473. };
  7474. /**
  7475. * Interpolates between two quaternions and stores it into a target quaternion
  7476. * @param left defines first quaternion
  7477. * @param right defines second quaternion
  7478. * @param amount defines the gradient to use
  7479. * @param result defines the target quaternion
  7480. */
  7481. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7482. var num2;
  7483. var num3;
  7484. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7485. var flag = false;
  7486. if (num4 < 0) {
  7487. flag = true;
  7488. num4 = -num4;
  7489. }
  7490. if (num4 > 0.999999) {
  7491. num3 = 1 - amount;
  7492. num2 = flag ? -amount : amount;
  7493. }
  7494. else {
  7495. var num5 = Math.acos(num4);
  7496. var num6 = (1.0 / Math.sin(num5));
  7497. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7498. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7499. }
  7500. result.x = (num3 * left.x) + (num2 * right.x);
  7501. result.y = (num3 * left.y) + (num2 * right.y);
  7502. result.z = (num3 * left.z) + (num2 * right.z);
  7503. result.w = (num3 * left.w) + (num2 * right.w);
  7504. };
  7505. /**
  7506. * Interpolate between two quaternions using Hermite interpolation
  7507. * @param value1 defines first quaternion
  7508. * @param tangent1 defines the incoming tangent
  7509. * @param value2 defines second quaternion
  7510. * @param tangent2 defines the outgoing tangent
  7511. * @param amount defines the target quaternion
  7512. * @returns the new interpolated quaternion
  7513. */
  7514. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7515. var squared = amount * amount;
  7516. var cubed = amount * squared;
  7517. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7518. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7519. var part3 = (cubed - (2.0 * squared)) + amount;
  7520. var part4 = cubed - squared;
  7521. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7522. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7523. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7524. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7525. return new Quaternion(x, y, z, w);
  7526. };
  7527. return Quaternion;
  7528. }());
  7529. BABYLON.Quaternion = Quaternion;
  7530. /**
  7531. * Class used to store matrix data (4x4)
  7532. */
  7533. var Matrix = /** @class */ (function () {
  7534. /**
  7535. * Creates an empty matrix (filled with zeros)
  7536. */
  7537. function Matrix() {
  7538. this._isIdentity = false;
  7539. this._isIdentityDirty = true;
  7540. this._isIdentity3x2 = true;
  7541. this._isIdentity3x2Dirty = true;
  7542. this._m = new Float32Array(16);
  7543. this._updateIdentityStatus(false);
  7544. }
  7545. Object.defineProperty(Matrix.prototype, "m", {
  7546. /**
  7547. * Gets the internal data of the matrix
  7548. */
  7549. get: function () { return this._m; },
  7550. enumerable: true,
  7551. configurable: true
  7552. });
  7553. /** @hidden */
  7554. Matrix.prototype._markAsUpdated = function () {
  7555. this.updateFlag = Matrix._updateFlagSeed++;
  7556. this._isIdentity = false;
  7557. this._isIdentity3x2 = false;
  7558. this._isIdentityDirty = true;
  7559. this._isIdentity3x2Dirty = true;
  7560. };
  7561. /** @hidden */
  7562. Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {
  7563. if (isIdentityDirty === void 0) { isIdentityDirty = false; }
  7564. if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }
  7565. if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }
  7566. this.updateFlag = Matrix._updateFlagSeed++;
  7567. this._isIdentity = isIdentity;
  7568. this._isIdentity3x2 = isIdentity || isIdentity3x2;
  7569. this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;
  7570. this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;
  7571. };
  7572. // Properties
  7573. /**
  7574. * Check if the current matrix is identity
  7575. * @returns true is the matrix is the identity matrix
  7576. */
  7577. Matrix.prototype.isIdentity = function () {
  7578. if (this._isIdentityDirty) {
  7579. this._isIdentityDirty = false;
  7580. var m = this._m;
  7581. this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&
  7582. m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&
  7583. m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&
  7584. m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);
  7585. }
  7586. return this._isIdentity;
  7587. };
  7588. /**
  7589. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7590. * @returns true is the matrix is the identity matrix
  7591. */
  7592. Matrix.prototype.isIdentityAs3x2 = function () {
  7593. if (this._isIdentity3x2Dirty) {
  7594. this._isIdentity3x2Dirty = false;
  7595. if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {
  7596. this._isIdentity3x2 = false;
  7597. }
  7598. else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||
  7599. this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||
  7600. this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||
  7601. this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {
  7602. this._isIdentity3x2 = false;
  7603. }
  7604. else {
  7605. this._isIdentity3x2 = true;
  7606. }
  7607. }
  7608. return this._isIdentity3x2;
  7609. };
  7610. /**
  7611. * Gets the determinant of the matrix
  7612. * @returns the matrix determinant
  7613. */
  7614. Matrix.prototype.determinant = function () {
  7615. if (this._isIdentity === true) {
  7616. return 1;
  7617. }
  7618. var m = this._m;
  7619. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7620. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7621. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7622. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7623. // https://en.wikipedia.org/wiki/Laplace_expansion
  7624. // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,
  7625. // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant
  7626. // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))
  7627. // where
  7628. // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1
  7629. // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix
  7630. //
  7631. // Here we do that for the 1st row.
  7632. var det_22_33 = m22 * m33 - m32 * m23;
  7633. var det_21_33 = m21 * m33 - m31 * m23;
  7634. var det_21_32 = m21 * m32 - m31 * m22;
  7635. var det_20_33 = m20 * m33 - m30 * m23;
  7636. var det_20_32 = m20 * m32 - m22 * m30;
  7637. var det_20_31 = m20 * m31 - m30 * m21;
  7638. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7639. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7640. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7641. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7642. return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7643. };
  7644. // Methods
  7645. /**
  7646. * Returns the matrix as a Float32Array
  7647. * @returns the matrix underlying array
  7648. */
  7649. Matrix.prototype.toArray = function () {
  7650. return this._m;
  7651. };
  7652. /**
  7653. * Returns the matrix as a Float32Array
  7654. * @returns the matrix underlying array.
  7655. */
  7656. Matrix.prototype.asArray = function () {
  7657. return this._m;
  7658. };
  7659. /**
  7660. * Inverts the current matrix in place
  7661. * @returns the current inverted matrix
  7662. */
  7663. Matrix.prototype.invert = function () {
  7664. this.invertToRef(this);
  7665. return this;
  7666. };
  7667. /**
  7668. * Sets all the matrix elements to zero
  7669. * @returns the current matrix
  7670. */
  7671. Matrix.prototype.reset = function () {
  7672. 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);
  7673. this._updateIdentityStatus(false);
  7674. return this;
  7675. };
  7676. /**
  7677. * Adds the current matrix with a second one
  7678. * @param other defines the matrix to add
  7679. * @returns a new matrix as the addition of the current matrix and the given one
  7680. */
  7681. Matrix.prototype.add = function (other) {
  7682. var result = new Matrix();
  7683. this.addToRef(other, result);
  7684. return result;
  7685. };
  7686. /**
  7687. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7688. * @param other defines the matrix to add
  7689. * @param result defines the target matrix
  7690. * @returns the current matrix
  7691. */
  7692. Matrix.prototype.addToRef = function (other, result) {
  7693. for (var index = 0; index < 16; index++) {
  7694. result._m[index] = this._m[index] + other._m[index];
  7695. }
  7696. result._markAsUpdated();
  7697. return this;
  7698. };
  7699. /**
  7700. * Adds in place the given matrix to the current matrix
  7701. * @param other defines the second operand
  7702. * @returns the current updated matrix
  7703. */
  7704. Matrix.prototype.addToSelf = function (other) {
  7705. for (var index = 0; index < 16; index++) {
  7706. this._m[index] += other._m[index];
  7707. }
  7708. this._markAsUpdated();
  7709. return this;
  7710. };
  7711. /**
  7712. * Sets the given matrix to the current inverted Matrix
  7713. * @param other defines the target matrix
  7714. * @returns the unmodified current matrix
  7715. */
  7716. Matrix.prototype.invertToRef = function (other) {
  7717. if (this._isIdentity === true) {
  7718. Matrix.IdentityToRef(other);
  7719. return this;
  7720. }
  7721. // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant
  7722. var m = this._m;
  7723. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7724. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7725. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7726. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7727. var det_22_33 = m22 * m33 - m32 * m23;
  7728. var det_21_33 = m21 * m33 - m31 * m23;
  7729. var det_21_32 = m21 * m32 - m31 * m22;
  7730. var det_20_33 = m20 * m33 - m30 * m23;
  7731. var det_20_32 = m20 * m32 - m22 * m30;
  7732. var det_20_31 = m20 * m31 - m30 * m21;
  7733. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7734. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7735. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7736. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7737. var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7738. if (det === 0) {
  7739. // not invertible
  7740. other.copyFrom(this);
  7741. return this;
  7742. }
  7743. var detInv = 1 / det;
  7744. var det_12_33 = m12 * m33 - m32 * m13;
  7745. var det_11_33 = m11 * m33 - m31 * m13;
  7746. var det_11_32 = m11 * m32 - m31 * m12;
  7747. var det_10_33 = m10 * m33 - m30 * m13;
  7748. var det_10_32 = m10 * m32 - m30 * m12;
  7749. var det_10_31 = m10 * m31 - m30 * m11;
  7750. var det_12_23 = m12 * m23 - m22 * m13;
  7751. var det_11_23 = m11 * m23 - m21 * m13;
  7752. var det_11_22 = m11 * m22 - m21 * m12;
  7753. var det_10_23 = m10 * m23 - m20 * m13;
  7754. var det_10_22 = m10 * m22 - m20 * m12;
  7755. var det_10_21 = m10 * m21 - m20 * m11;
  7756. var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
  7757. var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
  7758. var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
  7759. var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
  7760. var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
  7761. var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
  7762. var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
  7763. var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
  7764. var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
  7765. var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
  7766. var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
  7767. var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
  7768. 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);
  7769. return this;
  7770. };
  7771. /**
  7772. * add a value at the specified position in the current Matrix
  7773. * @param index the index of the value within the matrix. between 0 and 15.
  7774. * @param value the value to be added
  7775. * @returns the current updated matrix
  7776. */
  7777. Matrix.prototype.addAtIndex = function (index, value) {
  7778. this._m[index] += value;
  7779. this._markAsUpdated();
  7780. return this;
  7781. };
  7782. /**
  7783. * mutiply the specified position in the current Matrix by a value
  7784. * @param index the index of the value within the matrix. between 0 and 15.
  7785. * @param value the value to be added
  7786. * @returns the current updated matrix
  7787. */
  7788. Matrix.prototype.multiplyAtIndex = function (index, value) {
  7789. this._m[index] *= value;
  7790. this._markAsUpdated();
  7791. return this;
  7792. };
  7793. /**
  7794. * Inserts the translation vector (using 3 floats) in the current matrix
  7795. * @param x defines the 1st component of the translation
  7796. * @param y defines the 2nd component of the translation
  7797. * @param z defines the 3rd component of the translation
  7798. * @returns the current updated matrix
  7799. */
  7800. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7801. this._m[12] = x;
  7802. this._m[13] = y;
  7803. this._m[14] = z;
  7804. this._markAsUpdated();
  7805. return this;
  7806. };
  7807. /**
  7808. * Inserts the translation vector in the current matrix
  7809. * @param vector3 defines the translation to insert
  7810. * @returns the current updated matrix
  7811. */
  7812. Matrix.prototype.setTranslation = function (vector3) {
  7813. return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);
  7814. };
  7815. /**
  7816. * Gets the translation value of the current matrix
  7817. * @returns a new Vector3 as the extracted translation from the matrix
  7818. */
  7819. Matrix.prototype.getTranslation = function () {
  7820. return new Vector3(this._m[12], this._m[13], this._m[14]);
  7821. };
  7822. /**
  7823. * Fill a Vector3 with the extracted translation from the matrix
  7824. * @param result defines the Vector3 where to store the translation
  7825. * @returns the current matrix
  7826. */
  7827. Matrix.prototype.getTranslationToRef = function (result) {
  7828. result.x = this._m[12];
  7829. result.y = this._m[13];
  7830. result.z = this._m[14];
  7831. return this;
  7832. };
  7833. /**
  7834. * Remove rotation and scaling part from the matrix
  7835. * @returns the updated matrix
  7836. */
  7837. Matrix.prototype.removeRotationAndScaling = function () {
  7838. var m = this.m;
  7839. 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);
  7840. this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);
  7841. return this;
  7842. };
  7843. /**
  7844. * Multiply two matrices
  7845. * @param other defines the second operand
  7846. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7847. */
  7848. Matrix.prototype.multiply = function (other) {
  7849. var result = new Matrix();
  7850. this.multiplyToRef(other, result);
  7851. return result;
  7852. };
  7853. /**
  7854. * Copy the current matrix from the given one
  7855. * @param other defines the source matrix
  7856. * @returns the current updated matrix
  7857. */
  7858. Matrix.prototype.copyFrom = function (other) {
  7859. other.copyToArray(this._m);
  7860. var o = other;
  7861. this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);
  7862. return this;
  7863. };
  7864. /**
  7865. * Populates the given array from the starting index with the current matrix values
  7866. * @param array defines the target array
  7867. * @param offset defines the offset in the target array where to start storing values
  7868. * @returns the current matrix
  7869. */
  7870. Matrix.prototype.copyToArray = function (array, offset) {
  7871. if (offset === void 0) { offset = 0; }
  7872. for (var index = 0; index < 16; index++) {
  7873. array[offset + index] = this._m[index];
  7874. }
  7875. return this;
  7876. };
  7877. /**
  7878. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7879. * @param other defines the second operand
  7880. * @param result defines the matrix where to store the multiplication
  7881. * @returns the current matrix
  7882. */
  7883. Matrix.prototype.multiplyToRef = function (other, result) {
  7884. if (this._isIdentity) {
  7885. result.copyFrom(other);
  7886. return this;
  7887. }
  7888. if (other._isIdentity) {
  7889. result.copyFrom(this);
  7890. return this;
  7891. }
  7892. this.multiplyToArray(other, result._m, 0);
  7893. result._markAsUpdated();
  7894. return this;
  7895. };
  7896. /**
  7897. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7898. * @param other defines the second operand
  7899. * @param result defines the array where to store the multiplication
  7900. * @param offset defines the offset in the target array where to start storing values
  7901. * @returns the current matrix
  7902. */
  7903. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  7904. var m = this._m;
  7905. var otherM = other.m;
  7906. var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];
  7907. var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];
  7908. var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];
  7909. var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];
  7910. var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];
  7911. var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];
  7912. var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];
  7913. var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];
  7914. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  7915. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  7916. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  7917. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  7918. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  7919. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  7920. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  7921. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  7922. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  7923. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  7924. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  7925. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  7926. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  7927. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  7928. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  7929. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  7930. return this;
  7931. };
  7932. /**
  7933. * Check equality between this matrix and a second one
  7934. * @param value defines the second matrix to compare
  7935. * @returns true is the current matrix and the given one values are strictly equal
  7936. */
  7937. Matrix.prototype.equals = function (value) {
  7938. var other = value;
  7939. if (!other) {
  7940. return false;
  7941. }
  7942. if (this._isIdentity || other._isIdentity) {
  7943. if (!this._isIdentityDirty && !other._isIdentityDirty) {
  7944. return this._isIdentity && other._isIdentity;
  7945. }
  7946. }
  7947. var m = this.m;
  7948. var om = other.m;
  7949. return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&
  7950. m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&
  7951. m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&
  7952. m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);
  7953. };
  7954. /**
  7955. * Clone the current matrix
  7956. * @returns a new matrix from the current matrix
  7957. */
  7958. Matrix.prototype.clone = function () {
  7959. var matrix = new Matrix();
  7960. matrix.copyFrom(this);
  7961. return matrix;
  7962. };
  7963. /**
  7964. * Returns the name of the current matrix class
  7965. * @returns the string "Matrix"
  7966. */
  7967. Matrix.prototype.getClassName = function () {
  7968. return "Matrix";
  7969. };
  7970. /**
  7971. * Gets the hash code of the current matrix
  7972. * @returns the hash code
  7973. */
  7974. Matrix.prototype.getHashCode = function () {
  7975. var hash = this._m[0] || 0;
  7976. for (var i = 1; i < 16; i++) {
  7977. hash = (hash * 397) ^ (this._m[i] || 0);
  7978. }
  7979. return hash;
  7980. };
  7981. /**
  7982. * Decomposes the current Matrix into a translation, rotation and scaling components
  7983. * @param scale defines the scale vector3 given as a reference to update
  7984. * @param rotation defines the rotation quaternion given as a reference to update
  7985. * @param translation defines the translation vector3 given as a reference to update
  7986. * @returns true if operation was successful
  7987. */
  7988. Matrix.prototype.decompose = function (scale, rotation, translation) {
  7989. if (this._isIdentity) {
  7990. if (translation) {
  7991. translation.setAll(0);
  7992. }
  7993. if (scale) {
  7994. scale.setAll(1);
  7995. }
  7996. if (rotation) {
  7997. rotation.copyFromFloats(0, 0, 0, 1);
  7998. }
  7999. return true;
  8000. }
  8001. var m = this._m;
  8002. if (translation) {
  8003. translation.copyFromFloats(m[12], m[13], m[14]);
  8004. }
  8005. scale = scale || MathTmp.Vector3[0];
  8006. scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  8007. scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  8008. scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  8009. if (this.determinant() <= 0) {
  8010. scale.y *= -1;
  8011. }
  8012. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  8013. if (rotation) {
  8014. rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);
  8015. }
  8016. return false;
  8017. }
  8018. if (rotation) {
  8019. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8020. 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]);
  8021. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  8022. }
  8023. return true;
  8024. };
  8025. /**
  8026. * Gets specific row of the matrix
  8027. * @param index defines the number of the row to get
  8028. * @returns the index-th row of the current matrix as a new Vector4
  8029. */
  8030. Matrix.prototype.getRow = function (index) {
  8031. if (index < 0 || index > 3) {
  8032. return null;
  8033. }
  8034. var i = index * 4;
  8035. return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);
  8036. };
  8037. /**
  8038. * Sets the index-th row of the current matrix to the vector4 values
  8039. * @param index defines the number of the row to set
  8040. * @param row defines the target vector4
  8041. * @returns the updated current matrix
  8042. */
  8043. Matrix.prototype.setRow = function (index, row) {
  8044. return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);
  8045. };
  8046. /**
  8047. * Compute the transpose of the matrix
  8048. * @returns the new transposed matrix
  8049. */
  8050. Matrix.prototype.transpose = function () {
  8051. return Matrix.Transpose(this);
  8052. };
  8053. /**
  8054. * Compute the transpose of the matrix and store it in a given matrix
  8055. * @param result defines the target matrix
  8056. * @returns the current matrix
  8057. */
  8058. Matrix.prototype.transposeToRef = function (result) {
  8059. Matrix.TransposeToRef(this, result);
  8060. return this;
  8061. };
  8062. /**
  8063. * Sets the index-th row of the current matrix with the given 4 x float values
  8064. * @param index defines the row index
  8065. * @param x defines the x component to set
  8066. * @param y defines the y component to set
  8067. * @param z defines the z component to set
  8068. * @param w defines the w component to set
  8069. * @returns the updated current matrix
  8070. */
  8071. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  8072. if (index < 0 || index > 3) {
  8073. return this;
  8074. }
  8075. var i = index * 4;
  8076. this._m[i + 0] = x;
  8077. this._m[i + 1] = y;
  8078. this._m[i + 2] = z;
  8079. this._m[i + 3] = w;
  8080. this._markAsUpdated();
  8081. return this;
  8082. };
  8083. /**
  8084. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  8085. * @param scale defines the scale factor
  8086. * @returns a new matrix
  8087. */
  8088. Matrix.prototype.scale = function (scale) {
  8089. var result = new Matrix();
  8090. this.scaleToRef(scale, result);
  8091. return result;
  8092. };
  8093. /**
  8094. * Scale the current matrix values by a factor to a given result matrix
  8095. * @param scale defines the scale factor
  8096. * @param result defines the matrix to store the result
  8097. * @returns the current matrix
  8098. */
  8099. Matrix.prototype.scaleToRef = function (scale, result) {
  8100. for (var index = 0; index < 16; index++) {
  8101. result._m[index] = this._m[index] * scale;
  8102. }
  8103. result._markAsUpdated();
  8104. return this;
  8105. };
  8106. /**
  8107. * Scale the current matrix values by a factor and add the result to a given matrix
  8108. * @param scale defines the scale factor
  8109. * @param result defines the Matrix to store the result
  8110. * @returns the current matrix
  8111. */
  8112. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  8113. for (var index = 0; index < 16; index++) {
  8114. result._m[index] += this._m[index] * scale;
  8115. }
  8116. result._markAsUpdated();
  8117. return this;
  8118. };
  8119. /**
  8120. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  8121. * @param ref matrix to store the result
  8122. */
  8123. Matrix.prototype.toNormalMatrix = function (ref) {
  8124. var tmp = MathTmp.Matrix[0];
  8125. this.invertToRef(tmp);
  8126. tmp.transposeToRef(ref);
  8127. var m = ref._m;
  8128. 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);
  8129. };
  8130. /**
  8131. * Gets only rotation part of the current matrix
  8132. * @returns a new matrix sets to the extracted rotation matrix from the current one
  8133. */
  8134. Matrix.prototype.getRotationMatrix = function () {
  8135. var result = new Matrix();
  8136. this.getRotationMatrixToRef(result);
  8137. return result;
  8138. };
  8139. /**
  8140. * Extracts the rotation matrix from the current one and sets it as the given "result"
  8141. * @param result defines the target matrix to store data to
  8142. * @returns the current matrix
  8143. */
  8144. Matrix.prototype.getRotationMatrixToRef = function (result) {
  8145. var scale = MathTmp.Vector3[0];
  8146. if (!this.decompose(scale)) {
  8147. Matrix.IdentityToRef(result);
  8148. return this;
  8149. }
  8150. var m = this._m;
  8151. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8152. 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);
  8153. return this;
  8154. };
  8155. /**
  8156. * Toggles model matrix from being right handed to left handed in place and vice versa
  8157. */
  8158. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  8159. var m = this._m;
  8160. m[2] *= -1;
  8161. m[6] *= -1;
  8162. m[8] *= -1;
  8163. m[9] *= -1;
  8164. m[14] *= -1;
  8165. this._markAsUpdated();
  8166. };
  8167. /**
  8168. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8169. */
  8170. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8171. var m = this._m;
  8172. m[8] *= -1;
  8173. m[9] *= -1;
  8174. m[10] *= -1;
  8175. m[11] *= -1;
  8176. this._markAsUpdated();
  8177. };
  8178. // Statics
  8179. /**
  8180. * Creates a matrix from an array
  8181. * @param array defines the source array
  8182. * @param offset defines an offset in the source array
  8183. * @returns a new Matrix set from the starting index of the given array
  8184. */
  8185. Matrix.FromArray = function (array, offset) {
  8186. if (offset === void 0) { offset = 0; }
  8187. var result = new Matrix();
  8188. Matrix.FromArrayToRef(array, offset, result);
  8189. return result;
  8190. };
  8191. /**
  8192. * Copy the content of an array into a given matrix
  8193. * @param array defines the source array
  8194. * @param offset defines an offset in the source array
  8195. * @param result defines the target matrix
  8196. */
  8197. Matrix.FromArrayToRef = function (array, offset, result) {
  8198. for (var index = 0; index < 16; index++) {
  8199. result._m[index] = array[index + offset];
  8200. }
  8201. result._markAsUpdated();
  8202. };
  8203. /**
  8204. * Stores an array into a matrix after having multiplied each component by a given factor
  8205. * @param array defines the source array
  8206. * @param offset defines the offset in the source array
  8207. * @param scale defines the scaling factor
  8208. * @param result defines the target matrix
  8209. */
  8210. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8211. for (var index = 0; index < 16; index++) {
  8212. result._m[index] = array[index + offset] * scale;
  8213. }
  8214. result._markAsUpdated();
  8215. };
  8216. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8217. /**
  8218. * Gets an identity matrix that must not be updated
  8219. */
  8220. get: function () {
  8221. return Matrix._identityReadOnly;
  8222. },
  8223. enumerable: true,
  8224. configurable: true
  8225. });
  8226. /**
  8227. * Stores a list of values (16) inside a given matrix
  8228. * @param initialM11 defines 1st value of 1st row
  8229. * @param initialM12 defines 2nd value of 1st row
  8230. * @param initialM13 defines 3rd value of 1st row
  8231. * @param initialM14 defines 4th value of 1st row
  8232. * @param initialM21 defines 1st value of 2nd row
  8233. * @param initialM22 defines 2nd value of 2nd row
  8234. * @param initialM23 defines 3rd value of 2nd row
  8235. * @param initialM24 defines 4th value of 2nd row
  8236. * @param initialM31 defines 1st value of 3rd row
  8237. * @param initialM32 defines 2nd value of 3rd row
  8238. * @param initialM33 defines 3rd value of 3rd row
  8239. * @param initialM34 defines 4th value of 3rd row
  8240. * @param initialM41 defines 1st value of 4th row
  8241. * @param initialM42 defines 2nd value of 4th row
  8242. * @param initialM43 defines 3rd value of 4th row
  8243. * @param initialM44 defines 4th value of 4th row
  8244. * @param result defines the target matrix
  8245. */
  8246. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8247. var m = result._m;
  8248. m[0] = initialM11;
  8249. m[1] = initialM12;
  8250. m[2] = initialM13;
  8251. m[3] = initialM14;
  8252. m[4] = initialM21;
  8253. m[5] = initialM22;
  8254. m[6] = initialM23;
  8255. m[7] = initialM24;
  8256. m[8] = initialM31;
  8257. m[9] = initialM32;
  8258. m[10] = initialM33;
  8259. m[11] = initialM34;
  8260. m[12] = initialM41;
  8261. m[13] = initialM42;
  8262. m[14] = initialM43;
  8263. m[15] = initialM44;
  8264. result._markAsUpdated();
  8265. };
  8266. /**
  8267. * Creates new matrix from a list of values (16)
  8268. * @param initialM11 defines 1st value of 1st row
  8269. * @param initialM12 defines 2nd value of 1st row
  8270. * @param initialM13 defines 3rd value of 1st row
  8271. * @param initialM14 defines 4th value of 1st row
  8272. * @param initialM21 defines 1st value of 2nd row
  8273. * @param initialM22 defines 2nd value of 2nd row
  8274. * @param initialM23 defines 3rd value of 2nd row
  8275. * @param initialM24 defines 4th value of 2nd row
  8276. * @param initialM31 defines 1st value of 3rd row
  8277. * @param initialM32 defines 2nd value of 3rd row
  8278. * @param initialM33 defines 3rd value of 3rd row
  8279. * @param initialM34 defines 4th value of 3rd row
  8280. * @param initialM41 defines 1st value of 4th row
  8281. * @param initialM42 defines 2nd value of 4th row
  8282. * @param initialM43 defines 3rd value of 4th row
  8283. * @param initialM44 defines 4th value of 4th row
  8284. * @returns the new matrix
  8285. */
  8286. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8287. var result = new Matrix();
  8288. var m = result._m;
  8289. m[0] = initialM11;
  8290. m[1] = initialM12;
  8291. m[2] = initialM13;
  8292. m[3] = initialM14;
  8293. m[4] = initialM21;
  8294. m[5] = initialM22;
  8295. m[6] = initialM23;
  8296. m[7] = initialM24;
  8297. m[8] = initialM31;
  8298. m[9] = initialM32;
  8299. m[10] = initialM33;
  8300. m[11] = initialM34;
  8301. m[12] = initialM41;
  8302. m[13] = initialM42;
  8303. m[14] = initialM43;
  8304. m[15] = initialM44;
  8305. result._markAsUpdated();
  8306. return result;
  8307. };
  8308. /**
  8309. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8310. * @param scale defines the scale vector3
  8311. * @param rotation defines the rotation quaternion
  8312. * @param translation defines the translation vector3
  8313. * @returns a new matrix
  8314. */
  8315. Matrix.Compose = function (scale, rotation, translation) {
  8316. var result = new Matrix();
  8317. Matrix.ComposeToRef(scale, rotation, translation, result);
  8318. return result;
  8319. };
  8320. /**
  8321. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8322. * @param scale defines the scale vector3
  8323. * @param rotation defines the rotation quaternion
  8324. * @param translation defines the translation vector3
  8325. * @param result defines the target matrix
  8326. */
  8327. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8328. Matrix.ScalingToRef(scale.x, scale.y, scale.z, MathTmp.Matrix[1]);
  8329. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8330. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8331. result.setTranslation(translation);
  8332. };
  8333. /**
  8334. * Creates a new identity matrix
  8335. * @returns a new identity matrix
  8336. */
  8337. Matrix.Identity = function () {
  8338. 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);
  8339. identity._updateIdentityStatus(true);
  8340. return identity;
  8341. };
  8342. /**
  8343. * Creates a new identity matrix and stores the result in a given matrix
  8344. * @param result defines the target matrix
  8345. */
  8346. Matrix.IdentityToRef = function (result) {
  8347. 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);
  8348. result._updateIdentityStatus(true);
  8349. };
  8350. /**
  8351. * Creates a new zero matrix
  8352. * @returns a new zero matrix
  8353. */
  8354. Matrix.Zero = function () {
  8355. 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);
  8356. zero._updateIdentityStatus(false);
  8357. return zero;
  8358. };
  8359. /**
  8360. * Creates a new rotation matrix for "angle" radians around the X axis
  8361. * @param angle defines the angle (in radians) to use
  8362. * @return the new matrix
  8363. */
  8364. Matrix.RotationX = function (angle) {
  8365. var result = new Matrix();
  8366. Matrix.RotationXToRef(angle, result);
  8367. return result;
  8368. };
  8369. /**
  8370. * Creates a new matrix as the invert of a given matrix
  8371. * @param source defines the source matrix
  8372. * @returns the new matrix
  8373. */
  8374. Matrix.Invert = function (source) {
  8375. var result = new Matrix();
  8376. source.invertToRef(result);
  8377. return result;
  8378. };
  8379. /**
  8380. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8381. * @param angle defines the angle (in radians) to use
  8382. * @param result defines the target matrix
  8383. */
  8384. Matrix.RotationXToRef = function (angle, result) {
  8385. var s = Math.sin(angle);
  8386. var c = Math.cos(angle);
  8387. 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);
  8388. result._updateIdentityStatus(c === 1 && s === 0);
  8389. };
  8390. /**
  8391. * Creates a new rotation matrix for "angle" radians around the Y axis
  8392. * @param angle defines the angle (in radians) to use
  8393. * @return the new matrix
  8394. */
  8395. Matrix.RotationY = function (angle) {
  8396. var result = new Matrix();
  8397. Matrix.RotationYToRef(angle, result);
  8398. return result;
  8399. };
  8400. /**
  8401. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8402. * @param angle defines the angle (in radians) to use
  8403. * @param result defines the target matrix
  8404. */
  8405. Matrix.RotationYToRef = function (angle, result) {
  8406. var s = Math.sin(angle);
  8407. var c = Math.cos(angle);
  8408. 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);
  8409. result._updateIdentityStatus(c === 1 && s === 0);
  8410. };
  8411. /**
  8412. * Creates a new rotation matrix for "angle" radians around the Z axis
  8413. * @param angle defines the angle (in radians) to use
  8414. * @return the new matrix
  8415. */
  8416. Matrix.RotationZ = function (angle) {
  8417. var result = new Matrix();
  8418. Matrix.RotationZToRef(angle, result);
  8419. return result;
  8420. };
  8421. /**
  8422. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8423. * @param angle defines the angle (in radians) to use
  8424. * @param result defines the target matrix
  8425. */
  8426. Matrix.RotationZToRef = function (angle, result) {
  8427. var s = Math.sin(angle);
  8428. var c = Math.cos(angle);
  8429. 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);
  8430. result._updateIdentityStatus(c === 1 && s === 0);
  8431. };
  8432. /**
  8433. * Creates a new rotation matrix for "angle" radians around the given axis
  8434. * @param axis defines the axis to use
  8435. * @param angle defines the angle (in radians) to use
  8436. * @return the new matrix
  8437. */
  8438. Matrix.RotationAxis = function (axis, angle) {
  8439. var result = new Matrix();
  8440. Matrix.RotationAxisToRef(axis, angle, result);
  8441. return result;
  8442. };
  8443. /**
  8444. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8445. * @param axis defines the axis to use
  8446. * @param angle defines the angle (in radians) to use
  8447. * @param result defines the target matrix
  8448. */
  8449. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8450. var s = Math.sin(-angle);
  8451. var c = Math.cos(-angle);
  8452. var c1 = 1 - c;
  8453. axis.normalize();
  8454. var m = result._m;
  8455. m[0] = (axis.x * axis.x) * c1 + c;
  8456. m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8457. m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8458. m[3] = 0.0;
  8459. m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8460. m[5] = (axis.y * axis.y) * c1 + c;
  8461. m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8462. m[7] = 0.0;
  8463. m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8464. m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8465. m[10] = (axis.z * axis.z) * c1 + c;
  8466. m[11] = 0.0;
  8467. m[12] = 0.0;
  8468. m[13] = 0.0;
  8469. m[14] = 0.0;
  8470. m[15] = 1.0;
  8471. result._markAsUpdated();
  8472. };
  8473. /**
  8474. * Creates a rotation matrix
  8475. * @param yaw defines the yaw angle in radians (Y axis)
  8476. * @param pitch defines the pitch angle in radians (X axis)
  8477. * @param roll defines the roll angle in radians (X axis)
  8478. * @returns the new rotation matrix
  8479. */
  8480. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8481. var result = new Matrix();
  8482. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8483. return result;
  8484. };
  8485. /**
  8486. * Creates a rotation matrix and stores it in a given matrix
  8487. * @param yaw defines the yaw angle in radians (Y axis)
  8488. * @param pitch defines the pitch angle in radians (X axis)
  8489. * @param roll defines the roll angle in radians (X axis)
  8490. * @param result defines the target matrix
  8491. */
  8492. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8493. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8494. MathTmp.Quaternion[0].toRotationMatrix(result);
  8495. };
  8496. /**
  8497. * Creates a scaling matrix
  8498. * @param x defines the scale factor on X axis
  8499. * @param y defines the scale factor on Y axis
  8500. * @param z defines the scale factor on Z axis
  8501. * @returns the new matrix
  8502. */
  8503. Matrix.Scaling = function (x, y, z) {
  8504. var result = new Matrix();
  8505. Matrix.ScalingToRef(x, y, z, result);
  8506. return result;
  8507. };
  8508. /**
  8509. * Creates a scaling matrix and stores it in a given matrix
  8510. * @param x defines the scale factor on X axis
  8511. * @param y defines the scale factor on Y axis
  8512. * @param z defines the scale factor on Z axis
  8513. * @param result defines the target matrix
  8514. */
  8515. Matrix.ScalingToRef = function (x, y, z, result) {
  8516. 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);
  8517. result._updateIdentityStatus(x === 1 && y === 1 && z === 1);
  8518. };
  8519. /**
  8520. * Creates a translation matrix
  8521. * @param x defines the translation on X axis
  8522. * @param y defines the translation on Y axis
  8523. * @param z defines the translationon Z axis
  8524. * @returns the new matrix
  8525. */
  8526. Matrix.Translation = function (x, y, z) {
  8527. var result = new Matrix();
  8528. Matrix.TranslationToRef(x, y, z, result);
  8529. return result;
  8530. };
  8531. /**
  8532. * Creates a translation matrix and stores it in a given matrix
  8533. * @param x defines the translation on X axis
  8534. * @param y defines the translation on Y axis
  8535. * @param z defines the translationon Z axis
  8536. * @param result defines the target matrix
  8537. */
  8538. Matrix.TranslationToRef = function (x, y, z, result) {
  8539. 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);
  8540. result._updateIdentityStatus(x === 0 && y === 0 && z === 0);
  8541. };
  8542. /**
  8543. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8544. * @param startValue defines the start value
  8545. * @param endValue defines the end value
  8546. * @param gradient defines the gradient factor
  8547. * @returns the new matrix
  8548. */
  8549. Matrix.Lerp = function (startValue, endValue, gradient) {
  8550. var result = new Matrix();
  8551. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8552. return result;
  8553. };
  8554. /**
  8555. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8556. * @param startValue defines the start value
  8557. * @param endValue defines the end value
  8558. * @param gradient defines the gradient factor
  8559. * @param result defines the Matrix object where to store data
  8560. */
  8561. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8562. for (var index = 0; index < 16; index++) {
  8563. result._m[index] = startValue._m[index] * (1.0 - gradient) + endValue._m[index] * gradient;
  8564. }
  8565. result._markAsUpdated();
  8566. };
  8567. /**
  8568. * Builds a new matrix whose values are computed by:
  8569. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8570. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8571. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8572. * @param startValue defines the first matrix
  8573. * @param endValue defines the second matrix
  8574. * @param gradient defines the gradient between the two matrices
  8575. * @returns the new matrix
  8576. */
  8577. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8578. var result = new Matrix();
  8579. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8580. return result;
  8581. };
  8582. /**
  8583. * Update a matrix to values which are computed by:
  8584. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8585. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8586. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8587. * @param startValue defines the first matrix
  8588. * @param endValue defines the second matrix
  8589. * @param gradient defines the gradient between the two matrices
  8590. * @param result defines the target matrix
  8591. */
  8592. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8593. var startScale = MathTmp.Vector3[0];
  8594. var startRotation = MathTmp.Quaternion[0];
  8595. var startTranslation = MathTmp.Vector3[1];
  8596. startValue.decompose(startScale, startRotation, startTranslation);
  8597. var endScale = MathTmp.Vector3[2];
  8598. var endRotation = MathTmp.Quaternion[1];
  8599. var endTranslation = MathTmp.Vector3[3];
  8600. endValue.decompose(endScale, endRotation, endTranslation);
  8601. var resultScale = MathTmp.Vector3[4];
  8602. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8603. var resultRotation = MathTmp.Quaternion[2];
  8604. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8605. var resultTranslation = MathTmp.Vector3[5];
  8606. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8607. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8608. };
  8609. /**
  8610. * 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"
  8611. * This function works in left handed mode
  8612. * @param eye defines the final position of the entity
  8613. * @param target defines where the entity should look at
  8614. * @param up defines the up vector for the entity
  8615. * @returns the new matrix
  8616. */
  8617. Matrix.LookAtLH = function (eye, target, up) {
  8618. var result = new Matrix();
  8619. Matrix.LookAtLHToRef(eye, target, up, result);
  8620. return result;
  8621. };
  8622. /**
  8623. * 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".
  8624. * This function works in left handed mode
  8625. * @param eye defines the final position of the entity
  8626. * @param target defines where the entity should look at
  8627. * @param up defines the up vector for the entity
  8628. * @param result defines the target matrix
  8629. */
  8630. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8631. var xAxis = MathTmp.Vector3[0];
  8632. var yAxis = MathTmp.Vector3[1];
  8633. var zAxis = MathTmp.Vector3[2];
  8634. // Z axis
  8635. target.subtractToRef(eye, zAxis);
  8636. zAxis.normalize();
  8637. // X axis
  8638. Vector3.CrossToRef(up, zAxis, xAxis);
  8639. var xSquareLength = xAxis.lengthSquared();
  8640. if (xSquareLength === 0) {
  8641. xAxis.x = 1.0;
  8642. }
  8643. else {
  8644. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8645. }
  8646. // Y axis
  8647. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8648. yAxis.normalize();
  8649. // Eye angles
  8650. var ex = -Vector3.Dot(xAxis, eye);
  8651. var ey = -Vector3.Dot(yAxis, eye);
  8652. var ez = -Vector3.Dot(zAxis, eye);
  8653. 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);
  8654. };
  8655. /**
  8656. * 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"
  8657. * This function works in right handed mode
  8658. * @param eye defines the final position of the entity
  8659. * @param target defines where the entity should look at
  8660. * @param up defines the up vector for the entity
  8661. * @returns the new matrix
  8662. */
  8663. Matrix.LookAtRH = function (eye, target, up) {
  8664. var result = new Matrix();
  8665. Matrix.LookAtRHToRef(eye, target, up, result);
  8666. return result;
  8667. };
  8668. /**
  8669. * 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".
  8670. * This function works in right handed mode
  8671. * @param eye defines the final position of the entity
  8672. * @param target defines where the entity should look at
  8673. * @param up defines the up vector for the entity
  8674. * @param result defines the target matrix
  8675. */
  8676. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8677. var xAxis = MathTmp.Vector3[0];
  8678. var yAxis = MathTmp.Vector3[1];
  8679. var zAxis = MathTmp.Vector3[2];
  8680. // Z axis
  8681. eye.subtractToRef(target, zAxis);
  8682. zAxis.normalize();
  8683. // X axis
  8684. Vector3.CrossToRef(up, zAxis, xAxis);
  8685. var xSquareLength = xAxis.lengthSquared();
  8686. if (xSquareLength === 0) {
  8687. xAxis.x = 1.0;
  8688. }
  8689. else {
  8690. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8691. }
  8692. // Y axis
  8693. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8694. yAxis.normalize();
  8695. // Eye angles
  8696. var ex = -Vector3.Dot(xAxis, eye);
  8697. var ey = -Vector3.Dot(yAxis, eye);
  8698. var ez = -Vector3.Dot(zAxis, eye);
  8699. 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);
  8700. };
  8701. /**
  8702. * Create a left-handed orthographic projection matrix
  8703. * @param width defines the viewport width
  8704. * @param height defines the viewport height
  8705. * @param znear defines the near clip plane
  8706. * @param zfar defines the far clip plane
  8707. * @returns a new matrix as a left-handed orthographic projection matrix
  8708. */
  8709. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8710. var matrix = new Matrix();
  8711. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8712. return matrix;
  8713. };
  8714. /**
  8715. * Store a left-handed orthographic projection to a given matrix
  8716. * @param width defines the viewport width
  8717. * @param height defines the viewport height
  8718. * @param znear defines the near clip plane
  8719. * @param zfar defines the far clip plane
  8720. * @param result defines the target matrix
  8721. */
  8722. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8723. var n = znear;
  8724. var f = zfar;
  8725. var a = 2.0 / width;
  8726. var b = 2.0 / height;
  8727. var c = 2.0 / (f - n);
  8728. var d = -(f + n) / (f - n);
  8729. 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);
  8730. result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);
  8731. };
  8732. /**
  8733. * Create a left-handed orthographic projection matrix
  8734. * @param left defines the viewport left coordinate
  8735. * @param right defines the viewport right coordinate
  8736. * @param bottom defines the viewport bottom coordinate
  8737. * @param top defines the viewport top coordinate
  8738. * @param znear defines the near clip plane
  8739. * @param zfar defines the far clip plane
  8740. * @returns a new matrix as a left-handed orthographic projection matrix
  8741. */
  8742. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8743. var matrix = new Matrix();
  8744. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8745. return matrix;
  8746. };
  8747. /**
  8748. * Stores a left-handed orthographic projection into a given matrix
  8749. * @param left defines the viewport left coordinate
  8750. * @param right defines the viewport right coordinate
  8751. * @param bottom defines the viewport bottom coordinate
  8752. * @param top defines the viewport top coordinate
  8753. * @param znear defines the near clip plane
  8754. * @param zfar defines the far clip plane
  8755. * @param result defines the target matrix
  8756. */
  8757. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8758. var n = znear;
  8759. var f = zfar;
  8760. var a = 2.0 / (right - left);
  8761. var b = 2.0 / (top - bottom);
  8762. var c = 2.0 / (f - n);
  8763. var d = -(f + n) / (f - n);
  8764. var i0 = (left + right) / (left - right);
  8765. var i1 = (top + bottom) / (bottom - top);
  8766. 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);
  8767. result._markAsUpdated();
  8768. };
  8769. /**
  8770. * Creates a right-handed orthographic projection matrix
  8771. * @param left defines the viewport left coordinate
  8772. * @param right defines the viewport right coordinate
  8773. * @param bottom defines the viewport bottom coordinate
  8774. * @param top defines the viewport top coordinate
  8775. * @param znear defines the near clip plane
  8776. * @param zfar defines the far clip plane
  8777. * @returns a new matrix as a right-handed orthographic projection matrix
  8778. */
  8779. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8780. var matrix = new Matrix();
  8781. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8782. return matrix;
  8783. };
  8784. /**
  8785. * Stores a right-handed orthographic projection into a given matrix
  8786. * @param left defines the viewport left coordinate
  8787. * @param right defines the viewport right coordinate
  8788. * @param bottom defines the viewport bottom coordinate
  8789. * @param top defines the viewport top coordinate
  8790. * @param znear defines the near clip plane
  8791. * @param zfar defines the far clip plane
  8792. * @param result defines the target matrix
  8793. */
  8794. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8795. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8796. result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true
  8797. };
  8798. /**
  8799. * Creates a left-handed perspective projection matrix
  8800. * @param width defines the viewport width
  8801. * @param height defines the viewport height
  8802. * @param znear defines the near clip plane
  8803. * @param zfar defines the far clip plane
  8804. * @returns a new matrix as a left-handed perspective projection matrix
  8805. */
  8806. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8807. var matrix = new Matrix();
  8808. var n = znear;
  8809. var f = zfar;
  8810. var a = 2.0 * n / width;
  8811. var b = 2.0 * n / height;
  8812. var c = (f + n) / (f - n);
  8813. var d = -2.0 * f * n / (f - n);
  8814. 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);
  8815. matrix._updateIdentityStatus(false);
  8816. return matrix;
  8817. };
  8818. /**
  8819. * Creates a left-handed perspective projection matrix
  8820. * @param fov defines the horizontal field of view
  8821. * @param aspect defines the aspect ratio
  8822. * @param znear defines the near clip plane
  8823. * @param zfar defines the far clip plane
  8824. * @returns a new matrix as a left-handed perspective projection matrix
  8825. */
  8826. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8827. var matrix = new Matrix();
  8828. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8829. return matrix;
  8830. };
  8831. /**
  8832. * Stores a left-handed perspective projection into a given matrix
  8833. * @param fov defines the horizontal field of view
  8834. * @param aspect defines the aspect ratio
  8835. * @param znear defines the near clip plane
  8836. * @param zfar defines the far clip plane
  8837. * @param result defines the target matrix
  8838. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8839. */
  8840. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8841. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8842. var n = znear;
  8843. var f = zfar;
  8844. var t = 1.0 / (Math.tan(fov * 0.5));
  8845. var a = isVerticalFovFixed ? (t / aspect) : t;
  8846. var b = isVerticalFovFixed ? t : (t * aspect);
  8847. var c = (f + n) / (f - n);
  8848. var d = -2.0 * f * n / (f - n);
  8849. 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);
  8850. result._updateIdentityStatus(false);
  8851. };
  8852. /**
  8853. * Creates a right-handed perspective projection matrix
  8854. * @param fov defines the horizontal field of view
  8855. * @param aspect defines the aspect ratio
  8856. * @param znear defines the near clip plane
  8857. * @param zfar defines the far clip plane
  8858. * @returns a new matrix as a right-handed perspective projection matrix
  8859. */
  8860. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8861. var matrix = new Matrix();
  8862. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8863. return matrix;
  8864. };
  8865. /**
  8866. * Stores a right-handed perspective projection into a given matrix
  8867. * @param fov defines the horizontal field of view
  8868. * @param aspect defines the aspect ratio
  8869. * @param znear defines the near clip plane
  8870. * @param zfar defines the far clip plane
  8871. * @param result defines the target matrix
  8872. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8873. */
  8874. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8875. //alternatively this could be expressed as:
  8876. // m = PerspectiveFovLHToRef
  8877. // m[10] *= -1.0;
  8878. // m[11] *= -1.0;
  8879. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8880. var n = znear;
  8881. var f = zfar;
  8882. var t = 1.0 / (Math.tan(fov * 0.5));
  8883. var a = isVerticalFovFixed ? (t / aspect) : t;
  8884. var b = isVerticalFovFixed ? t : (t * aspect);
  8885. var c = -(f + n) / (f - n);
  8886. var d = -2 * f * n / (f - n);
  8887. 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);
  8888. result._updateIdentityStatus(false);
  8889. };
  8890. /**
  8891. * Stores a perspective projection for WebVR info a given matrix
  8892. * @param fov defines the field of view
  8893. * @param znear defines the near clip plane
  8894. * @param zfar defines the far clip plane
  8895. * @param result defines the target matrix
  8896. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8897. */
  8898. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  8899. if (rightHanded === void 0) { rightHanded = false; }
  8900. var rightHandedFactor = rightHanded ? -1 : 1;
  8901. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  8902. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  8903. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  8904. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  8905. var xScale = 2.0 / (leftTan + rightTan);
  8906. var yScale = 2.0 / (upTan + downTan);
  8907. var m = result._m;
  8908. m[0] = xScale;
  8909. m[1] = m[2] = m[3] = m[4] = 0.0;
  8910. m[5] = yScale;
  8911. m[6] = m[7] = 0.0;
  8912. m[8] = ((leftTan - rightTan) * xScale * 0.5);
  8913. m[9] = -((upTan - downTan) * yScale * 0.5);
  8914. m[10] = -zfar / (znear - zfar);
  8915. m[11] = 1.0 * rightHandedFactor;
  8916. m[12] = m[13] = m[15] = 0.0;
  8917. m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  8918. result._markAsUpdated();
  8919. };
  8920. /**
  8921. * Computes a complete transformation matrix
  8922. * @param viewport defines the viewport to use
  8923. * @param world defines the world matrix
  8924. * @param view defines the view matrix
  8925. * @param projection defines the projection matrix
  8926. * @param zmin defines the near clip plane
  8927. * @param zmax defines the far clip plane
  8928. * @returns the transformation matrix
  8929. */
  8930. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  8931. var cw = viewport.width;
  8932. var ch = viewport.height;
  8933. var cx = viewport.x;
  8934. var cy = viewport.y;
  8935. 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);
  8936. var matrix = MathTmp.Matrix[0];
  8937. world.multiplyToRef(view, matrix);
  8938. matrix.multiplyToRef(projection, matrix);
  8939. return matrix.multiply(viewportMatrix);
  8940. };
  8941. /**
  8942. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  8943. * @param matrix defines the matrix to use
  8944. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  8945. */
  8946. Matrix.GetAsMatrix2x2 = function (matrix) {
  8947. return new Float32Array([
  8948. matrix._m[0], matrix._m[1],
  8949. matrix._m[4], matrix._m[5]
  8950. ]);
  8951. };
  8952. /**
  8953. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  8954. * @param matrix defines the matrix to use
  8955. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  8956. */
  8957. Matrix.GetAsMatrix3x3 = function (matrix) {
  8958. return new Float32Array([
  8959. matrix._m[0], matrix._m[1], matrix._m[2],
  8960. matrix._m[4], matrix._m[5], matrix._m[6],
  8961. matrix._m[8], matrix._m[9], matrix._m[10]
  8962. ]);
  8963. };
  8964. /**
  8965. * Compute the transpose of a given matrix
  8966. * @param matrix defines the matrix to transpose
  8967. * @returns the new matrix
  8968. */
  8969. Matrix.Transpose = function (matrix) {
  8970. var result = new Matrix();
  8971. Matrix.TransposeToRef(matrix, result);
  8972. return result;
  8973. };
  8974. /**
  8975. * Compute the transpose of a matrix and store it in a target matrix
  8976. * @param matrix defines the matrix to transpose
  8977. * @param result defines the target matrix
  8978. */
  8979. Matrix.TransposeToRef = function (matrix, result) {
  8980. var rm = result._m;
  8981. var mm = matrix._m;
  8982. rm[0] = mm[0];
  8983. rm[1] = mm[4];
  8984. rm[2] = mm[8];
  8985. rm[3] = mm[12];
  8986. rm[4] = mm[1];
  8987. rm[5] = mm[5];
  8988. rm[6] = mm[9];
  8989. rm[7] = mm[13];
  8990. rm[8] = mm[2];
  8991. rm[9] = mm[6];
  8992. rm[10] = mm[10];
  8993. rm[11] = mm[14];
  8994. rm[12] = mm[3];
  8995. rm[13] = mm[7];
  8996. rm[14] = mm[11];
  8997. rm[15] = mm[15];
  8998. // identity-ness does not change when transposing
  8999. result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);
  9000. };
  9001. /**
  9002. * Computes a reflection matrix from a plane
  9003. * @param plane defines the reflection plane
  9004. * @returns a new matrix
  9005. */
  9006. Matrix.Reflection = function (plane) {
  9007. var matrix = new Matrix();
  9008. Matrix.ReflectionToRef(plane, matrix);
  9009. return matrix;
  9010. };
  9011. /**
  9012. * Computes a reflection matrix from a plane
  9013. * @param plane defines the reflection plane
  9014. * @param result defines the target matrix
  9015. */
  9016. Matrix.ReflectionToRef = function (plane, result) {
  9017. plane.normalize();
  9018. var x = plane.normal.x;
  9019. var y = plane.normal.y;
  9020. var z = plane.normal.z;
  9021. var temp = -2 * x;
  9022. var temp2 = -2 * y;
  9023. var temp3 = -2 * z;
  9024. 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);
  9025. };
  9026. /**
  9027. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  9028. * @param xaxis defines the value of the 1st axis
  9029. * @param yaxis defines the value of the 2nd axis
  9030. * @param zaxis defines the value of the 3rd axis
  9031. * @param result defines the target matrix
  9032. */
  9033. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  9034. 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);
  9035. };
  9036. /**
  9037. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  9038. * @param quat defines the quaternion to use
  9039. * @param result defines the target matrix
  9040. */
  9041. Matrix.FromQuaternionToRef = function (quat, result) {
  9042. var xx = quat.x * quat.x;
  9043. var yy = quat.y * quat.y;
  9044. var zz = quat.z * quat.z;
  9045. var xy = quat.x * quat.y;
  9046. var zw = quat.z * quat.w;
  9047. var zx = quat.z * quat.x;
  9048. var yw = quat.y * quat.w;
  9049. var yz = quat.y * quat.z;
  9050. var xw = quat.x * quat.w;
  9051. result._m[0] = 1.0 - (2.0 * (yy + zz));
  9052. result._m[1] = 2.0 * (xy + zw);
  9053. result._m[2] = 2.0 * (zx - yw);
  9054. result._m[3] = 0.0;
  9055. result._m[4] = 2.0 * (xy - zw);
  9056. result._m[5] = 1.0 - (2.0 * (zz + xx));
  9057. result._m[6] = 2.0 * (yz + xw);
  9058. result._m[7] = 0.0;
  9059. result._m[8] = 2.0 * (zx + yw);
  9060. result._m[9] = 2.0 * (yz - xw);
  9061. result._m[10] = 1.0 - (2.0 * (yy + xx));
  9062. result._m[11] = 0.0;
  9063. result._m[12] = 0.0;
  9064. result._m[13] = 0.0;
  9065. result._m[14] = 0.0;
  9066. result._m[15] = 1.0;
  9067. result._markAsUpdated();
  9068. };
  9069. Matrix._updateFlagSeed = 0;
  9070. Matrix._identityReadOnly = Matrix.Identity();
  9071. return Matrix;
  9072. }());
  9073. BABYLON.Matrix = Matrix;
  9074. /**
  9075. * Represens a plane by the equation ax + by + cz + d = 0
  9076. */
  9077. var Plane = /** @class */ (function () {
  9078. /**
  9079. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  9080. * @param a a component of the plane
  9081. * @param b b component of the plane
  9082. * @param c c component of the plane
  9083. * @param d d component of the plane
  9084. */
  9085. function Plane(a, b, c, d) {
  9086. this.normal = new Vector3(a, b, c);
  9087. this.d = d;
  9088. }
  9089. /**
  9090. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  9091. */
  9092. Plane.prototype.asArray = function () {
  9093. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  9094. };
  9095. // Methods
  9096. /**
  9097. * @returns a new plane copied from the current Plane.
  9098. */
  9099. Plane.prototype.clone = function () {
  9100. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  9101. };
  9102. /**
  9103. * @returns the string "Plane".
  9104. */
  9105. Plane.prototype.getClassName = function () {
  9106. return "Plane";
  9107. };
  9108. /**
  9109. * @returns the Plane hash code.
  9110. */
  9111. Plane.prototype.getHashCode = function () {
  9112. var hash = this.normal.getHashCode();
  9113. hash = (hash * 397) ^ (this.d || 0);
  9114. return hash;
  9115. };
  9116. /**
  9117. * Normalize the current Plane in place.
  9118. * @returns the updated Plane.
  9119. */
  9120. Plane.prototype.normalize = function () {
  9121. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9122. var magnitude = 0.0;
  9123. if (norm !== 0) {
  9124. magnitude = 1.0 / norm;
  9125. }
  9126. this.normal.x *= magnitude;
  9127. this.normal.y *= magnitude;
  9128. this.normal.z *= magnitude;
  9129. this.d *= magnitude;
  9130. return this;
  9131. };
  9132. /**
  9133. * Applies a transformation the plane and returns the result
  9134. * @param transformation the transformation matrix to be applied to the plane
  9135. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9136. */
  9137. Plane.prototype.transform = function (transformation) {
  9138. var transposedMatrix = MathTmp.Matrix[0];
  9139. Matrix.TransposeToRef(transformation, transposedMatrix);
  9140. var m = transposedMatrix.m;
  9141. var x = this.normal.x;
  9142. var y = this.normal.y;
  9143. var z = this.normal.z;
  9144. var d = this.d;
  9145. var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
  9146. var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
  9147. var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
  9148. var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
  9149. return new Plane(normalX, normalY, normalZ, finalD);
  9150. };
  9151. /**
  9152. * Calcualtte the dot product between the point and the plane normal
  9153. * @param point point to calculate the dot product with
  9154. * @returns the dot product (float) of the point coordinates and the plane normal.
  9155. */
  9156. Plane.prototype.dotCoordinate = function (point) {
  9157. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9158. };
  9159. /**
  9160. * Updates the current Plane from the plane defined by the three given points.
  9161. * @param point1 one of the points used to contruct the plane
  9162. * @param point2 one of the points used to contruct the plane
  9163. * @param point3 one of the points used to contruct the plane
  9164. * @returns the updated Plane.
  9165. */
  9166. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9167. var x1 = point2.x - point1.x;
  9168. var y1 = point2.y - point1.y;
  9169. var z1 = point2.z - point1.z;
  9170. var x2 = point3.x - point1.x;
  9171. var y2 = point3.y - point1.y;
  9172. var z2 = point3.z - point1.z;
  9173. var yz = (y1 * z2) - (z1 * y2);
  9174. var xz = (z1 * x2) - (x1 * z2);
  9175. var xy = (x1 * y2) - (y1 * x2);
  9176. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9177. var invPyth;
  9178. if (pyth !== 0) {
  9179. invPyth = 1.0 / pyth;
  9180. }
  9181. else {
  9182. invPyth = 0.0;
  9183. }
  9184. this.normal.x = yz * invPyth;
  9185. this.normal.y = xz * invPyth;
  9186. this.normal.z = xy * invPyth;
  9187. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9188. return this;
  9189. };
  9190. /**
  9191. * Checks if the plane is facing a given direction
  9192. * @param direction the direction to check if the plane is facing
  9193. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9194. * @returns True is the vector "direction" is the same side than the plane normal.
  9195. */
  9196. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9197. var dot = Vector3.Dot(this.normal, direction);
  9198. return (dot <= epsilon);
  9199. };
  9200. /**
  9201. * Calculates the distance to a point
  9202. * @param point point to calculate distance to
  9203. * @returns the signed distance (float) from the given point to the Plane.
  9204. */
  9205. Plane.prototype.signedDistanceTo = function (point) {
  9206. return Vector3.Dot(point, this.normal) + this.d;
  9207. };
  9208. // Statics
  9209. /**
  9210. * Creates a plane from an array
  9211. * @param array the array to create a plane from
  9212. * @returns a new Plane from the given array.
  9213. */
  9214. Plane.FromArray = function (array) {
  9215. return new Plane(array[0], array[1], array[2], array[3]);
  9216. };
  9217. /**
  9218. * Creates a plane from three points
  9219. * @param point1 point used to create the plane
  9220. * @param point2 point used to create the plane
  9221. * @param point3 point used to create the plane
  9222. * @returns a new Plane defined by the three given points.
  9223. */
  9224. Plane.FromPoints = function (point1, point2, point3) {
  9225. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9226. result.copyFromPoints(point1, point2, point3);
  9227. return result;
  9228. };
  9229. /**
  9230. * Creates a plane from an origin point and a normal
  9231. * @param origin origin of the plane to be constructed
  9232. * @param normal normal of the plane to be constructed
  9233. * @returns a new Plane the normal vector to this plane at the given origin point.
  9234. * Note : the vector "normal" is updated because normalized.
  9235. */
  9236. Plane.FromPositionAndNormal = function (origin, normal) {
  9237. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9238. normal.normalize();
  9239. result.normal = normal;
  9240. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9241. return result;
  9242. };
  9243. /**
  9244. * Calculates the distance from a plane and a point
  9245. * @param origin origin of the plane to be constructed
  9246. * @param normal normal of the plane to be constructed
  9247. * @param point point to calculate distance to
  9248. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9249. */
  9250. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9251. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9252. return Vector3.Dot(point, normal) + d;
  9253. };
  9254. return Plane;
  9255. }());
  9256. BABYLON.Plane = Plane;
  9257. /**
  9258. * Class used to represent a viewport on screen
  9259. */
  9260. var Viewport = /** @class */ (function () {
  9261. /**
  9262. * Creates a Viewport object located at (x, y) and sized (width, height)
  9263. * @param x defines viewport left coordinate
  9264. * @param y defines viewport top coordinate
  9265. * @param width defines the viewport width
  9266. * @param height defines the viewport height
  9267. */
  9268. function Viewport(
  9269. /** viewport left coordinate */
  9270. x,
  9271. /** viewport top coordinate */
  9272. y,
  9273. /**viewport width */
  9274. width,
  9275. /** viewport height */
  9276. height) {
  9277. this.x = x;
  9278. this.y = y;
  9279. this.width = width;
  9280. this.height = height;
  9281. }
  9282. /**
  9283. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9284. * @param renderWidthOrEngine defines either an engine or the rendering width
  9285. * @param renderHeight defines the rendering height
  9286. * @returns a new Viewport
  9287. */
  9288. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9289. if (renderWidthOrEngine.getRenderWidth) {
  9290. var engine = renderWidthOrEngine;
  9291. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9292. }
  9293. var renderWidth = renderWidthOrEngine;
  9294. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9295. };
  9296. /**
  9297. * Returns a new Viewport copied from the current one
  9298. * @returns a new Viewport
  9299. */
  9300. Viewport.prototype.clone = function () {
  9301. return new Viewport(this.x, this.y, this.width, this.height);
  9302. };
  9303. return Viewport;
  9304. }());
  9305. BABYLON.Viewport = Viewport;
  9306. /**
  9307. * Reprasents a camera frustum
  9308. */
  9309. var Frustum = /** @class */ (function () {
  9310. function Frustum() {
  9311. }
  9312. /**
  9313. * Gets the planes representing the frustum
  9314. * @param transform matrix to be applied to the returned planes
  9315. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9316. */
  9317. Frustum.GetPlanes = function (transform) {
  9318. var frustumPlanes = [];
  9319. for (var index = 0; index < 6; index++) {
  9320. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9321. }
  9322. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9323. return frustumPlanes;
  9324. };
  9325. /**
  9326. * Gets the near frustum plane transformed by the transform matrix
  9327. * @param transform transformation matrix to be applied to the resulting frustum plane
  9328. * @param frustumPlane the resuling frustum plane
  9329. */
  9330. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9331. var m = transform.m;
  9332. frustumPlane.normal.x = m[3] + m[2];
  9333. frustumPlane.normal.y = m[7] + m[6];
  9334. frustumPlane.normal.z = m[11] + m[10];
  9335. frustumPlane.d = m[15] + m[14];
  9336. frustumPlane.normalize();
  9337. };
  9338. /**
  9339. * Gets the far frustum plane transformed by the transform matrix
  9340. * @param transform transformation matrix to be applied to the resulting frustum plane
  9341. * @param frustumPlane the resuling frustum plane
  9342. */
  9343. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9344. var m = transform.m;
  9345. frustumPlane.normal.x = m[3] - m[2];
  9346. frustumPlane.normal.y = m[7] - m[6];
  9347. frustumPlane.normal.z = m[11] - m[10];
  9348. frustumPlane.d = m[15] - m[14];
  9349. frustumPlane.normalize();
  9350. };
  9351. /**
  9352. * Gets the left frustum plane transformed by the transform matrix
  9353. * @param transform transformation matrix to be applied to the resulting frustum plane
  9354. * @param frustumPlane the resuling frustum plane
  9355. */
  9356. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9357. var m = transform.m;
  9358. frustumPlane.normal.x = m[3] + m[0];
  9359. frustumPlane.normal.y = m[7] + m[4];
  9360. frustumPlane.normal.z = m[11] + m[8];
  9361. frustumPlane.d = m[15] + m[12];
  9362. frustumPlane.normalize();
  9363. };
  9364. /**
  9365. * Gets the right frustum plane transformed by the transform matrix
  9366. * @param transform transformation matrix to be applied to the resulting frustum plane
  9367. * @param frustumPlane the resuling frustum plane
  9368. */
  9369. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9370. var m = transform.m;
  9371. frustumPlane.normal.x = m[3] - m[0];
  9372. frustumPlane.normal.y = m[7] - m[4];
  9373. frustumPlane.normal.z = m[11] - m[8];
  9374. frustumPlane.d = m[15] - m[12];
  9375. frustumPlane.normalize();
  9376. };
  9377. /**
  9378. * Gets the top frustum plane transformed by the transform matrix
  9379. * @param transform transformation matrix to be applied to the resulting frustum plane
  9380. * @param frustumPlane the resuling frustum plane
  9381. */
  9382. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9383. var m = transform.m;
  9384. frustumPlane.normal.x = m[3] - m[1];
  9385. frustumPlane.normal.y = m[7] - m[5];
  9386. frustumPlane.normal.z = m[11] - m[9];
  9387. frustumPlane.d = m[15] - m[13];
  9388. frustumPlane.normalize();
  9389. };
  9390. /**
  9391. * Gets the bottom frustum plane transformed by the transform matrix
  9392. * @param transform transformation matrix to be applied to the resulting frustum plane
  9393. * @param frustumPlane the resuling frustum plane
  9394. */
  9395. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9396. var m = transform.m;
  9397. frustumPlane.normal.x = m[3] + m[1];
  9398. frustumPlane.normal.y = m[7] + m[5];
  9399. frustumPlane.normal.z = m[11] + m[9];
  9400. frustumPlane.d = m[15] + m[13];
  9401. frustumPlane.normalize();
  9402. };
  9403. /**
  9404. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9405. * @param transform transformation matrix to be applied to the resulting frustum planes
  9406. * @param frustumPlanes the resuling frustum planes
  9407. */
  9408. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9409. // Near
  9410. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9411. // Far
  9412. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9413. // Left
  9414. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9415. // Right
  9416. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9417. // Top
  9418. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9419. // Bottom
  9420. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9421. };
  9422. return Frustum;
  9423. }());
  9424. BABYLON.Frustum = Frustum;
  9425. /** Defines supported spaces */
  9426. var Space;
  9427. (function (Space) {
  9428. /** Local (object) space */
  9429. Space[Space["LOCAL"] = 0] = "LOCAL";
  9430. /** World space */
  9431. Space[Space["WORLD"] = 1] = "WORLD";
  9432. /** Bone space */
  9433. Space[Space["BONE"] = 2] = "BONE";
  9434. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9435. /** Defines the 3 main axes */
  9436. var Axis = /** @class */ (function () {
  9437. function Axis() {
  9438. }
  9439. /** X axis */
  9440. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9441. /** Y axis */
  9442. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9443. /** Z axis */
  9444. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9445. return Axis;
  9446. }());
  9447. BABYLON.Axis = Axis;
  9448. /** Class used to represent a Bezier curve */
  9449. var BezierCurve = /** @class */ (function () {
  9450. function BezierCurve() {
  9451. }
  9452. /**
  9453. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9454. * @param t defines the time
  9455. * @param x1 defines the left coordinate on X axis
  9456. * @param y1 defines the left coordinate on Y axis
  9457. * @param x2 defines the right coordinate on X axis
  9458. * @param y2 defines the right coordinate on Y axis
  9459. * @returns the interpolated value
  9460. */
  9461. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9462. // Extract X (which is equal to time here)
  9463. var f0 = 1 - 3 * x2 + 3 * x1;
  9464. var f1 = 3 * x2 - 6 * x1;
  9465. var f2 = 3 * x1;
  9466. var refinedT = t;
  9467. for (var i = 0; i < 5; i++) {
  9468. var refinedT2 = refinedT * refinedT;
  9469. var refinedT3 = refinedT2 * refinedT;
  9470. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9471. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9472. refinedT -= (x - t) * slope;
  9473. refinedT = Math.min(1, Math.max(0, refinedT));
  9474. }
  9475. // Resolve cubic bezier for the given x
  9476. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9477. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9478. Math.pow(refinedT, 3);
  9479. };
  9480. return BezierCurve;
  9481. }());
  9482. BABYLON.BezierCurve = BezierCurve;
  9483. /**
  9484. * Defines potential orientation for back face culling
  9485. */
  9486. var Orientation;
  9487. (function (Orientation) {
  9488. /**
  9489. * Clockwise
  9490. */
  9491. Orientation[Orientation["CW"] = 0] = "CW";
  9492. /** Counter clockwise */
  9493. Orientation[Orientation["CCW"] = 1] = "CCW";
  9494. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9495. /**
  9496. * Defines angle representation
  9497. */
  9498. var Angle = /** @class */ (function () {
  9499. /**
  9500. * Creates an Angle object of "radians" radians (float).
  9501. */
  9502. function Angle(radians) {
  9503. this._radians = radians;
  9504. if (this._radians < 0.0) {
  9505. this._radians += (2.0 * Math.PI);
  9506. }
  9507. }
  9508. /**
  9509. * Get value in degrees
  9510. * @returns the Angle value in degrees (float)
  9511. */
  9512. Angle.prototype.degrees = function () {
  9513. return this._radians * 180.0 / Math.PI;
  9514. };
  9515. /**
  9516. * Get value in radians
  9517. * @returns the Angle value in radians (float)
  9518. */
  9519. Angle.prototype.radians = function () {
  9520. return this._radians;
  9521. };
  9522. /**
  9523. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9524. * @param a defines first vector
  9525. * @param b defines second vector
  9526. * @returns a new Angle
  9527. */
  9528. Angle.BetweenTwoPoints = function (a, b) {
  9529. var delta = b.subtract(a);
  9530. var theta = Math.atan2(delta.y, delta.x);
  9531. return new Angle(theta);
  9532. };
  9533. /**
  9534. * Gets a new Angle object from the given float in radians
  9535. * @param radians defines the angle value in radians
  9536. * @returns a new Angle
  9537. */
  9538. Angle.FromRadians = function (radians) {
  9539. return new Angle(radians);
  9540. };
  9541. /**
  9542. * Gets a new Angle object from the given float in degrees
  9543. * @param degrees defines the angle value in degrees
  9544. * @returns a new Angle
  9545. */
  9546. Angle.FromDegrees = function (degrees) {
  9547. return new Angle(degrees * Math.PI / 180.0);
  9548. };
  9549. return Angle;
  9550. }());
  9551. BABYLON.Angle = Angle;
  9552. /**
  9553. * This represents an arc in a 2d space.
  9554. */
  9555. var Arc2 = /** @class */ (function () {
  9556. /**
  9557. * Creates an Arc object from the three given points : start, middle and end.
  9558. * @param startPoint Defines the start point of the arc
  9559. * @param midPoint Defines the midlle point of the arc
  9560. * @param endPoint Defines the end point of the arc
  9561. */
  9562. function Arc2(
  9563. /** Defines the start point of the arc */
  9564. startPoint,
  9565. /** Defines the mid point of the arc */
  9566. midPoint,
  9567. /** Defines the end point of the arc */
  9568. endPoint) {
  9569. this.startPoint = startPoint;
  9570. this.midPoint = midPoint;
  9571. this.endPoint = endPoint;
  9572. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9573. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9574. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9575. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9576. 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);
  9577. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9578. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9579. var a1 = this.startAngle.degrees();
  9580. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9581. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9582. // angles correction
  9583. if (a2 - a1 > +180.0) {
  9584. a2 -= 360.0;
  9585. }
  9586. if (a2 - a1 < -180.0) {
  9587. a2 += 360.0;
  9588. }
  9589. if (a3 - a2 > +180.0) {
  9590. a3 -= 360.0;
  9591. }
  9592. if (a3 - a2 < -180.0) {
  9593. a3 += 360.0;
  9594. }
  9595. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9596. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9597. }
  9598. return Arc2;
  9599. }());
  9600. BABYLON.Arc2 = Arc2;
  9601. /**
  9602. * Represents a 2D path made up of multiple 2D points
  9603. */
  9604. var Path2 = /** @class */ (function () {
  9605. /**
  9606. * Creates a Path2 object from the starting 2D coordinates x and y.
  9607. * @param x the starting points x value
  9608. * @param y the starting points y value
  9609. */
  9610. function Path2(x, y) {
  9611. this._points = new Array();
  9612. this._length = 0.0;
  9613. /**
  9614. * If the path start and end point are the same
  9615. */
  9616. this.closed = false;
  9617. this._points.push(new Vector2(x, y));
  9618. }
  9619. /**
  9620. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9621. * @param x the added points x value
  9622. * @param y the added points y value
  9623. * @returns the updated Path2.
  9624. */
  9625. Path2.prototype.addLineTo = function (x, y) {
  9626. if (this.closed) {
  9627. return this;
  9628. }
  9629. var newPoint = new Vector2(x, y);
  9630. var previousPoint = this._points[this._points.length - 1];
  9631. this._points.push(newPoint);
  9632. this._length += newPoint.subtract(previousPoint).length();
  9633. return this;
  9634. };
  9635. /**
  9636. * 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.
  9637. * @param midX middle point x value
  9638. * @param midY middle point y value
  9639. * @param endX end point x value
  9640. * @param endY end point y value
  9641. * @param numberOfSegments (default: 36)
  9642. * @returns the updated Path2.
  9643. */
  9644. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9645. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9646. if (this.closed) {
  9647. return this;
  9648. }
  9649. var startPoint = this._points[this._points.length - 1];
  9650. var midPoint = new Vector2(midX, midY);
  9651. var endPoint = new Vector2(endX, endY);
  9652. var arc = new Arc2(startPoint, midPoint, endPoint);
  9653. var increment = arc.angle.radians() / numberOfSegments;
  9654. if (arc.orientation === Orientation.CW) {
  9655. increment *= -1;
  9656. }
  9657. var currentAngle = arc.startAngle.radians() + increment;
  9658. for (var i = 0; i < numberOfSegments; i++) {
  9659. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9660. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9661. this.addLineTo(x, y);
  9662. currentAngle += increment;
  9663. }
  9664. return this;
  9665. };
  9666. /**
  9667. * Closes the Path2.
  9668. * @returns the Path2.
  9669. */
  9670. Path2.prototype.close = function () {
  9671. this.closed = true;
  9672. return this;
  9673. };
  9674. /**
  9675. * Gets the sum of the distance between each sequential point in the path
  9676. * @returns the Path2 total length (float).
  9677. */
  9678. Path2.prototype.length = function () {
  9679. var result = this._length;
  9680. if (!this.closed) {
  9681. var lastPoint = this._points[this._points.length - 1];
  9682. var firstPoint = this._points[0];
  9683. result += (firstPoint.subtract(lastPoint).length());
  9684. }
  9685. return result;
  9686. };
  9687. /**
  9688. * Gets the points which construct the path
  9689. * @returns the Path2 internal array of points.
  9690. */
  9691. Path2.prototype.getPoints = function () {
  9692. return this._points;
  9693. };
  9694. /**
  9695. * Retreives the point at the distance aways from the starting point
  9696. * @param normalizedLengthPosition the length along the path to retreive the point from
  9697. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9698. */
  9699. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9700. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9701. return Vector2.Zero();
  9702. }
  9703. var lengthPosition = normalizedLengthPosition * this.length();
  9704. var previousOffset = 0;
  9705. for (var i = 0; i < this._points.length; i++) {
  9706. var j = (i + 1) % this._points.length;
  9707. var a = this._points[i];
  9708. var b = this._points[j];
  9709. var bToA = b.subtract(a);
  9710. var nextOffset = (bToA.length() + previousOffset);
  9711. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9712. var dir = bToA.normalize();
  9713. var localOffset = lengthPosition - previousOffset;
  9714. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9715. }
  9716. previousOffset = nextOffset;
  9717. }
  9718. return Vector2.Zero();
  9719. };
  9720. /**
  9721. * Creates a new path starting from an x and y position
  9722. * @param x starting x value
  9723. * @param y starting y value
  9724. * @returns a new Path2 starting at the coordinates (x, y).
  9725. */
  9726. Path2.StartingAt = function (x, y) {
  9727. return new Path2(x, y);
  9728. };
  9729. return Path2;
  9730. }());
  9731. BABYLON.Path2 = Path2;
  9732. /**
  9733. * Represents a 3D path made up of multiple 3D points
  9734. */
  9735. var Path3D = /** @class */ (function () {
  9736. /**
  9737. * new Path3D(path, normal, raw)
  9738. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9739. * please read the description in the tutorial : http://doc.babylonjs.com/tutorials/How_to_use_Path3D
  9740. * @param path an array of Vector3, the curve axis of the Path3D
  9741. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9742. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9743. */
  9744. function Path3D(
  9745. /**
  9746. * an array of Vector3, the curve axis of the Path3D
  9747. */
  9748. path, firstNormal, raw) {
  9749. if (firstNormal === void 0) { firstNormal = null; }
  9750. this.path = path;
  9751. this._curve = new Array();
  9752. this._distances = new Array();
  9753. this._tangents = new Array();
  9754. this._normals = new Array();
  9755. this._binormals = new Array();
  9756. for (var p = 0; p < path.length; p++) {
  9757. this._curve[p] = path[p].clone(); // hard copy
  9758. }
  9759. this._raw = raw || false;
  9760. this._compute(firstNormal);
  9761. }
  9762. /**
  9763. * Returns the Path3D array of successive Vector3 designing its curve.
  9764. * @returns the Path3D array of successive Vector3 designing its curve.
  9765. */
  9766. Path3D.prototype.getCurve = function () {
  9767. return this._curve;
  9768. };
  9769. /**
  9770. * Returns an array populated with tangent vectors on each Path3D curve point.
  9771. * @returns an array populated with tangent vectors on each Path3D curve point.
  9772. */
  9773. Path3D.prototype.getTangents = function () {
  9774. return this._tangents;
  9775. };
  9776. /**
  9777. * Returns an array populated with normal vectors on each Path3D curve point.
  9778. * @returns an array populated with normal vectors on each Path3D curve point.
  9779. */
  9780. Path3D.prototype.getNormals = function () {
  9781. return this._normals;
  9782. };
  9783. /**
  9784. * Returns an array populated with binormal vectors on each Path3D curve point.
  9785. * @returns an array populated with binormal vectors on each Path3D curve point.
  9786. */
  9787. Path3D.prototype.getBinormals = function () {
  9788. return this._binormals;
  9789. };
  9790. /**
  9791. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9792. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9793. */
  9794. Path3D.prototype.getDistances = function () {
  9795. return this._distances;
  9796. };
  9797. /**
  9798. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9799. * @param path path which all values are copied into the curves points
  9800. * @param firstNormal which should be projected onto the curve
  9801. * @returns the same object updated.
  9802. */
  9803. Path3D.prototype.update = function (path, firstNormal) {
  9804. if (firstNormal === void 0) { firstNormal = null; }
  9805. for (var p = 0; p < path.length; p++) {
  9806. this._curve[p].x = path[p].x;
  9807. this._curve[p].y = path[p].y;
  9808. this._curve[p].z = path[p].z;
  9809. }
  9810. this._compute(firstNormal);
  9811. return this;
  9812. };
  9813. // private function compute() : computes tangents, normals and binormals
  9814. Path3D.prototype._compute = function (firstNormal) {
  9815. var l = this._curve.length;
  9816. // first and last tangents
  9817. this._tangents[0] = this._getFirstNonNullVector(0);
  9818. if (!this._raw) {
  9819. this._tangents[0].normalize();
  9820. }
  9821. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9822. if (!this._raw) {
  9823. this._tangents[l - 1].normalize();
  9824. }
  9825. // normals and binormals at first point : arbitrary vector with _normalVector()
  9826. var tg0 = this._tangents[0];
  9827. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9828. this._normals[0] = pp0;
  9829. if (!this._raw) {
  9830. this._normals[0].normalize();
  9831. }
  9832. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9833. if (!this._raw) {
  9834. this._binormals[0].normalize();
  9835. }
  9836. this._distances[0] = 0.0;
  9837. // normals and binormals : next points
  9838. var prev; // previous vector (segment)
  9839. var cur; // current vector (segment)
  9840. var curTang; // current tangent
  9841. // previous normal
  9842. var prevBinor; // previous binormal
  9843. for (var i = 1; i < l; i++) {
  9844. // tangents
  9845. prev = this._getLastNonNullVector(i);
  9846. if (i < l - 1) {
  9847. cur = this._getFirstNonNullVector(i);
  9848. this._tangents[i] = prev.add(cur);
  9849. this._tangents[i].normalize();
  9850. }
  9851. this._distances[i] = this._distances[i - 1] + prev.length();
  9852. // normals and binormals
  9853. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9854. curTang = this._tangents[i];
  9855. prevBinor = this._binormals[i - 1];
  9856. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9857. if (!this._raw) {
  9858. this._normals[i].normalize();
  9859. }
  9860. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9861. if (!this._raw) {
  9862. this._binormals[i].normalize();
  9863. }
  9864. }
  9865. };
  9866. // private function getFirstNonNullVector(index)
  9867. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9868. Path3D.prototype._getFirstNonNullVector = function (index) {
  9869. var i = 1;
  9870. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9871. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9872. i++;
  9873. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9874. }
  9875. return nNVector;
  9876. };
  9877. // private function getLastNonNullVector(index)
  9878. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9879. Path3D.prototype._getLastNonNullVector = function (index) {
  9880. var i = 1;
  9881. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9882. while (nLVector.length() === 0 && index > i + 1) {
  9883. i++;
  9884. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9885. }
  9886. return nLVector;
  9887. };
  9888. // private function normalVector(v0, vt, va) :
  9889. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9890. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9891. Path3D.prototype._normalVector = function (v0, vt, va) {
  9892. var normal0;
  9893. var tgl = vt.length();
  9894. if (tgl === 0.0) {
  9895. tgl = 1.0;
  9896. }
  9897. if (va === undefined || va === null) {
  9898. var point;
  9899. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  9900. point = new Vector3(0.0, -1.0, 0.0);
  9901. }
  9902. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  9903. point = new Vector3(1.0, 0.0, 0.0);
  9904. }
  9905. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  9906. point = new Vector3(0.0, 0.0, 1.0);
  9907. }
  9908. else {
  9909. point = Vector3.Zero();
  9910. }
  9911. normal0 = Vector3.Cross(vt, point);
  9912. }
  9913. else {
  9914. normal0 = Vector3.Cross(vt, va);
  9915. Vector3.CrossToRef(normal0, vt, normal0);
  9916. }
  9917. normal0.normalize();
  9918. return normal0;
  9919. };
  9920. return Path3D;
  9921. }());
  9922. BABYLON.Path3D = Path3D;
  9923. /**
  9924. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9925. * A Curve3 is designed from a series of successive Vector3.
  9926. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  9927. */
  9928. var Curve3 = /** @class */ (function () {
  9929. /**
  9930. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9931. * A Curve3 is designed from a series of successive Vector3.
  9932. * Tuto : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#curve3-object
  9933. * @param points points which make up the curve
  9934. */
  9935. function Curve3(points) {
  9936. this._length = 0.0;
  9937. this._points = points;
  9938. this._length = this._computeLength(points);
  9939. }
  9940. /**
  9941. * Returns a Curve3 object along a Quadratic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#quadratic-bezier-curve
  9942. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  9943. * @param v1 (Vector3) the control point
  9944. * @param v2 (Vector3) the end point of the Quadratic Bezier
  9945. * @param nbPoints (integer) the wanted number of points in the curve
  9946. * @returns the created Curve3
  9947. */
  9948. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  9949. nbPoints = nbPoints > 2 ? nbPoints : 3;
  9950. var bez = new Array();
  9951. var equation = function (t, val0, val1, val2) {
  9952. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  9953. return res;
  9954. };
  9955. for (var i = 0; i <= nbPoints; i++) {
  9956. 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)));
  9957. }
  9958. return new Curve3(bez);
  9959. };
  9960. /**
  9961. * Returns a Curve3 object along a Cubic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#cubic-bezier-curve
  9962. * @param v0 (Vector3) the origin point of the Cubic Bezier
  9963. * @param v1 (Vector3) the first control point
  9964. * @param v2 (Vector3) the second control point
  9965. * @param v3 (Vector3) the end point of the Cubic Bezier
  9966. * @param nbPoints (integer) the wanted number of points in the curve
  9967. * @returns the created Curve3
  9968. */
  9969. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  9970. nbPoints = nbPoints > 3 ? nbPoints : 4;
  9971. var bez = new Array();
  9972. var equation = function (t, val0, val1, val2, val3) {
  9973. 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;
  9974. return res;
  9975. };
  9976. for (var i = 0; i <= nbPoints; i++) {
  9977. 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)));
  9978. }
  9979. return new Curve3(bez);
  9980. };
  9981. /**
  9982. * Returns a Curve3 object along a Hermite Spline curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#hermite-spline
  9983. * @param p1 (Vector3) the origin point of the Hermite Spline
  9984. * @param t1 (Vector3) the tangent vector at the origin point
  9985. * @param p2 (Vector3) the end point of the Hermite Spline
  9986. * @param t2 (Vector3) the tangent vector at the end point
  9987. * @param nbPoints (integer) the wanted number of points in the curve
  9988. * @returns the created Curve3
  9989. */
  9990. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  9991. var hermite = new Array();
  9992. var step = 1.0 / nbPoints;
  9993. for (var i = 0; i <= nbPoints; i++) {
  9994. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  9995. }
  9996. return new Curve3(hermite);
  9997. };
  9998. /**
  9999. * Returns a Curve3 object along a CatmullRom Spline curve :
  10000. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  10001. * @param nbPoints (integer) the wanted number of points between each curve control points
  10002. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  10003. * @returns the created Curve3
  10004. */
  10005. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  10006. var catmullRom = new Array();
  10007. var step = 1.0 / nbPoints;
  10008. var amount = 0.0;
  10009. if (closed) {
  10010. var pointsCount = points.length;
  10011. for (var i = 0; i < pointsCount; i++) {
  10012. amount = 0;
  10013. for (var c = 0; c < nbPoints; c++) {
  10014. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  10015. amount += step;
  10016. }
  10017. }
  10018. catmullRom.push(catmullRom[0]);
  10019. }
  10020. else {
  10021. var totalPoints = new Array();
  10022. totalPoints.push(points[0].clone());
  10023. Array.prototype.push.apply(totalPoints, points);
  10024. totalPoints.push(points[points.length - 1].clone());
  10025. for (var i = 0; i < totalPoints.length - 3; i++) {
  10026. amount = 0;
  10027. for (var c = 0; c < nbPoints; c++) {
  10028. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10029. amount += step;
  10030. }
  10031. }
  10032. i--;
  10033. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10034. }
  10035. return new Curve3(catmullRom);
  10036. };
  10037. /**
  10038. * @returns the Curve3 stored array of successive Vector3
  10039. */
  10040. Curve3.prototype.getPoints = function () {
  10041. return this._points;
  10042. };
  10043. /**
  10044. * @returns the computed length (float) of the curve.
  10045. */
  10046. Curve3.prototype.length = function () {
  10047. return this._length;
  10048. };
  10049. /**
  10050. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  10051. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  10052. * curveA and curveB keep unchanged.
  10053. * @param curve the curve to continue from this curve
  10054. * @returns the newly constructed curve
  10055. */
  10056. Curve3.prototype.continue = function (curve) {
  10057. var lastPoint = this._points[this._points.length - 1];
  10058. var continuedPoints = this._points.slice();
  10059. var curvePoints = curve.getPoints();
  10060. for (var i = 1; i < curvePoints.length; i++) {
  10061. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  10062. }
  10063. var continuedCurve = new Curve3(continuedPoints);
  10064. return continuedCurve;
  10065. };
  10066. Curve3.prototype._computeLength = function (path) {
  10067. var l = 0;
  10068. for (var i = 1; i < path.length; i++) {
  10069. l += (path[i].subtract(path[i - 1])).length();
  10070. }
  10071. return l;
  10072. };
  10073. return Curve3;
  10074. }());
  10075. BABYLON.Curve3 = Curve3;
  10076. // Vertex formats
  10077. /**
  10078. * Contains position and normal vectors for a vertex
  10079. */
  10080. var PositionNormalVertex = /** @class */ (function () {
  10081. /**
  10082. * Creates a PositionNormalVertex
  10083. * @param position the position of the vertex (defaut: 0,0,0)
  10084. * @param normal the normal of the vertex (defaut: 0,1,0)
  10085. */
  10086. function PositionNormalVertex(
  10087. /** the position of the vertex (defaut: 0,0,0) */
  10088. position,
  10089. /** the normal of the vertex (defaut: 0,1,0) */
  10090. normal) {
  10091. if (position === void 0) { position = Vector3.Zero(); }
  10092. if (normal === void 0) { normal = Vector3.Up(); }
  10093. this.position = position;
  10094. this.normal = normal;
  10095. }
  10096. /**
  10097. * Clones the PositionNormalVertex
  10098. * @returns the cloned PositionNormalVertex
  10099. */
  10100. PositionNormalVertex.prototype.clone = function () {
  10101. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  10102. };
  10103. return PositionNormalVertex;
  10104. }());
  10105. BABYLON.PositionNormalVertex = PositionNormalVertex;
  10106. /**
  10107. * Contains position, normal and uv vectors for a vertex
  10108. */
  10109. var PositionNormalTextureVertex = /** @class */ (function () {
  10110. /**
  10111. * Creates a PositionNormalTextureVertex
  10112. * @param position the position of the vertex (defaut: 0,0,0)
  10113. * @param normal the normal of the vertex (defaut: 0,1,0)
  10114. * @param uv the uv of the vertex (default: 0,0)
  10115. */
  10116. function PositionNormalTextureVertex(
  10117. /** the position of the vertex (defaut: 0,0,0) */
  10118. position,
  10119. /** the normal of the vertex (defaut: 0,1,0) */
  10120. normal,
  10121. /** the uv of the vertex (default: 0,0) */
  10122. uv) {
  10123. if (position === void 0) { position = Vector3.Zero(); }
  10124. if (normal === void 0) { normal = Vector3.Up(); }
  10125. if (uv === void 0) { uv = Vector2.Zero(); }
  10126. this.position = position;
  10127. this.normal = normal;
  10128. this.uv = uv;
  10129. }
  10130. /**
  10131. * Clones the PositionNormalTextureVertex
  10132. * @returns the cloned PositionNormalTextureVertex
  10133. */
  10134. PositionNormalTextureVertex.prototype.clone = function () {
  10135. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10136. };
  10137. return PositionNormalTextureVertex;
  10138. }());
  10139. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10140. // Temporary pre-allocated objects for engine internal use
  10141. // usage in any internal function :
  10142. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10143. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10144. /**
  10145. * @hidden
  10146. */
  10147. var Tmp = /** @class */ (function () {
  10148. function Tmp() {
  10149. }
  10150. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10151. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10152. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10153. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10154. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10155. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10156. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10157. return Tmp;
  10158. }());
  10159. BABYLON.Tmp = Tmp;
  10160. /**
  10161. * @hidden
  10162. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10163. */
  10164. var MathTmp = /** @class */ (function () {
  10165. function MathTmp() {
  10166. }
  10167. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10168. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10169. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10170. return MathTmp;
  10171. }());
  10172. })(BABYLON || (BABYLON = {}));
  10173. //# sourceMappingURL=babylon.math.js.map
  10174. var BABYLON;
  10175. (function (BABYLON) {
  10176. /**
  10177. * Scalar computation library
  10178. */
  10179. var Scalar = /** @class */ (function () {
  10180. function Scalar() {
  10181. }
  10182. /**
  10183. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10184. * @param a number
  10185. * @param b number
  10186. * @param epsilon (default = 1.401298E-45)
  10187. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10188. */
  10189. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10190. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10191. var num = a - b;
  10192. return -epsilon <= num && num <= epsilon;
  10193. };
  10194. /**
  10195. * Returns a string : the upper case translation of the number i to hexadecimal.
  10196. * @param i number
  10197. * @returns the upper case translation of the number i to hexadecimal.
  10198. */
  10199. Scalar.ToHex = function (i) {
  10200. var str = i.toString(16);
  10201. if (i <= 15) {
  10202. return ("0" + str).toUpperCase();
  10203. }
  10204. return str.toUpperCase();
  10205. };
  10206. /**
  10207. * Returns -1 if value is negative and +1 is value is positive.
  10208. * @param value the value
  10209. * @returns the value itself if it's equal to zero.
  10210. */
  10211. Scalar.Sign = function (value) {
  10212. value = +value; // convert to a number
  10213. if (value === 0 || isNaN(value)) {
  10214. return value;
  10215. }
  10216. return value > 0 ? 1 : -1;
  10217. };
  10218. /**
  10219. * Returns the value itself if it's between min and max.
  10220. * Returns min if the value is lower than min.
  10221. * Returns max if the value is greater than max.
  10222. * @param value the value to clmap
  10223. * @param min the min value to clamp to (default: 0)
  10224. * @param max the max value to clamp to (default: 1)
  10225. * @returns the clamped value
  10226. */
  10227. Scalar.Clamp = function (value, min, max) {
  10228. if (min === void 0) { min = 0; }
  10229. if (max === void 0) { max = 1; }
  10230. return Math.min(max, Math.max(min, value));
  10231. };
  10232. /**
  10233. * the log2 of value.
  10234. * @param value the value to compute log2 of
  10235. * @returns the log2 of value.
  10236. */
  10237. Scalar.Log2 = function (value) {
  10238. return Math.log(value) * Math.LOG2E;
  10239. };
  10240. /**
  10241. * Loops the value, so that it is never larger than length and never smaller than 0.
  10242. *
  10243. * This is similar to the modulo operator but it works with floating point numbers.
  10244. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10245. * With t = 5 and length = 2.5, the result would be 0.0.
  10246. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10247. * @param value the value
  10248. * @param length the length
  10249. * @returns the looped value
  10250. */
  10251. Scalar.Repeat = function (value, length) {
  10252. return value - Math.floor(value / length) * length;
  10253. };
  10254. /**
  10255. * Normalize the value between 0.0 and 1.0 using min and max values
  10256. * @param value value to normalize
  10257. * @param min max to normalize between
  10258. * @param max min to normalize between
  10259. * @returns the normalized value
  10260. */
  10261. Scalar.Normalize = function (value, min, max) {
  10262. return (value - min) / (max - min);
  10263. };
  10264. /**
  10265. * Denormalize the value from 0.0 and 1.0 using min and max values
  10266. * @param normalized value to denormalize
  10267. * @param min max to denormalize between
  10268. * @param max min to denormalize between
  10269. * @returns the denormalized value
  10270. */
  10271. Scalar.Denormalize = function (normalized, min, max) {
  10272. return (normalized * (max - min) + min);
  10273. };
  10274. /**
  10275. * Calculates the shortest difference between two given angles given in degrees.
  10276. * @param current current angle in degrees
  10277. * @param target target angle in degrees
  10278. * @returns the delta
  10279. */
  10280. Scalar.DeltaAngle = function (current, target) {
  10281. var num = Scalar.Repeat(target - current, 360.0);
  10282. if (num > 180.0) {
  10283. num -= 360.0;
  10284. }
  10285. return num;
  10286. };
  10287. /**
  10288. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10289. * @param tx value
  10290. * @param length length
  10291. * @returns The returned value will move back and forth between 0 and length
  10292. */
  10293. Scalar.PingPong = function (tx, length) {
  10294. var t = Scalar.Repeat(tx, length * 2.0);
  10295. return length - Math.abs(t - length);
  10296. };
  10297. /**
  10298. * Interpolates between min and max with smoothing at the limits.
  10299. *
  10300. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10301. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10302. * @param from from
  10303. * @param to to
  10304. * @param tx value
  10305. * @returns the smooth stepped value
  10306. */
  10307. Scalar.SmoothStep = function (from, to, tx) {
  10308. var t = Scalar.Clamp(tx);
  10309. t = -2.0 * t * t * t + 3.0 * t * t;
  10310. return to * t + from * (1.0 - t);
  10311. };
  10312. /**
  10313. * Moves a value current towards target.
  10314. *
  10315. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10316. * Negative values of maxDelta pushes the value away from target.
  10317. * @param current current value
  10318. * @param target target value
  10319. * @param maxDelta max distance to move
  10320. * @returns resulting value
  10321. */
  10322. Scalar.MoveTowards = function (current, target, maxDelta) {
  10323. var result = 0;
  10324. if (Math.abs(target - current) <= maxDelta) {
  10325. result = target;
  10326. }
  10327. else {
  10328. result = current + Scalar.Sign(target - current) * maxDelta;
  10329. }
  10330. return result;
  10331. };
  10332. /**
  10333. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10334. *
  10335. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10336. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10337. * @param current current value
  10338. * @param target target value
  10339. * @param maxDelta max distance to move
  10340. * @returns resulting angle
  10341. */
  10342. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10343. var num = Scalar.DeltaAngle(current, target);
  10344. var result = 0;
  10345. if (-maxDelta < num && num < maxDelta) {
  10346. result = target;
  10347. }
  10348. else {
  10349. target = current + num;
  10350. result = Scalar.MoveTowards(current, target, maxDelta);
  10351. }
  10352. return result;
  10353. };
  10354. /**
  10355. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10356. * @param start start value
  10357. * @param end target value
  10358. * @param amount amount to lerp between
  10359. * @returns the lerped value
  10360. */
  10361. Scalar.Lerp = function (start, end, amount) {
  10362. return start + ((end - start) * amount);
  10363. };
  10364. /**
  10365. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10366. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10367. * @param start start value
  10368. * @param end target value
  10369. * @param amount amount to lerp between
  10370. * @returns the lerped value
  10371. */
  10372. Scalar.LerpAngle = function (start, end, amount) {
  10373. var num = Scalar.Repeat(end - start, 360.0);
  10374. if (num > 180.0) {
  10375. num -= 360.0;
  10376. }
  10377. return start + num * Scalar.Clamp(amount);
  10378. };
  10379. /**
  10380. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10381. * @param a start value
  10382. * @param b target value
  10383. * @param value value between a and b
  10384. * @returns the inverseLerp value
  10385. */
  10386. Scalar.InverseLerp = function (a, b, value) {
  10387. var result = 0;
  10388. if (a != b) {
  10389. result = Scalar.Clamp((value - a) / (b - a));
  10390. }
  10391. else {
  10392. result = 0.0;
  10393. }
  10394. return result;
  10395. };
  10396. /**
  10397. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10398. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10399. * @param value1 spline value
  10400. * @param tangent1 spline value
  10401. * @param value2 spline value
  10402. * @param tangent2 spline value
  10403. * @param amount input value
  10404. * @returns hermite result
  10405. */
  10406. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10407. var squared = amount * amount;
  10408. var cubed = amount * squared;
  10409. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10410. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10411. var part3 = (cubed - (2.0 * squared)) + amount;
  10412. var part4 = cubed - squared;
  10413. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10414. };
  10415. /**
  10416. * Returns a random float number between and min and max values
  10417. * @param min min value of random
  10418. * @param max max value of random
  10419. * @returns random value
  10420. */
  10421. Scalar.RandomRange = function (min, max) {
  10422. if (min === max) {
  10423. return min;
  10424. }
  10425. return ((Math.random() * (max - min)) + min);
  10426. };
  10427. /**
  10428. * This function returns percentage of a number in a given range.
  10429. *
  10430. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10431. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10432. * @param number to convert to percentage
  10433. * @param min min range
  10434. * @param max max range
  10435. * @returns the percentage
  10436. */
  10437. Scalar.RangeToPercent = function (number, min, max) {
  10438. return ((number - min) / (max - min));
  10439. };
  10440. /**
  10441. * This function returns number that corresponds to the percentage in a given range.
  10442. *
  10443. * PercentToRange(0.34,0,100) will return 34.
  10444. * @param percent to convert to number
  10445. * @param min min range
  10446. * @param max max range
  10447. * @returns the number
  10448. */
  10449. Scalar.PercentToRange = function (percent, min, max) {
  10450. return ((max - min) * percent + min);
  10451. };
  10452. /**
  10453. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10454. * @param angle The angle to normalize in radian.
  10455. * @return The converted angle.
  10456. */
  10457. Scalar.NormalizeRadians = function (angle) {
  10458. // More precise but slower version kept for reference.
  10459. // angle = angle % Tools.TwoPi;
  10460. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10461. //if (angle > Math.PI) {
  10462. // angle -= Tools.TwoPi;
  10463. //}
  10464. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10465. return angle;
  10466. };
  10467. /**
  10468. * Two pi constants convenient for computation.
  10469. */
  10470. Scalar.TwoPi = Math.PI * 2;
  10471. return Scalar;
  10472. }());
  10473. BABYLON.Scalar = Scalar;
  10474. })(BABYLON || (BABYLON = {}));
  10475. //# sourceMappingURL=babylon.math.scalar.js.map
  10476. //# sourceMappingURL=babylon.mixins.js.map
  10477. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10478. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10479. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10480. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10481. //# sourceMappingURL=babylon.webgl2.js.map
  10482. var BABYLON;
  10483. (function (BABYLON) {
  10484. var __decoratorInitialStore = {};
  10485. var __mergedStore = {};
  10486. var _copySource = function (creationFunction, source, instanciate) {
  10487. var destination = creationFunction();
  10488. // Tags
  10489. if (BABYLON.Tags) {
  10490. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10491. }
  10492. var classStore = getMergedStore(destination);
  10493. // Properties
  10494. for (var property in classStore) {
  10495. var propertyDescriptor = classStore[property];
  10496. var sourceProperty = source[property];
  10497. var propertyType = propertyDescriptor.type;
  10498. if (sourceProperty !== undefined && sourceProperty !== null) {
  10499. switch (propertyType) {
  10500. case 0: // Value
  10501. case 6: // Mesh reference
  10502. case 11: // Camera reference
  10503. destination[property] = sourceProperty;
  10504. break;
  10505. case 1: // Texture
  10506. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10507. break;
  10508. case 2: // Color3
  10509. case 3: // FresnelParameters
  10510. case 4: // Vector2
  10511. case 5: // Vector3
  10512. case 7: // Color Curves
  10513. case 10: // Quaternion
  10514. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10515. break;
  10516. }
  10517. }
  10518. }
  10519. return destination;
  10520. };
  10521. function getDirectStore(target) {
  10522. var classKey = target.getClassName();
  10523. if (!__decoratorInitialStore[classKey]) {
  10524. __decoratorInitialStore[classKey] = {};
  10525. }
  10526. return __decoratorInitialStore[classKey];
  10527. }
  10528. /**
  10529. * Return the list of properties flagged as serializable
  10530. * @param target: host object
  10531. */
  10532. function getMergedStore(target) {
  10533. var classKey = target.getClassName();
  10534. if (__mergedStore[classKey]) {
  10535. return __mergedStore[classKey];
  10536. }
  10537. __mergedStore[classKey] = {};
  10538. var store = __mergedStore[classKey];
  10539. var currentTarget = target;
  10540. var currentKey = classKey;
  10541. while (currentKey) {
  10542. var initialStore = __decoratorInitialStore[currentKey];
  10543. for (var property in initialStore) {
  10544. store[property] = initialStore[property];
  10545. }
  10546. var parent_1 = void 0;
  10547. var done = false;
  10548. do {
  10549. parent_1 = Object.getPrototypeOf(currentTarget);
  10550. if (!parent_1.getClassName) {
  10551. done = true;
  10552. break;
  10553. }
  10554. if (parent_1.getClassName() !== currentKey) {
  10555. break;
  10556. }
  10557. currentTarget = parent_1;
  10558. } while (parent_1);
  10559. if (done) {
  10560. break;
  10561. }
  10562. currentKey = parent_1.getClassName();
  10563. currentTarget = parent_1;
  10564. }
  10565. return store;
  10566. }
  10567. function generateSerializableMember(type, sourceName) {
  10568. return function (target, propertyKey) {
  10569. var classStore = getDirectStore(target);
  10570. if (!classStore[propertyKey]) {
  10571. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10572. }
  10573. };
  10574. }
  10575. function generateExpandMember(setCallback, targetKey) {
  10576. if (targetKey === void 0) { targetKey = null; }
  10577. return function (target, propertyKey) {
  10578. var key = targetKey || ("_" + propertyKey);
  10579. Object.defineProperty(target, propertyKey, {
  10580. get: function () {
  10581. return this[key];
  10582. },
  10583. set: function (value) {
  10584. if (this[key] === value) {
  10585. return;
  10586. }
  10587. this[key] = value;
  10588. target[setCallback].apply(this);
  10589. },
  10590. enumerable: true,
  10591. configurable: true
  10592. });
  10593. };
  10594. }
  10595. function expandToProperty(callback, targetKey) {
  10596. if (targetKey === void 0) { targetKey = null; }
  10597. return generateExpandMember(callback, targetKey);
  10598. }
  10599. BABYLON.expandToProperty = expandToProperty;
  10600. function serialize(sourceName) {
  10601. return generateSerializableMember(0, sourceName); // value member
  10602. }
  10603. BABYLON.serialize = serialize;
  10604. function serializeAsTexture(sourceName) {
  10605. return generateSerializableMember(1, sourceName); // texture member
  10606. }
  10607. BABYLON.serializeAsTexture = serializeAsTexture;
  10608. function serializeAsColor3(sourceName) {
  10609. return generateSerializableMember(2, sourceName); // color3 member
  10610. }
  10611. BABYLON.serializeAsColor3 = serializeAsColor3;
  10612. function serializeAsFresnelParameters(sourceName) {
  10613. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10614. }
  10615. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10616. function serializeAsVector2(sourceName) {
  10617. return generateSerializableMember(4, sourceName); // vector2 member
  10618. }
  10619. BABYLON.serializeAsVector2 = serializeAsVector2;
  10620. function serializeAsVector3(sourceName) {
  10621. return generateSerializableMember(5, sourceName); // vector3 member
  10622. }
  10623. BABYLON.serializeAsVector3 = serializeAsVector3;
  10624. function serializeAsMeshReference(sourceName) {
  10625. return generateSerializableMember(6, sourceName); // mesh reference member
  10626. }
  10627. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10628. function serializeAsColorCurves(sourceName) {
  10629. return generateSerializableMember(7, sourceName); // color curves
  10630. }
  10631. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10632. function serializeAsColor4(sourceName) {
  10633. return generateSerializableMember(8, sourceName); // color 4
  10634. }
  10635. BABYLON.serializeAsColor4 = serializeAsColor4;
  10636. function serializeAsImageProcessingConfiguration(sourceName) {
  10637. return generateSerializableMember(9, sourceName); // image processing
  10638. }
  10639. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10640. function serializeAsQuaternion(sourceName) {
  10641. return generateSerializableMember(10, sourceName); // quaternion member
  10642. }
  10643. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10644. /**
  10645. * Decorator used to define property that can be serialized as reference to a camera
  10646. * @param sourceName defines the name of the property to decorate
  10647. */
  10648. function serializeAsCameraReference(sourceName) {
  10649. return generateSerializableMember(11, sourceName); // camera reference member
  10650. }
  10651. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10652. /**
  10653. * Class used to help serialization objects
  10654. */
  10655. var SerializationHelper = /** @class */ (function () {
  10656. function SerializationHelper() {
  10657. }
  10658. /**
  10659. * Static function used to serialized a specific entity
  10660. * @param entity defines the entity to serialize
  10661. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10662. * @returns a JSON compatible object representing the serialization of the entity
  10663. */
  10664. SerializationHelper.Serialize = function (entity, serializationObject) {
  10665. if (!serializationObject) {
  10666. serializationObject = {};
  10667. }
  10668. // Tags
  10669. if (BABYLON.Tags) {
  10670. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10671. }
  10672. var serializedProperties = getMergedStore(entity);
  10673. // Properties
  10674. for (var property in serializedProperties) {
  10675. var propertyDescriptor = serializedProperties[property];
  10676. var targetPropertyName = propertyDescriptor.sourceName || property;
  10677. var propertyType = propertyDescriptor.type;
  10678. var sourceProperty = entity[property];
  10679. if (sourceProperty !== undefined && sourceProperty !== null) {
  10680. switch (propertyType) {
  10681. case 0: // Value
  10682. serializationObject[targetPropertyName] = sourceProperty;
  10683. break;
  10684. case 1: // Texture
  10685. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10686. break;
  10687. case 2: // Color3
  10688. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10689. break;
  10690. case 3: // FresnelParameters
  10691. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10692. break;
  10693. case 4: // Vector2
  10694. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10695. break;
  10696. case 5: // Vector3
  10697. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10698. break;
  10699. case 6: // Mesh reference
  10700. serializationObject[targetPropertyName] = sourceProperty.id;
  10701. break;
  10702. case 7: // Color Curves
  10703. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10704. break;
  10705. case 8: // Color 4
  10706. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10707. break;
  10708. case 9: // Image Processing
  10709. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10710. break;
  10711. case 10: // Quaternion
  10712. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10713. break;
  10714. case 11: // Camera reference
  10715. serializationObject[targetPropertyName] = sourceProperty.id;
  10716. break;
  10717. }
  10718. }
  10719. }
  10720. return serializationObject;
  10721. };
  10722. /**
  10723. * Creates a new entity from a serialization data object
  10724. * @param creationFunction defines a function used to instanciated the new entity
  10725. * @param source defines the source serialization data
  10726. * @param scene defines the hosting scene
  10727. * @param rootUrl defines the root url for resources
  10728. * @returns a new entity
  10729. */
  10730. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10731. if (rootUrl === void 0) { rootUrl = null; }
  10732. var destination = creationFunction();
  10733. if (!rootUrl) {
  10734. rootUrl = "";
  10735. }
  10736. // Tags
  10737. if (BABYLON.Tags) {
  10738. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10739. }
  10740. var classStore = getMergedStore(destination);
  10741. // Properties
  10742. for (var property in classStore) {
  10743. var propertyDescriptor = classStore[property];
  10744. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10745. var propertyType = propertyDescriptor.type;
  10746. if (sourceProperty !== undefined && sourceProperty !== null) {
  10747. var dest = destination;
  10748. switch (propertyType) {
  10749. case 0: // Value
  10750. dest[property] = sourceProperty;
  10751. break;
  10752. case 1: // Texture
  10753. if (scene) {
  10754. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10755. }
  10756. break;
  10757. case 2: // Color3
  10758. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10759. break;
  10760. case 3: // FresnelParameters
  10761. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10762. break;
  10763. case 4: // Vector2
  10764. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10765. break;
  10766. case 5: // Vector3
  10767. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10768. break;
  10769. case 6: // Mesh reference
  10770. if (scene) {
  10771. dest[property] = scene.getLastMeshByID(sourceProperty);
  10772. }
  10773. break;
  10774. case 7: // Color Curves
  10775. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10776. break;
  10777. case 8: // Color 4
  10778. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10779. break;
  10780. case 9: // Image Processing
  10781. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10782. break;
  10783. case 10: // Quaternion
  10784. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10785. break;
  10786. case 11: // Camera reference
  10787. if (scene) {
  10788. dest[property] = scene.getCameraByID(sourceProperty);
  10789. }
  10790. break;
  10791. }
  10792. }
  10793. }
  10794. return destination;
  10795. };
  10796. /**
  10797. * Clones an object
  10798. * @param creationFunction defines the function used to instanciate the new object
  10799. * @param source defines the source object
  10800. * @returns the cloned object
  10801. */
  10802. SerializationHelper.Clone = function (creationFunction, source) {
  10803. return _copySource(creationFunction, source, false);
  10804. };
  10805. /**
  10806. * Instanciates a new object based on a source one (some data will be shared between both object)
  10807. * @param creationFunction defines the function used to instanciate the new object
  10808. * @param source defines the source object
  10809. * @returns the new object
  10810. */
  10811. SerializationHelper.Instanciate = function (creationFunction, source) {
  10812. return _copySource(creationFunction, source, true);
  10813. };
  10814. return SerializationHelper;
  10815. }());
  10816. BABYLON.SerializationHelper = SerializationHelper;
  10817. })(BABYLON || (BABYLON = {}));
  10818. //# sourceMappingURL=babylon.decorators.js.map
  10819. var BABYLON;
  10820. (function (BABYLON) {
  10821. /**
  10822. * Wrapper class for promise with external resolve and reject.
  10823. */
  10824. var Deferred = /** @class */ (function () {
  10825. /**
  10826. * Constructor for this deferred object.
  10827. */
  10828. function Deferred() {
  10829. var _this = this;
  10830. this.promise = new Promise(function (resolve, reject) {
  10831. _this._resolve = resolve;
  10832. _this._reject = reject;
  10833. });
  10834. }
  10835. Object.defineProperty(Deferred.prototype, "resolve", {
  10836. /**
  10837. * The resolve method of the promise associated with this deferred object.
  10838. */
  10839. get: function () {
  10840. return this._resolve;
  10841. },
  10842. enumerable: true,
  10843. configurable: true
  10844. });
  10845. Object.defineProperty(Deferred.prototype, "reject", {
  10846. /**
  10847. * The reject method of the promise associated with this deferred object.
  10848. */
  10849. get: function () {
  10850. return this._reject;
  10851. },
  10852. enumerable: true,
  10853. configurable: true
  10854. });
  10855. return Deferred;
  10856. }());
  10857. BABYLON.Deferred = Deferred;
  10858. })(BABYLON || (BABYLON = {}));
  10859. //# sourceMappingURL=babylon.deferred.js.map
  10860. var BABYLON;
  10861. (function (BABYLON) {
  10862. /**
  10863. * A class serves as a medium between the observable and its observers
  10864. */
  10865. var EventState = /** @class */ (function () {
  10866. /**
  10867. * Create a new EventState
  10868. * @param mask defines the mask associated with this state
  10869. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10870. * @param target defines the original target of the state
  10871. * @param currentTarget defines the current target of the state
  10872. */
  10873. function EventState(mask, skipNextObservers, target, currentTarget) {
  10874. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10875. this.initalize(mask, skipNextObservers, target, currentTarget);
  10876. }
  10877. /**
  10878. * Initialize the current event state
  10879. * @param mask defines the mask associated with this state
  10880. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10881. * @param target defines the original target of the state
  10882. * @param currentTarget defines the current target of the state
  10883. * @returns the current event state
  10884. */
  10885. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10886. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10887. this.mask = mask;
  10888. this.skipNextObservers = skipNextObservers;
  10889. this.target = target;
  10890. this.currentTarget = currentTarget;
  10891. return this;
  10892. };
  10893. return EventState;
  10894. }());
  10895. BABYLON.EventState = EventState;
  10896. /**
  10897. * Represent an Observer registered to a given Observable object.
  10898. */
  10899. var Observer = /** @class */ (function () {
  10900. /**
  10901. * Creates a new observer
  10902. * @param callback defines the callback to call when the observer is notified
  10903. * @param mask defines the mask of the observer (used to filter notifications)
  10904. * @param scope defines the current scope used to restore the JS context
  10905. */
  10906. function Observer(
  10907. /**
  10908. * Defines the callback to call when the observer is notified
  10909. */
  10910. callback,
  10911. /**
  10912. * Defines the mask of the observer (used to filter notifications)
  10913. */
  10914. mask,
  10915. /**
  10916. * Defines the current scope used to restore the JS context
  10917. */
  10918. scope) {
  10919. if (scope === void 0) { scope = null; }
  10920. this.callback = callback;
  10921. this.mask = mask;
  10922. this.scope = scope;
  10923. /** @hidden */
  10924. this._willBeUnregistered = false;
  10925. /**
  10926. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  10927. */
  10928. this.unregisterOnNextCall = false;
  10929. }
  10930. return Observer;
  10931. }());
  10932. BABYLON.Observer = Observer;
  10933. /**
  10934. * Represent a list of observers registered to multiple Observables object.
  10935. */
  10936. var MultiObserver = /** @class */ (function () {
  10937. function MultiObserver() {
  10938. }
  10939. /**
  10940. * Release associated resources
  10941. */
  10942. MultiObserver.prototype.dispose = function () {
  10943. if (this._observers && this._observables) {
  10944. for (var index = 0; index < this._observers.length; index++) {
  10945. this._observables[index].remove(this._observers[index]);
  10946. }
  10947. }
  10948. this._observers = null;
  10949. this._observables = null;
  10950. };
  10951. /**
  10952. * Raise a callback when one of the observable will notify
  10953. * @param observables defines a list of observables to watch
  10954. * @param callback defines the callback to call on notification
  10955. * @param mask defines the mask used to filter notifications
  10956. * @param scope defines the current scope used to restore the JS context
  10957. * @returns the new MultiObserver
  10958. */
  10959. MultiObserver.Watch = function (observables, callback, mask, scope) {
  10960. if (mask === void 0) { mask = -1; }
  10961. if (scope === void 0) { scope = null; }
  10962. var result = new MultiObserver();
  10963. result._observers = new Array();
  10964. result._observables = observables;
  10965. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  10966. var observable = observables_1[_i];
  10967. var observer = observable.add(callback, mask, false, scope);
  10968. if (observer) {
  10969. result._observers.push(observer);
  10970. }
  10971. }
  10972. return result;
  10973. };
  10974. return MultiObserver;
  10975. }());
  10976. BABYLON.MultiObserver = MultiObserver;
  10977. /**
  10978. * The Observable class is a simple implementation of the Observable pattern.
  10979. *
  10980. * 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.
  10981. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  10982. * 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).
  10983. * 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.
  10984. */
  10985. var Observable = /** @class */ (function () {
  10986. /**
  10987. * Creates a new observable
  10988. * @param onObserverAdded defines a callback to call when a new observer is added
  10989. */
  10990. function Observable(onObserverAdded) {
  10991. this._observers = new Array();
  10992. this._eventState = new EventState(0);
  10993. if (onObserverAdded) {
  10994. this._onObserverAdded = onObserverAdded;
  10995. }
  10996. }
  10997. /**
  10998. * Create a new Observer with the specified callback
  10999. * @param callback the callback that will be executed for that Observer
  11000. * @param mask the mask used to filter observers
  11001. * @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.
  11002. * @param scope optional scope for the callback to be called from
  11003. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  11004. * @returns the new observer created for the callback
  11005. */
  11006. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  11007. if (mask === void 0) { mask = -1; }
  11008. if (insertFirst === void 0) { insertFirst = false; }
  11009. if (scope === void 0) { scope = null; }
  11010. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  11011. if (!callback) {
  11012. return null;
  11013. }
  11014. var observer = new Observer(callback, mask, scope);
  11015. observer.unregisterOnNextCall = unregisterOnFirstCall;
  11016. if (insertFirst) {
  11017. this._observers.unshift(observer);
  11018. }
  11019. else {
  11020. this._observers.push(observer);
  11021. }
  11022. if (this._onObserverAdded) {
  11023. this._onObserverAdded(observer);
  11024. }
  11025. return observer;
  11026. };
  11027. /**
  11028. * Create a new Observer with the specified callback and unregisters after the next notification
  11029. * @param callback the callback that will be executed for that Observer
  11030. * @returns the new observer created for the callback
  11031. */
  11032. Observable.prototype.addOnce = function (callback) {
  11033. return this.add(callback, undefined, undefined, undefined, true);
  11034. };
  11035. /**
  11036. * Remove an Observer from the Observable object
  11037. * @param observer the instance of the Observer to remove
  11038. * @returns false if it doesn't belong to this Observable
  11039. */
  11040. Observable.prototype.remove = function (observer) {
  11041. if (!observer) {
  11042. return false;
  11043. }
  11044. var index = this._observers.indexOf(observer);
  11045. if (index !== -1) {
  11046. this._deferUnregister(observer);
  11047. return true;
  11048. }
  11049. return false;
  11050. };
  11051. /**
  11052. * Remove a callback from the Observable object
  11053. * @param callback the callback to remove
  11054. * @param scope optional scope. If used only the callbacks with this scope will be removed
  11055. * @returns false if it doesn't belong to this Observable
  11056. */
  11057. Observable.prototype.removeCallback = function (callback, scope) {
  11058. for (var index = 0; index < this._observers.length; index++) {
  11059. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  11060. this._deferUnregister(this._observers[index]);
  11061. return true;
  11062. }
  11063. }
  11064. return false;
  11065. };
  11066. Observable.prototype._deferUnregister = function (observer) {
  11067. var _this = this;
  11068. observer.unregisterOnNextCall = false;
  11069. observer._willBeUnregistered = true;
  11070. BABYLON.Tools.SetImmediate(function () {
  11071. _this._remove(observer);
  11072. });
  11073. };
  11074. // This should only be called when not iterating over _observers to avoid callback skipping.
  11075. // Removes an observer from the _observer Array.
  11076. Observable.prototype._remove = function (observer) {
  11077. if (!observer) {
  11078. return false;
  11079. }
  11080. var index = this._observers.indexOf(observer);
  11081. if (index !== -1) {
  11082. this._observers.splice(index, 1);
  11083. return true;
  11084. }
  11085. return false;
  11086. };
  11087. /**
  11088. * Notify all Observers by calling their respective callback with the given data
  11089. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  11090. * @param eventData defines the data to send to all observers
  11091. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  11092. * @param target defines the original target of the state
  11093. * @param currentTarget defines the current target of the state
  11094. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  11095. */
  11096. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  11097. if (mask === void 0) { mask = -1; }
  11098. if (!this._observers.length) {
  11099. return true;
  11100. }
  11101. var state = this._eventState;
  11102. state.mask = mask;
  11103. state.target = target;
  11104. state.currentTarget = currentTarget;
  11105. state.skipNextObservers = false;
  11106. state.lastReturnValue = eventData;
  11107. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11108. var obs = _a[_i];
  11109. if (obs._willBeUnregistered) {
  11110. continue;
  11111. }
  11112. if (obs.mask & mask) {
  11113. if (obs.scope) {
  11114. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11115. }
  11116. else {
  11117. state.lastReturnValue = obs.callback(eventData, state);
  11118. }
  11119. if (obs.unregisterOnNextCall) {
  11120. this._deferUnregister(obs);
  11121. }
  11122. }
  11123. if (state.skipNextObservers) {
  11124. return false;
  11125. }
  11126. }
  11127. return true;
  11128. };
  11129. /**
  11130. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11131. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11132. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11133. * and it is crucial that all callbacks will be executed.
  11134. * The order of the callbacks is kept, callbacks are not executed parallel.
  11135. *
  11136. * @param eventData The data to be sent to each callback
  11137. * @param mask is used to filter observers defaults to -1
  11138. * @param target defines the callback target (see EventState)
  11139. * @param currentTarget defines he current object in the bubbling phase
  11140. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11141. */
  11142. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11143. var _this = this;
  11144. if (mask === void 0) { mask = -1; }
  11145. // create an empty promise
  11146. var p = Promise.resolve(eventData);
  11147. // no observers? return this promise.
  11148. if (!this._observers.length) {
  11149. return p;
  11150. }
  11151. var state = this._eventState;
  11152. state.mask = mask;
  11153. state.target = target;
  11154. state.currentTarget = currentTarget;
  11155. state.skipNextObservers = false;
  11156. // execute one callback after another (not using Promise.all, the order is important)
  11157. this._observers.forEach(function (obs) {
  11158. if (state.skipNextObservers) {
  11159. return;
  11160. }
  11161. if (obs._willBeUnregistered) {
  11162. return;
  11163. }
  11164. if (obs.mask & mask) {
  11165. if (obs.scope) {
  11166. p = p.then(function (lastReturnedValue) {
  11167. state.lastReturnValue = lastReturnedValue;
  11168. return obs.callback.apply(obs.scope, [eventData, state]);
  11169. });
  11170. }
  11171. else {
  11172. p = p.then(function (lastReturnedValue) {
  11173. state.lastReturnValue = lastReturnedValue;
  11174. return obs.callback(eventData, state);
  11175. });
  11176. }
  11177. if (obs.unregisterOnNextCall) {
  11178. _this._deferUnregister(obs);
  11179. }
  11180. }
  11181. });
  11182. // return the eventData
  11183. return p.then(function () { return eventData; });
  11184. };
  11185. /**
  11186. * Notify a specific observer
  11187. * @param observer defines the observer to notify
  11188. * @param eventData defines the data to be sent to each callback
  11189. * @param mask is used to filter observers defaults to -1
  11190. */
  11191. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11192. if (mask === void 0) { mask = -1; }
  11193. var state = this._eventState;
  11194. state.mask = mask;
  11195. state.skipNextObservers = false;
  11196. observer.callback(eventData, state);
  11197. };
  11198. /**
  11199. * Gets a boolean indicating if the observable has at least one observer
  11200. * @returns true is the Observable has at least one Observer registered
  11201. */
  11202. Observable.prototype.hasObservers = function () {
  11203. return this._observers.length > 0;
  11204. };
  11205. /**
  11206. * Clear the list of observers
  11207. */
  11208. Observable.prototype.clear = function () {
  11209. this._observers = new Array();
  11210. this._onObserverAdded = null;
  11211. };
  11212. /**
  11213. * Clone the current observable
  11214. * @returns a new observable
  11215. */
  11216. Observable.prototype.clone = function () {
  11217. var result = new Observable();
  11218. result._observers = this._observers.slice(0);
  11219. return result;
  11220. };
  11221. /**
  11222. * Does this observable handles observer registered with a given mask
  11223. * @param mask defines the mask to be tested
  11224. * @return whether or not one observer registered with the given mask is handeled
  11225. **/
  11226. Observable.prototype.hasSpecificMask = function (mask) {
  11227. if (mask === void 0) { mask = -1; }
  11228. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11229. var obs = _a[_i];
  11230. if (obs.mask & mask || obs.mask === mask) {
  11231. return true;
  11232. }
  11233. }
  11234. return false;
  11235. };
  11236. return Observable;
  11237. }());
  11238. BABYLON.Observable = Observable;
  11239. })(BABYLON || (BABYLON = {}));
  11240. //# sourceMappingURL=babylon.observable.js.map
  11241. var BABYLON;
  11242. (function (BABYLON) {
  11243. /**
  11244. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11245. */
  11246. var SmartArray = /** @class */ (function () {
  11247. /**
  11248. * Instantiates a Smart Array.
  11249. * @param capacity defines the default capacity of the array.
  11250. */
  11251. function SmartArray(capacity) {
  11252. /**
  11253. * The active length of the array.
  11254. */
  11255. this.length = 0;
  11256. this.data = new Array(capacity);
  11257. this._id = SmartArray._GlobalId++;
  11258. }
  11259. /**
  11260. * Pushes a value at the end of the active data.
  11261. * @param value defines the object to push in the array.
  11262. */
  11263. SmartArray.prototype.push = function (value) {
  11264. this.data[this.length++] = value;
  11265. if (this.length > this.data.length) {
  11266. this.data.length *= 2;
  11267. }
  11268. };
  11269. /**
  11270. * Iterates over the active data and apply the lambda to them.
  11271. * @param func defines the action to apply on each value.
  11272. */
  11273. SmartArray.prototype.forEach = function (func) {
  11274. for (var index = 0; index < this.length; index++) {
  11275. func(this.data[index]);
  11276. }
  11277. };
  11278. /**
  11279. * Sorts the full sets of data.
  11280. * @param compareFn defines the comparison function to apply.
  11281. */
  11282. SmartArray.prototype.sort = function (compareFn) {
  11283. this.data.sort(compareFn);
  11284. };
  11285. /**
  11286. * Resets the active data to an empty array.
  11287. */
  11288. SmartArray.prototype.reset = function () {
  11289. this.length = 0;
  11290. };
  11291. /**
  11292. * Releases all the data from the array as well as the array.
  11293. */
  11294. SmartArray.prototype.dispose = function () {
  11295. this.reset();
  11296. if (this.data) {
  11297. this.data.length = 0;
  11298. this.data = [];
  11299. }
  11300. };
  11301. /**
  11302. * Concats the active data with a given array.
  11303. * @param array defines the data to concatenate with.
  11304. */
  11305. SmartArray.prototype.concat = function (array) {
  11306. if (array.length === 0) {
  11307. return;
  11308. }
  11309. if (this.length + array.length > this.data.length) {
  11310. this.data.length = (this.length + array.length) * 2;
  11311. }
  11312. for (var index = 0; index < array.length; index++) {
  11313. this.data[this.length++] = (array.data || array)[index];
  11314. }
  11315. };
  11316. /**
  11317. * Returns the position of a value in the active data.
  11318. * @param value defines the value to find the index for
  11319. * @returns the index if found in the active data otherwise -1
  11320. */
  11321. SmartArray.prototype.indexOf = function (value) {
  11322. var position = this.data.indexOf(value);
  11323. if (position >= this.length) {
  11324. return -1;
  11325. }
  11326. return position;
  11327. };
  11328. /**
  11329. * Returns whether an element is part of the active data.
  11330. * @param value defines the value to look for
  11331. * @returns true if found in the active data otherwise false
  11332. */
  11333. SmartArray.prototype.contains = function (value) {
  11334. return this.indexOf(value) !== -1;
  11335. };
  11336. // Statics
  11337. SmartArray._GlobalId = 0;
  11338. return SmartArray;
  11339. }());
  11340. BABYLON.SmartArray = SmartArray;
  11341. /**
  11342. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11343. * The data in this array can only be present once
  11344. */
  11345. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11346. __extends(SmartArrayNoDuplicate, _super);
  11347. function SmartArrayNoDuplicate() {
  11348. var _this = _super !== null && _super.apply(this, arguments) || this;
  11349. _this._duplicateId = 0;
  11350. return _this;
  11351. }
  11352. /**
  11353. * Pushes a value at the end of the active data.
  11354. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11355. * @param value defines the object to push in the array.
  11356. */
  11357. SmartArrayNoDuplicate.prototype.push = function (value) {
  11358. _super.prototype.push.call(this, value);
  11359. if (!value.__smartArrayFlags) {
  11360. value.__smartArrayFlags = {};
  11361. }
  11362. value.__smartArrayFlags[this._id] = this._duplicateId;
  11363. };
  11364. /**
  11365. * Pushes a value at the end of the active data.
  11366. * If the data is already present, it won t be added again
  11367. * @param value defines the object to push in the array.
  11368. * @returns true if added false if it was already present
  11369. */
  11370. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11371. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11372. return false;
  11373. }
  11374. this.push(value);
  11375. return true;
  11376. };
  11377. /**
  11378. * Resets the active data to an empty array.
  11379. */
  11380. SmartArrayNoDuplicate.prototype.reset = function () {
  11381. _super.prototype.reset.call(this);
  11382. this._duplicateId++;
  11383. };
  11384. /**
  11385. * Concats the active data with a given array.
  11386. * This ensures no dupplicate will be present in the result.
  11387. * @param array defines the data to concatenate with.
  11388. */
  11389. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11390. if (array.length === 0) {
  11391. return;
  11392. }
  11393. if (this.length + array.length > this.data.length) {
  11394. this.data.length = (this.length + array.length) * 2;
  11395. }
  11396. for (var index = 0; index < array.length; index++) {
  11397. var item = (array.data || array)[index];
  11398. this.pushNoDuplicate(item);
  11399. }
  11400. };
  11401. return SmartArrayNoDuplicate;
  11402. }(SmartArray));
  11403. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11404. })(BABYLON || (BABYLON = {}));
  11405. //# sourceMappingURL=babylon.smartArray.js.map
  11406. var BABYLON;
  11407. (function (BABYLON) {
  11408. var PromiseStates;
  11409. (function (PromiseStates) {
  11410. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11411. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11412. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11413. })(PromiseStates || (PromiseStates = {}));
  11414. var FulFillmentAgregator = /** @class */ (function () {
  11415. function FulFillmentAgregator() {
  11416. this.count = 0;
  11417. this.target = 0;
  11418. this.results = [];
  11419. }
  11420. return FulFillmentAgregator;
  11421. }());
  11422. var InternalPromise = /** @class */ (function () {
  11423. function InternalPromise(resolver) {
  11424. var _this = this;
  11425. this._state = PromiseStates.Pending;
  11426. this._children = new Array();
  11427. this._rejectWasConsumed = false;
  11428. if (!resolver) {
  11429. return;
  11430. }
  11431. try {
  11432. resolver(function (value) {
  11433. _this._resolve(value);
  11434. }, function (reason) {
  11435. _this._reject(reason);
  11436. });
  11437. }
  11438. catch (e) {
  11439. this._reject(e);
  11440. }
  11441. }
  11442. Object.defineProperty(InternalPromise.prototype, "_result", {
  11443. get: function () {
  11444. return this._resultValue;
  11445. },
  11446. set: function (value) {
  11447. this._resultValue = value;
  11448. if (this._parent && this._parent._result === undefined) {
  11449. this._parent._result = value;
  11450. }
  11451. },
  11452. enumerable: true,
  11453. configurable: true
  11454. });
  11455. InternalPromise.prototype.catch = function (onRejected) {
  11456. return this.then(undefined, onRejected);
  11457. };
  11458. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11459. var _this = this;
  11460. var newPromise = new InternalPromise();
  11461. newPromise._onFulfilled = onFulfilled;
  11462. newPromise._onRejected = onRejected;
  11463. // Composition
  11464. this._children.push(newPromise);
  11465. newPromise._parent = this;
  11466. if (this._state !== PromiseStates.Pending) {
  11467. BABYLON.Tools.SetImmediate(function () {
  11468. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11469. var returnedValue = newPromise._resolve(_this._result);
  11470. if (returnedValue !== undefined && returnedValue !== null) {
  11471. if (returnedValue._state !== undefined) {
  11472. var returnedPromise = returnedValue;
  11473. newPromise._children.push(returnedPromise);
  11474. returnedPromise._parent = newPromise;
  11475. newPromise = returnedPromise;
  11476. }
  11477. else {
  11478. newPromise._result = returnedValue;
  11479. }
  11480. }
  11481. }
  11482. else {
  11483. newPromise._reject(_this._reason);
  11484. }
  11485. });
  11486. }
  11487. return newPromise;
  11488. };
  11489. InternalPromise.prototype._moveChildren = function (children) {
  11490. var _this = this;
  11491. var _a;
  11492. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11493. this._children.forEach(function (child) {
  11494. child._parent = _this;
  11495. });
  11496. if (this._state === PromiseStates.Fulfilled) {
  11497. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11498. var child = _b[_i];
  11499. child._resolve(this._result);
  11500. }
  11501. }
  11502. else if (this._state === PromiseStates.Rejected) {
  11503. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11504. var child = _d[_c];
  11505. child._reject(this._reason);
  11506. }
  11507. }
  11508. };
  11509. InternalPromise.prototype._resolve = function (value) {
  11510. try {
  11511. this._state = PromiseStates.Fulfilled;
  11512. var returnedValue = null;
  11513. if (this._onFulfilled) {
  11514. returnedValue = this._onFulfilled(value);
  11515. }
  11516. if (returnedValue !== undefined && returnedValue !== null) {
  11517. if (returnedValue._state !== undefined) {
  11518. // Transmit children
  11519. var returnedPromise = returnedValue;
  11520. returnedPromise._parent = this;
  11521. returnedPromise._moveChildren(this._children);
  11522. value = returnedPromise._result;
  11523. }
  11524. else {
  11525. value = returnedValue;
  11526. }
  11527. }
  11528. this._result = value;
  11529. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11530. var child = _a[_i];
  11531. child._resolve(value);
  11532. }
  11533. this._children.length = 0;
  11534. delete this._onFulfilled;
  11535. delete this._onRejected;
  11536. }
  11537. catch (e) {
  11538. this._reject(e, true);
  11539. }
  11540. };
  11541. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11542. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11543. this._state = PromiseStates.Rejected;
  11544. this._reason = reason;
  11545. if (this._onRejected && !onLocalThrow) {
  11546. try {
  11547. this._onRejected(reason);
  11548. this._rejectWasConsumed = true;
  11549. }
  11550. catch (e) {
  11551. reason = e;
  11552. }
  11553. }
  11554. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11555. var child = _a[_i];
  11556. if (this._rejectWasConsumed) {
  11557. child._resolve(null);
  11558. }
  11559. else {
  11560. child._reject(reason);
  11561. }
  11562. }
  11563. this._children.length = 0;
  11564. delete this._onFulfilled;
  11565. delete this._onRejected;
  11566. };
  11567. InternalPromise.resolve = function (value) {
  11568. var newPromise = new InternalPromise();
  11569. newPromise._resolve(value);
  11570. return newPromise;
  11571. };
  11572. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11573. promise.then(function (value) {
  11574. agregator.results[index] = value;
  11575. agregator.count++;
  11576. if (agregator.count === agregator.target) {
  11577. agregator.rootPromise._resolve(agregator.results);
  11578. }
  11579. return null;
  11580. }, function (reason) {
  11581. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11582. agregator.rootPromise._reject(reason);
  11583. }
  11584. });
  11585. };
  11586. InternalPromise.all = function (promises) {
  11587. var newPromise = new InternalPromise();
  11588. var agregator = new FulFillmentAgregator();
  11589. agregator.target = promises.length;
  11590. agregator.rootPromise = newPromise;
  11591. if (promises.length) {
  11592. for (var index = 0; index < promises.length; index++) {
  11593. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11594. }
  11595. }
  11596. else {
  11597. newPromise._resolve([]);
  11598. }
  11599. return newPromise;
  11600. };
  11601. InternalPromise.race = function (promises) {
  11602. var newPromise = new InternalPromise();
  11603. if (promises.length) {
  11604. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11605. var promise = promises_1[_i];
  11606. promise.then(function (value) {
  11607. if (newPromise) {
  11608. newPromise._resolve(value);
  11609. newPromise = null;
  11610. }
  11611. return null;
  11612. }, function (reason) {
  11613. if (newPromise) {
  11614. newPromise._reject(reason);
  11615. newPromise = null;
  11616. }
  11617. });
  11618. }
  11619. }
  11620. return newPromise;
  11621. };
  11622. return InternalPromise;
  11623. }());
  11624. /**
  11625. * Helper class that provides a small promise polyfill
  11626. */
  11627. var PromisePolyfill = /** @class */ (function () {
  11628. function PromisePolyfill() {
  11629. }
  11630. /**
  11631. * Static function used to check if the polyfill is required
  11632. * If this is the case then the function will inject the polyfill to window.Promise
  11633. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11634. */
  11635. PromisePolyfill.Apply = function (force) {
  11636. if (force === void 0) { force = false; }
  11637. if (force || typeof Promise === 'undefined') {
  11638. var root = window;
  11639. root.Promise = InternalPromise;
  11640. }
  11641. };
  11642. return PromisePolyfill;
  11643. }());
  11644. BABYLON.PromisePolyfill = PromisePolyfill;
  11645. })(BABYLON || (BABYLON = {}));
  11646. //# sourceMappingURL=babylon.promise.js.map
  11647. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11648. var BABYLON;
  11649. (function (BABYLON) {
  11650. /**
  11651. * Helper class to push actions to a pool of workers.
  11652. */
  11653. var WorkerPool = /** @class */ (function () {
  11654. /**
  11655. * Constructor
  11656. * @param workers Array of workers to use for actions
  11657. */
  11658. function WorkerPool(workers) {
  11659. this._pendingActions = new Array();
  11660. this._workerInfos = workers.map(function (worker) { return ({
  11661. worker: worker,
  11662. active: false
  11663. }); });
  11664. }
  11665. /**
  11666. * Terminates all workers and clears any pending actions.
  11667. */
  11668. WorkerPool.prototype.dispose = function () {
  11669. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11670. var workerInfo = _a[_i];
  11671. workerInfo.worker.terminate();
  11672. }
  11673. delete this._workerInfos;
  11674. delete this._pendingActions;
  11675. };
  11676. /**
  11677. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11678. * pended until a worker has completed its action.
  11679. * @param action The action to perform. Call onComplete when the action is complete.
  11680. */
  11681. WorkerPool.prototype.push = function (action) {
  11682. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11683. var workerInfo = _a[_i];
  11684. if (!workerInfo.active) {
  11685. this._execute(workerInfo, action);
  11686. return;
  11687. }
  11688. }
  11689. this._pendingActions.push(action);
  11690. };
  11691. WorkerPool.prototype._execute = function (workerInfo, action) {
  11692. var _this = this;
  11693. workerInfo.active = true;
  11694. action(workerInfo.worker, function () {
  11695. workerInfo.active = false;
  11696. var nextAction = _this._pendingActions.shift();
  11697. if (nextAction) {
  11698. _this._execute(workerInfo, nextAction);
  11699. }
  11700. });
  11701. };
  11702. return WorkerPool;
  11703. }());
  11704. BABYLON.WorkerPool = WorkerPool;
  11705. })(BABYLON || (BABYLON = {}));
  11706. //# sourceMappingURL=babylon.workerPool.js.map
  11707. var BABYLON;
  11708. (function (BABYLON) {
  11709. /**
  11710. * @hidden
  11711. **/
  11712. var _AlphaState = /** @class */ (function () {
  11713. /**
  11714. * Initializes the state.
  11715. */
  11716. function _AlphaState() {
  11717. this._isAlphaBlendDirty = false;
  11718. this._isBlendFunctionParametersDirty = false;
  11719. this._isBlendEquationParametersDirty = false;
  11720. this._isBlendConstantsDirty = false;
  11721. this._alphaBlend = false;
  11722. this._blendFunctionParameters = new Array(4);
  11723. this._blendEquationParameters = new Array(2);
  11724. this._blendConstants = new Array(4);
  11725. this.reset();
  11726. }
  11727. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11728. get: function () {
  11729. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11730. },
  11731. enumerable: true,
  11732. configurable: true
  11733. });
  11734. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11735. get: function () {
  11736. return this._alphaBlend;
  11737. },
  11738. set: function (value) {
  11739. if (this._alphaBlend === value) {
  11740. return;
  11741. }
  11742. this._alphaBlend = value;
  11743. this._isAlphaBlendDirty = true;
  11744. },
  11745. enumerable: true,
  11746. configurable: true
  11747. });
  11748. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11749. if (this._blendConstants[0] === r &&
  11750. this._blendConstants[1] === g &&
  11751. this._blendConstants[2] === b &&
  11752. this._blendConstants[3] === a) {
  11753. return;
  11754. }
  11755. this._blendConstants[0] = r;
  11756. this._blendConstants[1] = g;
  11757. this._blendConstants[2] = b;
  11758. this._blendConstants[3] = a;
  11759. this._isBlendConstantsDirty = true;
  11760. };
  11761. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11762. if (this._blendFunctionParameters[0] === value0 &&
  11763. this._blendFunctionParameters[1] === value1 &&
  11764. this._blendFunctionParameters[2] === value2 &&
  11765. this._blendFunctionParameters[3] === value3) {
  11766. return;
  11767. }
  11768. this._blendFunctionParameters[0] = value0;
  11769. this._blendFunctionParameters[1] = value1;
  11770. this._blendFunctionParameters[2] = value2;
  11771. this._blendFunctionParameters[3] = value3;
  11772. this._isBlendFunctionParametersDirty = true;
  11773. };
  11774. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11775. if (this._blendEquationParameters[0] === rgb &&
  11776. this._blendEquationParameters[1] === alpha) {
  11777. return;
  11778. }
  11779. this._blendEquationParameters[0] = rgb;
  11780. this._blendEquationParameters[1] = alpha;
  11781. this._isBlendEquationParametersDirty = true;
  11782. };
  11783. _AlphaState.prototype.reset = function () {
  11784. this._alphaBlend = false;
  11785. this._blendFunctionParameters[0] = null;
  11786. this._blendFunctionParameters[1] = null;
  11787. this._blendFunctionParameters[2] = null;
  11788. this._blendFunctionParameters[3] = null;
  11789. this._blendEquationParameters[0] = null;
  11790. this._blendEquationParameters[1] = null;
  11791. this._blendConstants[0] = null;
  11792. this._blendConstants[1] = null;
  11793. this._blendConstants[2] = null;
  11794. this._blendConstants[3] = null;
  11795. this._isAlphaBlendDirty = true;
  11796. this._isBlendFunctionParametersDirty = false;
  11797. this._isBlendEquationParametersDirty = false;
  11798. this._isBlendConstantsDirty = false;
  11799. };
  11800. _AlphaState.prototype.apply = function (gl) {
  11801. if (!this.isDirty) {
  11802. return;
  11803. }
  11804. // Alpha blend
  11805. if (this._isAlphaBlendDirty) {
  11806. if (this._alphaBlend) {
  11807. gl.enable(gl.BLEND);
  11808. }
  11809. else {
  11810. gl.disable(gl.BLEND);
  11811. }
  11812. this._isAlphaBlendDirty = false;
  11813. }
  11814. // Alpha function
  11815. if (this._isBlendFunctionParametersDirty) {
  11816. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11817. this._isBlendFunctionParametersDirty = false;
  11818. }
  11819. // Alpha equation
  11820. if (this._isBlendEquationParametersDirty) {
  11821. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11822. this._isBlendEquationParametersDirty = false;
  11823. }
  11824. // Constants
  11825. if (this._isBlendConstantsDirty) {
  11826. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11827. this._isBlendConstantsDirty = false;
  11828. }
  11829. };
  11830. return _AlphaState;
  11831. }());
  11832. BABYLON._AlphaState = _AlphaState;
  11833. })(BABYLON || (BABYLON = {}));
  11834. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11835. var BABYLON;
  11836. (function (BABYLON) {
  11837. /**
  11838. * @hidden
  11839. **/
  11840. var _DepthCullingState = /** @class */ (function () {
  11841. /**
  11842. * Initializes the state.
  11843. */
  11844. function _DepthCullingState() {
  11845. this._isDepthTestDirty = false;
  11846. this._isDepthMaskDirty = false;
  11847. this._isDepthFuncDirty = false;
  11848. this._isCullFaceDirty = false;
  11849. this._isCullDirty = false;
  11850. this._isZOffsetDirty = false;
  11851. this._isFrontFaceDirty = false;
  11852. this.reset();
  11853. }
  11854. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11855. get: function () {
  11856. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11857. },
  11858. enumerable: true,
  11859. configurable: true
  11860. });
  11861. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11862. get: function () {
  11863. return this._zOffset;
  11864. },
  11865. set: function (value) {
  11866. if (this._zOffset === value) {
  11867. return;
  11868. }
  11869. this._zOffset = value;
  11870. this._isZOffsetDirty = true;
  11871. },
  11872. enumerable: true,
  11873. configurable: true
  11874. });
  11875. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11876. get: function () {
  11877. return this._cullFace;
  11878. },
  11879. set: function (value) {
  11880. if (this._cullFace === value) {
  11881. return;
  11882. }
  11883. this._cullFace = value;
  11884. this._isCullFaceDirty = true;
  11885. },
  11886. enumerable: true,
  11887. configurable: true
  11888. });
  11889. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11890. get: function () {
  11891. return this._cull;
  11892. },
  11893. set: function (value) {
  11894. if (this._cull === value) {
  11895. return;
  11896. }
  11897. this._cull = value;
  11898. this._isCullDirty = true;
  11899. },
  11900. enumerable: true,
  11901. configurable: true
  11902. });
  11903. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  11904. get: function () {
  11905. return this._depthFunc;
  11906. },
  11907. set: function (value) {
  11908. if (this._depthFunc === value) {
  11909. return;
  11910. }
  11911. this._depthFunc = value;
  11912. this._isDepthFuncDirty = true;
  11913. },
  11914. enumerable: true,
  11915. configurable: true
  11916. });
  11917. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  11918. get: function () {
  11919. return this._depthMask;
  11920. },
  11921. set: function (value) {
  11922. if (this._depthMask === value) {
  11923. return;
  11924. }
  11925. this._depthMask = value;
  11926. this._isDepthMaskDirty = true;
  11927. },
  11928. enumerable: true,
  11929. configurable: true
  11930. });
  11931. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  11932. get: function () {
  11933. return this._depthTest;
  11934. },
  11935. set: function (value) {
  11936. if (this._depthTest === value) {
  11937. return;
  11938. }
  11939. this._depthTest = value;
  11940. this._isDepthTestDirty = true;
  11941. },
  11942. enumerable: true,
  11943. configurable: true
  11944. });
  11945. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  11946. get: function () {
  11947. return this._frontFace;
  11948. },
  11949. set: function (value) {
  11950. if (this._frontFace === value) {
  11951. return;
  11952. }
  11953. this._frontFace = value;
  11954. this._isFrontFaceDirty = true;
  11955. },
  11956. enumerable: true,
  11957. configurable: true
  11958. });
  11959. _DepthCullingState.prototype.reset = function () {
  11960. this._depthMask = true;
  11961. this._depthTest = true;
  11962. this._depthFunc = null;
  11963. this._cullFace = null;
  11964. this._cull = null;
  11965. this._zOffset = 0;
  11966. this._frontFace = null;
  11967. this._isDepthTestDirty = true;
  11968. this._isDepthMaskDirty = true;
  11969. this._isDepthFuncDirty = false;
  11970. this._isCullFaceDirty = false;
  11971. this._isCullDirty = false;
  11972. this._isZOffsetDirty = false;
  11973. this._isFrontFaceDirty = false;
  11974. };
  11975. _DepthCullingState.prototype.apply = function (gl) {
  11976. if (!this.isDirty) {
  11977. return;
  11978. }
  11979. // Cull
  11980. if (this._isCullDirty) {
  11981. if (this.cull) {
  11982. gl.enable(gl.CULL_FACE);
  11983. }
  11984. else {
  11985. gl.disable(gl.CULL_FACE);
  11986. }
  11987. this._isCullDirty = false;
  11988. }
  11989. // Cull face
  11990. if (this._isCullFaceDirty) {
  11991. gl.cullFace(this.cullFace);
  11992. this._isCullFaceDirty = false;
  11993. }
  11994. // Depth mask
  11995. if (this._isDepthMaskDirty) {
  11996. gl.depthMask(this.depthMask);
  11997. this._isDepthMaskDirty = false;
  11998. }
  11999. // Depth test
  12000. if (this._isDepthTestDirty) {
  12001. if (this.depthTest) {
  12002. gl.enable(gl.DEPTH_TEST);
  12003. }
  12004. else {
  12005. gl.disable(gl.DEPTH_TEST);
  12006. }
  12007. this._isDepthTestDirty = false;
  12008. }
  12009. // Depth func
  12010. if (this._isDepthFuncDirty) {
  12011. gl.depthFunc(this.depthFunc);
  12012. this._isDepthFuncDirty = false;
  12013. }
  12014. // zOffset
  12015. if (this._isZOffsetDirty) {
  12016. if (this.zOffset) {
  12017. gl.enable(gl.POLYGON_OFFSET_FILL);
  12018. gl.polygonOffset(this.zOffset, 0);
  12019. }
  12020. else {
  12021. gl.disable(gl.POLYGON_OFFSET_FILL);
  12022. }
  12023. this._isZOffsetDirty = false;
  12024. }
  12025. // Front face
  12026. if (this._isFrontFaceDirty) {
  12027. gl.frontFace(this.frontFace);
  12028. this._isFrontFaceDirty = false;
  12029. }
  12030. };
  12031. return _DepthCullingState;
  12032. }());
  12033. BABYLON._DepthCullingState = _DepthCullingState;
  12034. })(BABYLON || (BABYLON = {}));
  12035. //# sourceMappingURL=babylon.depthCullingState.js.map
  12036. var BABYLON;
  12037. (function (BABYLON) {
  12038. /**
  12039. * @hidden
  12040. **/
  12041. var _StencilState = /** @class */ (function () {
  12042. function _StencilState() {
  12043. this._isStencilTestDirty = false;
  12044. this._isStencilMaskDirty = false;
  12045. this._isStencilFuncDirty = false;
  12046. this._isStencilOpDirty = false;
  12047. this.reset();
  12048. }
  12049. Object.defineProperty(_StencilState.prototype, "isDirty", {
  12050. get: function () {
  12051. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  12052. },
  12053. enumerable: true,
  12054. configurable: true
  12055. });
  12056. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  12057. get: function () {
  12058. return this._stencilFunc;
  12059. },
  12060. set: function (value) {
  12061. if (this._stencilFunc === value) {
  12062. return;
  12063. }
  12064. this._stencilFunc = value;
  12065. this._isStencilFuncDirty = true;
  12066. },
  12067. enumerable: true,
  12068. configurable: true
  12069. });
  12070. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  12071. get: function () {
  12072. return this._stencilFuncRef;
  12073. },
  12074. set: function (value) {
  12075. if (this._stencilFuncRef === value) {
  12076. return;
  12077. }
  12078. this._stencilFuncRef = value;
  12079. this._isStencilFuncDirty = true;
  12080. },
  12081. enumerable: true,
  12082. configurable: true
  12083. });
  12084. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  12085. get: function () {
  12086. return this._stencilFuncMask;
  12087. },
  12088. set: function (value) {
  12089. if (this._stencilFuncMask === value) {
  12090. return;
  12091. }
  12092. this._stencilFuncMask = value;
  12093. this._isStencilFuncDirty = true;
  12094. },
  12095. enumerable: true,
  12096. configurable: true
  12097. });
  12098. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  12099. get: function () {
  12100. return this._stencilOpStencilFail;
  12101. },
  12102. set: function (value) {
  12103. if (this._stencilOpStencilFail === value) {
  12104. return;
  12105. }
  12106. this._stencilOpStencilFail = value;
  12107. this._isStencilOpDirty = true;
  12108. },
  12109. enumerable: true,
  12110. configurable: true
  12111. });
  12112. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12113. get: function () {
  12114. return this._stencilOpDepthFail;
  12115. },
  12116. set: function (value) {
  12117. if (this._stencilOpDepthFail === value) {
  12118. return;
  12119. }
  12120. this._stencilOpDepthFail = value;
  12121. this._isStencilOpDirty = true;
  12122. },
  12123. enumerable: true,
  12124. configurable: true
  12125. });
  12126. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12127. get: function () {
  12128. return this._stencilOpStencilDepthPass;
  12129. },
  12130. set: function (value) {
  12131. if (this._stencilOpStencilDepthPass === value) {
  12132. return;
  12133. }
  12134. this._stencilOpStencilDepthPass = value;
  12135. this._isStencilOpDirty = true;
  12136. },
  12137. enumerable: true,
  12138. configurable: true
  12139. });
  12140. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12141. get: function () {
  12142. return this._stencilMask;
  12143. },
  12144. set: function (value) {
  12145. if (this._stencilMask === value) {
  12146. return;
  12147. }
  12148. this._stencilMask = value;
  12149. this._isStencilMaskDirty = true;
  12150. },
  12151. enumerable: true,
  12152. configurable: true
  12153. });
  12154. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12155. get: function () {
  12156. return this._stencilTest;
  12157. },
  12158. set: function (value) {
  12159. if (this._stencilTest === value) {
  12160. return;
  12161. }
  12162. this._stencilTest = value;
  12163. this._isStencilTestDirty = true;
  12164. },
  12165. enumerable: true,
  12166. configurable: true
  12167. });
  12168. _StencilState.prototype.reset = function () {
  12169. this._stencilTest = false;
  12170. this._stencilMask = 0xFF;
  12171. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12172. this._stencilFuncRef = 1;
  12173. this._stencilFuncMask = 0xFF;
  12174. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12175. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12176. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12177. this._isStencilTestDirty = true;
  12178. this._isStencilMaskDirty = true;
  12179. this._isStencilFuncDirty = true;
  12180. this._isStencilOpDirty = true;
  12181. };
  12182. _StencilState.prototype.apply = function (gl) {
  12183. if (!this.isDirty) {
  12184. return;
  12185. }
  12186. // Stencil test
  12187. if (this._isStencilTestDirty) {
  12188. if (this.stencilTest) {
  12189. gl.enable(gl.STENCIL_TEST);
  12190. }
  12191. else {
  12192. gl.disable(gl.STENCIL_TEST);
  12193. }
  12194. this._isStencilTestDirty = false;
  12195. }
  12196. // Stencil mask
  12197. if (this._isStencilMaskDirty) {
  12198. gl.stencilMask(this.stencilMask);
  12199. this._isStencilMaskDirty = false;
  12200. }
  12201. // Stencil func
  12202. if (this._isStencilFuncDirty) {
  12203. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12204. this._isStencilFuncDirty = false;
  12205. }
  12206. // Stencil op
  12207. if (this._isStencilOpDirty) {
  12208. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12209. this._isStencilOpDirty = false;
  12210. }
  12211. };
  12212. return _StencilState;
  12213. }());
  12214. BABYLON._StencilState = _StencilState;
  12215. })(BABYLON || (BABYLON = {}));
  12216. //# sourceMappingURL=babylon.stencilState.js.map
  12217. var __assign = (this && this.__assign) || function () {
  12218. __assign = Object.assign || function(t) {
  12219. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12220. s = arguments[i];
  12221. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12222. t[p] = s[p];
  12223. }
  12224. return t;
  12225. };
  12226. return __assign.apply(this, arguments);
  12227. };
  12228. var BABYLON;
  12229. (function (BABYLON) {
  12230. /**
  12231. * Keeps track of all the buffer info used in engine.
  12232. */
  12233. var BufferPointer = /** @class */ (function () {
  12234. function BufferPointer() {
  12235. }
  12236. return BufferPointer;
  12237. }());
  12238. /**
  12239. * Interface for attribute information associated with buffer instanciation
  12240. */
  12241. var InstancingAttributeInfo = /** @class */ (function () {
  12242. function InstancingAttributeInfo() {
  12243. }
  12244. return InstancingAttributeInfo;
  12245. }());
  12246. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12247. /**
  12248. * Define options used to create a render target texture
  12249. */
  12250. var RenderTargetCreationOptions = /** @class */ (function () {
  12251. function RenderTargetCreationOptions() {
  12252. }
  12253. return RenderTargetCreationOptions;
  12254. }());
  12255. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12256. /**
  12257. * Define options used to create a depth texture
  12258. */
  12259. var DepthTextureCreationOptions = /** @class */ (function () {
  12260. function DepthTextureCreationOptions() {
  12261. }
  12262. return DepthTextureCreationOptions;
  12263. }());
  12264. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12265. /**
  12266. * Class used to describe the capabilities of the engine relatively to the current browser
  12267. */
  12268. var EngineCapabilities = /** @class */ (function () {
  12269. function EngineCapabilities() {
  12270. }
  12271. return EngineCapabilities;
  12272. }());
  12273. BABYLON.EngineCapabilities = EngineCapabilities;
  12274. /**
  12275. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12276. */
  12277. var Engine = /** @class */ (function () {
  12278. /**
  12279. * Creates a new engine
  12280. * @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
  12281. * @param antialias defines enable antialiasing (default: false)
  12282. * @param options defines further options to be sent to the getContext() function
  12283. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12284. */
  12285. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12286. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12287. var _this = this;
  12288. // Public members
  12289. /**
  12290. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12291. */
  12292. this.forcePOTTextures = false;
  12293. /**
  12294. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12295. */
  12296. this.isFullscreen = false;
  12297. /**
  12298. * Gets a boolean indicating if the pointer is currently locked
  12299. */
  12300. this.isPointerLock = false;
  12301. /**
  12302. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12303. */
  12304. this.cullBackFaces = true;
  12305. /**
  12306. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12307. */
  12308. this.renderEvenInBackground = true;
  12309. /**
  12310. * Gets or sets a boolean indicating that cache can be kept between frames
  12311. */
  12312. this.preventCacheWipeBetweenFrames = false;
  12313. /**
  12314. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12315. **/
  12316. this.enableOfflineSupport = false;
  12317. /**
  12318. * 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)
  12319. **/
  12320. this.disableManifestCheck = false;
  12321. /**
  12322. * Gets the list of created scenes
  12323. */
  12324. this.scenes = new Array();
  12325. /**
  12326. * Gets the list of created postprocesses
  12327. */
  12328. this.postProcesses = new Array();
  12329. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12330. this.validateShaderPrograms = false;
  12331. // Observables
  12332. /**
  12333. * Observable event triggered each time the rendering canvas is resized
  12334. */
  12335. this.onResizeObservable = new BABYLON.Observable();
  12336. /**
  12337. * Observable event triggered each time the canvas loses focus
  12338. */
  12339. this.onCanvasBlurObservable = new BABYLON.Observable();
  12340. /**
  12341. * Observable event triggered each time the canvas gains focus
  12342. */
  12343. this.onCanvasFocusObservable = new BABYLON.Observable();
  12344. /**
  12345. * Observable event triggered each time the canvas receives pointerout event
  12346. */
  12347. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12348. /**
  12349. * Observable event triggered before each texture is initialized
  12350. */
  12351. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12352. //WebVR
  12353. this._vrDisplay = undefined;
  12354. this._vrSupported = false;
  12355. this._vrExclusivePointerMode = false;
  12356. // Uniform buffers list
  12357. /**
  12358. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12359. */
  12360. this.disableUniformBuffers = false;
  12361. /** @hidden */
  12362. this._uniformBuffers = new Array();
  12363. // Observables
  12364. /**
  12365. * Observable raised when the engine begins a new frame
  12366. */
  12367. this.onBeginFrameObservable = new BABYLON.Observable();
  12368. /**
  12369. * If set, will be used to request the next animation frame for the render loop
  12370. */
  12371. this.customAnimationFrameRequester = null;
  12372. /**
  12373. * Observable raised when the engine ends the current frame
  12374. */
  12375. this.onEndFrameObservable = new BABYLON.Observable();
  12376. /**
  12377. * Observable raised when the engine is about to compile a shader
  12378. */
  12379. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12380. /**
  12381. * Observable raised when the engine has jsut compiled a shader
  12382. */
  12383. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12384. this._windowIsBackground = false;
  12385. this._webGLVersion = 1.0;
  12386. /** @hidden */
  12387. this._badOS = false;
  12388. /** @hidden */
  12389. this._badDesktopOS = false;
  12390. /**
  12391. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12392. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12393. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12394. */
  12395. this.disableTextureBindingOptimization = false;
  12396. /**
  12397. * Observable signaled when VR display mode changes
  12398. */
  12399. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12400. /**
  12401. * Observable signaled when VR request present is complete
  12402. */
  12403. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12404. /**
  12405. * Observable signaled when VR request present starts
  12406. */
  12407. this.onVRRequestPresentStart = new BABYLON.Observable();
  12408. this._colorWrite = true;
  12409. /** @hidden */
  12410. this._drawCalls = new BABYLON.PerfCounter();
  12411. /** @hidden */
  12412. this._textureCollisions = new BABYLON.PerfCounter();
  12413. this._renderingQueueLaunched = false;
  12414. this._activeRenderLoops = new Array();
  12415. // Deterministic lockstepMaxSteps
  12416. this._deterministicLockstep = false;
  12417. this._lockstepMaxSteps = 4;
  12418. // Lost context
  12419. /**
  12420. * Observable signaled when a context lost event is raised
  12421. */
  12422. this.onContextLostObservable = new BABYLON.Observable();
  12423. /**
  12424. * Observable signaled when a context restored event is raised
  12425. */
  12426. this.onContextRestoredObservable = new BABYLON.Observable();
  12427. this._contextWasLost = false;
  12428. this._doNotHandleContextLost = false;
  12429. // FPS
  12430. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12431. this._fps = 60;
  12432. this._deltaTime = 0;
  12433. /**
  12434. * Turn this value on if you want to pause FPS computation when in background
  12435. */
  12436. this.disablePerformanceMonitorInBackground = false;
  12437. // States
  12438. /** @hidden */
  12439. this._depthCullingState = new BABYLON._DepthCullingState();
  12440. /** @hidden */
  12441. this._stencilState = new BABYLON._StencilState();
  12442. /** @hidden */
  12443. this._alphaState = new BABYLON._AlphaState();
  12444. /** @hidden */
  12445. this._alphaMode = Engine.ALPHA_DISABLE;
  12446. // Cache
  12447. this._internalTexturesCache = new Array();
  12448. /** @hidden */
  12449. this._activeChannel = 0;
  12450. this._currentTextureChannel = -1;
  12451. /** @hidden */
  12452. this._boundTexturesCache = {};
  12453. this._compiledEffects = {};
  12454. this._vertexAttribArraysEnabled = [];
  12455. this._uintIndicesCurrentlySet = false;
  12456. this._currentBoundBuffer = new Array();
  12457. /** @hidden */
  12458. this._currentFramebuffer = null;
  12459. this._currentBufferPointers = new Array();
  12460. this._currentInstanceLocations = new Array();
  12461. this._currentInstanceBuffers = new Array();
  12462. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12463. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12464. this._vaoRecordInProgress = false;
  12465. this._mustWipeVertexAttributes = false;
  12466. this._nextFreeTextureSlots = new Array();
  12467. this._maxSimultaneousTextures = 0;
  12468. this._activeRequests = new Array();
  12469. // Hardware supported Compressed Textures
  12470. this._texturesSupported = new Array();
  12471. /**
  12472. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12473. */
  12474. this.premultipliedAlpha = true;
  12475. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12476. this._onVRFullScreenTriggered = function () {
  12477. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12478. //get the old size before we change
  12479. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12480. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12481. //get the width and height, change the render size
  12482. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12483. _this.setHardwareScalingLevel(1);
  12484. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12485. }
  12486. else {
  12487. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12488. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12489. }
  12490. };
  12491. this._unpackFlipYCached = null;
  12492. /**
  12493. * In case you are sharing the context with other applications, it might
  12494. * be interested to not cache the unpack flip y state to ensure a consistent
  12495. * value would be set.
  12496. */
  12497. this.enableUnpackFlipYCached = true;
  12498. this._boundUniforms = {};
  12499. // Register promises
  12500. BABYLON.PromisePolyfill.Apply();
  12501. var canvas = null;
  12502. Engine.Instances.push(this);
  12503. if (!canvasOrContext) {
  12504. return;
  12505. }
  12506. options = options || {};
  12507. if (canvasOrContext.getContext) {
  12508. canvas = canvasOrContext;
  12509. this._renderingCanvas = canvas;
  12510. if (antialias != null) {
  12511. options.antialias = antialias;
  12512. }
  12513. if (options.deterministicLockstep === undefined) {
  12514. options.deterministicLockstep = false;
  12515. }
  12516. if (options.lockstepMaxSteps === undefined) {
  12517. options.lockstepMaxSteps = 4;
  12518. }
  12519. if (options.preserveDrawingBuffer === undefined) {
  12520. options.preserveDrawingBuffer = false;
  12521. }
  12522. if (options.audioEngine === undefined) {
  12523. options.audioEngine = true;
  12524. }
  12525. if (options.stencil === undefined) {
  12526. options.stencil = true;
  12527. }
  12528. if (options.premultipliedAlpha === false) {
  12529. this.premultipliedAlpha = false;
  12530. }
  12531. this._deterministicLockstep = options.deterministicLockstep;
  12532. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12533. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12534. // Exceptions
  12535. if (navigator && navigator.userAgent) {
  12536. var ua = navigator.userAgent;
  12537. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12538. var exception = _a[_i];
  12539. var key = exception.key;
  12540. var targets = exception.targets;
  12541. if (ua.indexOf(key) > -1) {
  12542. if (exception.capture && exception.captureConstraint) {
  12543. var capture = exception.capture;
  12544. var constraint = exception.captureConstraint;
  12545. var regex = new RegExp(capture);
  12546. var matches = regex.exec(ua);
  12547. if (matches && matches.length > 0) {
  12548. var capturedValue = parseInt(matches[matches.length - 1]);
  12549. if (capturedValue >= constraint) {
  12550. continue;
  12551. }
  12552. }
  12553. }
  12554. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12555. var target = targets_1[_b];
  12556. switch (target) {
  12557. case "uniformBuffer":
  12558. this.disableUniformBuffers = true;
  12559. break;
  12560. case "textureBindingOptimization":
  12561. this.disableTextureBindingOptimization = true;
  12562. break;
  12563. }
  12564. }
  12565. }
  12566. }
  12567. }
  12568. // GL
  12569. if (!options.disableWebGL2Support) {
  12570. try {
  12571. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12572. if (this._gl) {
  12573. this._webGLVersion = 2.0;
  12574. // Prevent weird browsers to lie :-)
  12575. if (!this._gl.deleteQuery) {
  12576. this._webGLVersion = 1.0;
  12577. }
  12578. }
  12579. }
  12580. catch (e) {
  12581. // Do nothing
  12582. }
  12583. }
  12584. if (!this._gl) {
  12585. if (!canvas) {
  12586. throw new Error("The provided canvas is null or undefined.");
  12587. }
  12588. try {
  12589. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12590. }
  12591. catch (e) {
  12592. throw new Error("WebGL not supported");
  12593. }
  12594. }
  12595. if (!this._gl) {
  12596. throw new Error("WebGL not supported");
  12597. }
  12598. this._onCanvasFocus = function () {
  12599. _this.onCanvasFocusObservable.notifyObservers(_this);
  12600. };
  12601. this._onCanvasBlur = function () {
  12602. _this.onCanvasBlurObservable.notifyObservers(_this);
  12603. };
  12604. canvas.addEventListener("focus", this._onCanvasFocus);
  12605. canvas.addEventListener("blur", this._onCanvasBlur);
  12606. this._onBlur = function () {
  12607. if (_this.disablePerformanceMonitorInBackground) {
  12608. _this._performanceMonitor.disable();
  12609. }
  12610. _this._windowIsBackground = true;
  12611. };
  12612. this._onFocus = function () {
  12613. if (_this.disablePerformanceMonitorInBackground) {
  12614. _this._performanceMonitor.enable();
  12615. }
  12616. _this._windowIsBackground = false;
  12617. };
  12618. this._onCanvasPointerOut = function (ev) {
  12619. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12620. };
  12621. if (BABYLON.Tools.IsWindowObjectExist()) {
  12622. window.addEventListener("blur", this._onBlur);
  12623. window.addEventListener("focus", this._onFocus);
  12624. }
  12625. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12626. // Context lost
  12627. if (!this._doNotHandleContextLost) {
  12628. this._onContextLost = function (evt) {
  12629. evt.preventDefault();
  12630. _this._contextWasLost = true;
  12631. BABYLON.Tools.Warn("WebGL context lost.");
  12632. _this.onContextLostObservable.notifyObservers(_this);
  12633. };
  12634. this._onContextRestored = function (evt) {
  12635. // Adding a timeout to avoid race condition at browser level
  12636. setTimeout(function () {
  12637. // Rebuild gl context
  12638. _this._initGLContext();
  12639. // Rebuild effects
  12640. _this._rebuildEffects();
  12641. // Rebuild textures
  12642. _this._rebuildInternalTextures();
  12643. // Rebuild buffers
  12644. _this._rebuildBuffers();
  12645. // Cache
  12646. _this.wipeCaches(true);
  12647. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12648. _this.onContextRestoredObservable.notifyObservers(_this);
  12649. _this._contextWasLost = false;
  12650. }, 0);
  12651. };
  12652. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12653. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12654. }
  12655. }
  12656. else {
  12657. this._gl = canvasOrContext;
  12658. this._renderingCanvas = this._gl.canvas;
  12659. if (this._gl.renderbufferStorageMultisample) {
  12660. this._webGLVersion = 2.0;
  12661. }
  12662. var attributes = this._gl.getContextAttributes();
  12663. if (attributes) {
  12664. options.stencil = attributes.stencil;
  12665. }
  12666. }
  12667. // Viewport
  12668. var devicePixelRatio = BABYLON.Tools.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  12669. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  12670. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  12671. this.resize();
  12672. this._isStencilEnable = options.stencil ? true : false;
  12673. this._initGLContext();
  12674. if (canvas) {
  12675. // Fullscreen
  12676. this._onFullscreenChange = function () {
  12677. if (document.fullscreen !== undefined) {
  12678. _this.isFullscreen = document.fullscreen;
  12679. }
  12680. else if (document.mozFullScreen !== undefined) {
  12681. _this.isFullscreen = document.mozFullScreen;
  12682. }
  12683. else if (document.webkitIsFullScreen !== undefined) {
  12684. _this.isFullscreen = document.webkitIsFullScreen;
  12685. }
  12686. else if (document.msIsFullScreen !== undefined) {
  12687. _this.isFullscreen = document.msIsFullScreen;
  12688. }
  12689. // Pointer lock
  12690. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12691. canvas.requestPointerLock = canvas.requestPointerLock ||
  12692. canvas.msRequestPointerLock ||
  12693. canvas.mozRequestPointerLock ||
  12694. canvas.webkitRequestPointerLock;
  12695. if (canvas.requestPointerLock) {
  12696. canvas.requestPointerLock();
  12697. }
  12698. }
  12699. };
  12700. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12701. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12702. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12703. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12704. // Pointer lock
  12705. this._onPointerLockChange = function () {
  12706. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12707. document.webkitPointerLockElement === canvas ||
  12708. document.msPointerLockElement === canvas ||
  12709. document.pointerLockElement === canvas);
  12710. };
  12711. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12712. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12713. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12714. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12715. this._onVRDisplayPointerRestricted = function () {
  12716. if (canvas) {
  12717. canvas.requestPointerLock();
  12718. }
  12719. };
  12720. this._onVRDisplayPointerUnrestricted = function () {
  12721. document.exitPointerLock();
  12722. };
  12723. if (BABYLON.Tools.IsWindowObjectExist()) {
  12724. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12725. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12726. }
  12727. }
  12728. // Create Audio Engine if needed.
  12729. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12730. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12731. }
  12732. // Prepare buffer pointers
  12733. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12734. this._currentBufferPointers[i] = new BufferPointer();
  12735. }
  12736. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12737. // Load WebVR Devices
  12738. if (options.autoEnableWebVR) {
  12739. this.initWebVR();
  12740. }
  12741. // Detect if we are running on a faulty buggy OS.
  12742. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12743. // Detect if we are running on a faulty buggy desktop OS.
  12744. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12745. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12746. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12747. }
  12748. Object.defineProperty(Engine, "LastCreatedEngine", {
  12749. /**
  12750. * Gets the latest created engine
  12751. */
  12752. get: function () {
  12753. if (Engine.Instances.length === 0) {
  12754. return null;
  12755. }
  12756. return Engine.Instances[Engine.Instances.length - 1];
  12757. },
  12758. enumerable: true,
  12759. configurable: true
  12760. });
  12761. Object.defineProperty(Engine, "LastCreatedScene", {
  12762. /**
  12763. * Gets the latest created scene
  12764. */
  12765. get: function () {
  12766. var lastCreatedEngine = Engine.LastCreatedEngine;
  12767. if (!lastCreatedEngine) {
  12768. return null;
  12769. }
  12770. if (lastCreatedEngine.scenes.length === 0) {
  12771. return null;
  12772. }
  12773. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12774. },
  12775. enumerable: true,
  12776. configurable: true
  12777. });
  12778. /**
  12779. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12780. * @param flag defines which part of the materials must be marked as dirty
  12781. * @param predicate defines a predicate used to filter which materials should be affected
  12782. */
  12783. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12784. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12785. var engine = Engine.Instances[engineIndex];
  12786. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12787. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12788. }
  12789. }
  12790. };
  12791. Object.defineProperty(Engine, "Version", {
  12792. /**
  12793. * Returns the current version of the framework
  12794. */
  12795. get: function () {
  12796. return "4.0.0-alpha.5";
  12797. },
  12798. enumerable: true,
  12799. configurable: true
  12800. });
  12801. Object.defineProperty(Engine.prototype, "description", {
  12802. /**
  12803. * Returns a string describing the current engine
  12804. */
  12805. get: function () {
  12806. var description = "WebGL" + this.webGLVersion;
  12807. if (this._caps.parallelShaderCompile) {
  12808. description += " - Parallel shader compilation";
  12809. }
  12810. return description;
  12811. },
  12812. enumerable: true,
  12813. configurable: true
  12814. });
  12815. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12816. /**
  12817. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12818. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12819. */
  12820. get: function () {
  12821. return this._vrExclusivePointerMode;
  12822. },
  12823. enumerable: true,
  12824. configurable: true
  12825. });
  12826. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12827. /**
  12828. * Gets a boolean indicating that the engine supports uniform buffers
  12829. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12830. */
  12831. get: function () {
  12832. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12833. },
  12834. enumerable: true,
  12835. configurable: true
  12836. });
  12837. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12838. /**
  12839. * Gets a boolean indicating that only power of 2 textures are supported
  12840. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12841. */
  12842. get: function () {
  12843. return this._webGLVersion < 2 || this.forcePOTTextures;
  12844. },
  12845. enumerable: true,
  12846. configurable: true
  12847. });
  12848. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12849. /**
  12850. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12851. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12852. */
  12853. get: function () {
  12854. return this._doNotHandleContextLost;
  12855. },
  12856. set: function (value) {
  12857. this._doNotHandleContextLost = value;
  12858. },
  12859. enumerable: true,
  12860. configurable: true
  12861. });
  12862. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12863. /**
  12864. * Gets the performance monitor attached to this engine
  12865. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12866. */
  12867. get: function () {
  12868. return this._performanceMonitor;
  12869. },
  12870. enumerable: true,
  12871. configurable: true
  12872. });
  12873. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12874. /**
  12875. * Gets the list of texture formats supported
  12876. */
  12877. get: function () {
  12878. return this._texturesSupported;
  12879. },
  12880. enumerable: true,
  12881. configurable: true
  12882. });
  12883. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12884. /**
  12885. * Gets the list of texture formats in use
  12886. */
  12887. get: function () {
  12888. return this._textureFormatInUse;
  12889. },
  12890. enumerable: true,
  12891. configurable: true
  12892. });
  12893. Object.defineProperty(Engine.prototype, "currentViewport", {
  12894. /**
  12895. * Gets the current viewport
  12896. */
  12897. get: function () {
  12898. return this._cachedViewport;
  12899. },
  12900. enumerable: true,
  12901. configurable: true
  12902. });
  12903. Object.defineProperty(Engine.prototype, "emptyTexture", {
  12904. /**
  12905. * Gets the default empty texture
  12906. */
  12907. get: function () {
  12908. if (!this._emptyTexture) {
  12909. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12910. }
  12911. return this._emptyTexture;
  12912. },
  12913. enumerable: true,
  12914. configurable: true
  12915. });
  12916. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  12917. /**
  12918. * Gets the default empty 3D texture
  12919. */
  12920. get: function () {
  12921. if (!this._emptyTexture3D) {
  12922. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12923. }
  12924. return this._emptyTexture3D;
  12925. },
  12926. enumerable: true,
  12927. configurable: true
  12928. });
  12929. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  12930. /**
  12931. * Gets the default empty cube texture
  12932. */
  12933. get: function () {
  12934. if (!this._emptyCubeTexture) {
  12935. var faceData = new Uint8Array(4);
  12936. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  12937. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12938. }
  12939. return this._emptyCubeTexture;
  12940. },
  12941. enumerable: true,
  12942. configurable: true
  12943. });
  12944. Engine.prototype._rebuildInternalTextures = function () {
  12945. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  12946. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  12947. var internalTexture = currentState_1[_i];
  12948. internalTexture._rebuild();
  12949. }
  12950. };
  12951. Engine.prototype._rebuildEffects = function () {
  12952. for (var key in this._compiledEffects) {
  12953. var effect = this._compiledEffects[key];
  12954. effect._prepareEffect();
  12955. }
  12956. BABYLON.Effect.ResetCache();
  12957. };
  12958. /**
  12959. * Gets a boolean indicating if all created effects are ready
  12960. * @returns true if all effects are ready
  12961. */
  12962. Engine.prototype.areAllEffectsReady = function () {
  12963. for (var key in this._compiledEffects) {
  12964. var effect = this._compiledEffects[key];
  12965. if (!effect.isReady()) {
  12966. return false;
  12967. }
  12968. }
  12969. return true;
  12970. };
  12971. Engine.prototype._rebuildBuffers = function () {
  12972. // Index / Vertex
  12973. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  12974. var scene = _a[_i];
  12975. scene.resetCachedMaterial();
  12976. scene._rebuildGeometries();
  12977. scene._rebuildTextures();
  12978. }
  12979. // Uniforms
  12980. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  12981. var uniformBuffer = _c[_b];
  12982. uniformBuffer._rebuild();
  12983. }
  12984. };
  12985. Engine.prototype._initGLContext = function () {
  12986. // Caps
  12987. this._caps = new EngineCapabilities();
  12988. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  12989. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  12990. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  12991. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  12992. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  12993. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  12994. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  12995. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  12996. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  12997. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  12998. // Infos
  12999. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  13000. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  13001. if (rendererInfo != null) {
  13002. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  13003. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  13004. }
  13005. if (!this._glVendor) {
  13006. this._glVendor = "Unknown vendor";
  13007. }
  13008. if (!this._glRenderer) {
  13009. this._glRenderer = "Unknown renderer";
  13010. }
  13011. // Constants
  13012. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  13013. if (this._gl.RGBA16F !== 0x881A) {
  13014. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  13015. }
  13016. if (this._gl.RGBA32F !== 0x8814) {
  13017. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  13018. }
  13019. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  13020. this._gl.DEPTH24_STENCIL8 = 35056;
  13021. }
  13022. // Extensions
  13023. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  13024. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  13025. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  13026. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  13027. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  13028. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  13029. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  13030. 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');
  13031. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  13032. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  13033. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  13034. this._caps.highPrecisionShaderSupported = false;
  13035. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  13036. if (this._caps.timerQuery) {
  13037. if (this._webGLVersion === 1) {
  13038. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  13039. }
  13040. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  13041. }
  13042. // Checks if some of the format renders first to allow the use of webgl inspector.
  13043. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  13044. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  13045. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  13046. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  13047. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  13048. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  13049. if (this._webGLVersion > 1) {
  13050. this._gl.HALF_FLOAT_OES = 0x140B;
  13051. }
  13052. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  13053. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  13054. // Draw buffers
  13055. if (this._webGLVersion > 1) {
  13056. this._caps.drawBuffersExtension = true;
  13057. }
  13058. else {
  13059. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  13060. if (drawBuffersExtension !== null) {
  13061. this._caps.drawBuffersExtension = true;
  13062. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  13063. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  13064. for (var i = 0; i < 16; i++) {
  13065. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  13066. }
  13067. }
  13068. else {
  13069. this._caps.drawBuffersExtension = false;
  13070. }
  13071. }
  13072. // Shader compiler threads
  13073. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  13074. if (this._caps.parallelShaderCompile) {
  13075. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  13076. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  13077. }
  13078. // Depth Texture
  13079. if (this._webGLVersion > 1) {
  13080. this._caps.depthTextureExtension = true;
  13081. }
  13082. else {
  13083. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  13084. if (depthTextureExtension != null) {
  13085. this._caps.depthTextureExtension = true;
  13086. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  13087. }
  13088. }
  13089. // Vertex array object
  13090. if (this._webGLVersion > 1) {
  13091. this._caps.vertexArrayObject = true;
  13092. }
  13093. else {
  13094. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  13095. if (vertexArrayObjectExtension != null) {
  13096. this._caps.vertexArrayObject = true;
  13097. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  13098. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  13099. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  13100. }
  13101. else {
  13102. this._caps.vertexArrayObject = false;
  13103. }
  13104. }
  13105. // Instances count
  13106. if (this._webGLVersion > 1) {
  13107. this._caps.instancedArrays = true;
  13108. }
  13109. else {
  13110. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  13111. if (instanceExtension != null) {
  13112. this._caps.instancedArrays = true;
  13113. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  13114. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13115. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13116. }
  13117. else {
  13118. this._caps.instancedArrays = false;
  13119. }
  13120. }
  13121. // Intelligently add supported compressed formats in order to check for.
  13122. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13123. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13124. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13125. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13126. if (this._caps.astc) {
  13127. this.texturesSupported.push('-astc.ktx');
  13128. }
  13129. if (this._caps.s3tc) {
  13130. this.texturesSupported.push('-dxt.ktx');
  13131. }
  13132. if (this._caps.pvrtc) {
  13133. this.texturesSupported.push('-pvrtc.ktx');
  13134. }
  13135. if (this._caps.etc2) {
  13136. this.texturesSupported.push('-etc2.ktx');
  13137. }
  13138. if (this._caps.etc1) {
  13139. this.texturesSupported.push('-etc1.ktx');
  13140. }
  13141. if (this._gl.getShaderPrecisionFormat) {
  13142. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  13143. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13144. if (vertex_highp && fragment_highp) {
  13145. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  13146. }
  13147. }
  13148. // Depth buffer
  13149. this.setDepthBuffer(true);
  13150. this.setDepthFunctionToLessOrEqual();
  13151. this.setDepthWrite(true);
  13152. // Texture maps
  13153. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13154. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13155. this._nextFreeTextureSlots.push(slot);
  13156. }
  13157. };
  13158. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13159. /**
  13160. * Gets version of the current webGL context
  13161. */
  13162. get: function () {
  13163. return this._webGLVersion;
  13164. },
  13165. enumerable: true,
  13166. configurable: true
  13167. });
  13168. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13169. /**
  13170. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13171. */
  13172. get: function () {
  13173. return this._isStencilEnable;
  13174. },
  13175. enumerable: true,
  13176. configurable: true
  13177. });
  13178. Engine.prototype._prepareWorkingCanvas = function () {
  13179. if (this._workingCanvas) {
  13180. return;
  13181. }
  13182. this._workingCanvas = document.createElement("canvas");
  13183. var context = this._workingCanvas.getContext("2d");
  13184. if (context) {
  13185. this._workingContext = context;
  13186. }
  13187. };
  13188. /**
  13189. * Reset the texture cache to empty state
  13190. */
  13191. Engine.prototype.resetTextureCache = function () {
  13192. for (var key in this._boundTexturesCache) {
  13193. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13194. continue;
  13195. }
  13196. var boundTexture = this._boundTexturesCache[key];
  13197. if (boundTexture) {
  13198. this._removeDesignatedSlot(boundTexture);
  13199. }
  13200. this._boundTexturesCache[key] = null;
  13201. }
  13202. if (!this.disableTextureBindingOptimization) {
  13203. this._nextFreeTextureSlots = [];
  13204. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13205. this._nextFreeTextureSlots.push(slot);
  13206. }
  13207. }
  13208. this._currentTextureChannel = -1;
  13209. };
  13210. /**
  13211. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13212. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13213. * @returns true if engine is in deterministic lock step mode
  13214. */
  13215. Engine.prototype.isDeterministicLockStep = function () {
  13216. return this._deterministicLockstep;
  13217. };
  13218. /**
  13219. * Gets the max steps when engine is running in deterministic lock step
  13220. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13221. * @returns the max steps
  13222. */
  13223. Engine.prototype.getLockstepMaxSteps = function () {
  13224. return this._lockstepMaxSteps;
  13225. };
  13226. /**
  13227. * Gets an object containing information about the current webGL context
  13228. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13229. */
  13230. Engine.prototype.getGlInfo = function () {
  13231. return {
  13232. vendor: this._glVendor,
  13233. renderer: this._glRenderer,
  13234. version: this._glVersion
  13235. };
  13236. };
  13237. /**
  13238. * Gets current aspect ratio
  13239. * @param camera defines the camera to use to get the aspect ratio
  13240. * @param useScreen defines if screen size must be used (or the current render target if any)
  13241. * @returns a number defining the aspect ratio
  13242. */
  13243. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13244. if (useScreen === void 0) { useScreen = false; }
  13245. var viewport = camera.viewport;
  13246. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13247. };
  13248. /**
  13249. * Gets current screen aspect ratio
  13250. * @returns a number defining the aspect ratio
  13251. */
  13252. Engine.prototype.getScreenAspectRatio = function () {
  13253. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13254. };
  13255. /**
  13256. * Gets the current render width
  13257. * @param useScreen defines if screen size must be used (or the current render target if any)
  13258. * @returns a number defining the current render width
  13259. */
  13260. Engine.prototype.getRenderWidth = function (useScreen) {
  13261. if (useScreen === void 0) { useScreen = false; }
  13262. if (!useScreen && this._currentRenderTarget) {
  13263. return this._currentRenderTarget.width;
  13264. }
  13265. return this._gl.drawingBufferWidth;
  13266. };
  13267. /**
  13268. * Gets the current render height
  13269. * @param useScreen defines if screen size must be used (or the current render target if any)
  13270. * @returns a number defining the current render height
  13271. */
  13272. Engine.prototype.getRenderHeight = function (useScreen) {
  13273. if (useScreen === void 0) { useScreen = false; }
  13274. if (!useScreen && this._currentRenderTarget) {
  13275. return this._currentRenderTarget.height;
  13276. }
  13277. return this._gl.drawingBufferHeight;
  13278. };
  13279. /**
  13280. * Gets the HTML canvas attached with the current webGL context
  13281. * @returns a HTML canvas
  13282. */
  13283. Engine.prototype.getRenderingCanvas = function () {
  13284. return this._renderingCanvas;
  13285. };
  13286. /**
  13287. * Gets the client rect of the HTML canvas attached with the current webGL context
  13288. * @returns a client rectanglee
  13289. */
  13290. Engine.prototype.getRenderingCanvasClientRect = function () {
  13291. if (!this._renderingCanvas) {
  13292. return null;
  13293. }
  13294. return this._renderingCanvas.getBoundingClientRect();
  13295. };
  13296. /**
  13297. * Defines the hardware scaling level.
  13298. * By default the hardware scaling level is computed from the window device ratio.
  13299. * 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.
  13300. * @param level defines the level to use
  13301. */
  13302. Engine.prototype.setHardwareScalingLevel = function (level) {
  13303. this._hardwareScalingLevel = level;
  13304. this.resize();
  13305. };
  13306. /**
  13307. * Gets the current hardware scaling level.
  13308. * By default the hardware scaling level is computed from the window device ratio.
  13309. * 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.
  13310. * @returns a number indicating the current hardware scaling level
  13311. */
  13312. Engine.prototype.getHardwareScalingLevel = function () {
  13313. return this._hardwareScalingLevel;
  13314. };
  13315. /**
  13316. * Gets the list of loaded textures
  13317. * @returns an array containing all loaded textures
  13318. */
  13319. Engine.prototype.getLoadedTexturesCache = function () {
  13320. return this._internalTexturesCache;
  13321. };
  13322. /**
  13323. * Gets the object containing all engine capabilities
  13324. * @returns the EngineCapabilities object
  13325. */
  13326. Engine.prototype.getCaps = function () {
  13327. return this._caps;
  13328. };
  13329. /**
  13330. * Gets the current depth function
  13331. * @returns a number defining the depth function
  13332. */
  13333. Engine.prototype.getDepthFunction = function () {
  13334. return this._depthCullingState.depthFunc;
  13335. };
  13336. /**
  13337. * Sets the current depth function
  13338. * @param depthFunc defines the function to use
  13339. */
  13340. Engine.prototype.setDepthFunction = function (depthFunc) {
  13341. this._depthCullingState.depthFunc = depthFunc;
  13342. };
  13343. /**
  13344. * Sets the current depth function to GREATER
  13345. */
  13346. Engine.prototype.setDepthFunctionToGreater = function () {
  13347. this._depthCullingState.depthFunc = this._gl.GREATER;
  13348. };
  13349. /**
  13350. * Sets the current depth function to GEQUAL
  13351. */
  13352. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13353. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13354. };
  13355. /**
  13356. * Sets the current depth function to LESS
  13357. */
  13358. Engine.prototype.setDepthFunctionToLess = function () {
  13359. this._depthCullingState.depthFunc = this._gl.LESS;
  13360. };
  13361. /**
  13362. * Sets the current depth function to LEQUAL
  13363. */
  13364. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13365. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13366. };
  13367. /**
  13368. * Gets a boolean indicating if stencil buffer is enabled
  13369. * @returns the current stencil buffer state
  13370. */
  13371. Engine.prototype.getStencilBuffer = function () {
  13372. return this._stencilState.stencilTest;
  13373. };
  13374. /**
  13375. * Enable or disable the stencil buffer
  13376. * @param enable defines if the stencil buffer must be enabled or disabled
  13377. */
  13378. Engine.prototype.setStencilBuffer = function (enable) {
  13379. this._stencilState.stencilTest = enable;
  13380. };
  13381. /**
  13382. * Gets the current stencil mask
  13383. * @returns a number defining the new stencil mask to use
  13384. */
  13385. Engine.prototype.getStencilMask = function () {
  13386. return this._stencilState.stencilMask;
  13387. };
  13388. /**
  13389. * Sets the current stencil mask
  13390. * @param mask defines the new stencil mask to use
  13391. */
  13392. Engine.prototype.setStencilMask = function (mask) {
  13393. this._stencilState.stencilMask = mask;
  13394. };
  13395. /**
  13396. * Gets the current stencil function
  13397. * @returns a number defining the stencil function to use
  13398. */
  13399. Engine.prototype.getStencilFunction = function () {
  13400. return this._stencilState.stencilFunc;
  13401. };
  13402. /**
  13403. * Gets the current stencil reference value
  13404. * @returns a number defining the stencil reference value to use
  13405. */
  13406. Engine.prototype.getStencilFunctionReference = function () {
  13407. return this._stencilState.stencilFuncRef;
  13408. };
  13409. /**
  13410. * Gets the current stencil mask
  13411. * @returns a number defining the stencil mask to use
  13412. */
  13413. Engine.prototype.getStencilFunctionMask = function () {
  13414. return this._stencilState.stencilFuncMask;
  13415. };
  13416. /**
  13417. * Sets the current stencil function
  13418. * @param stencilFunc defines the new stencil function to use
  13419. */
  13420. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13421. this._stencilState.stencilFunc = stencilFunc;
  13422. };
  13423. /**
  13424. * Sets the current stencil reference
  13425. * @param reference defines the new stencil reference to use
  13426. */
  13427. Engine.prototype.setStencilFunctionReference = function (reference) {
  13428. this._stencilState.stencilFuncRef = reference;
  13429. };
  13430. /**
  13431. * Sets the current stencil mask
  13432. * @param mask defines the new stencil mask to use
  13433. */
  13434. Engine.prototype.setStencilFunctionMask = function (mask) {
  13435. this._stencilState.stencilFuncMask = mask;
  13436. };
  13437. /**
  13438. * Gets the current stencil operation when stencil fails
  13439. * @returns a number defining stencil operation to use when stencil fails
  13440. */
  13441. Engine.prototype.getStencilOperationFail = function () {
  13442. return this._stencilState.stencilOpStencilFail;
  13443. };
  13444. /**
  13445. * Gets the current stencil operation when depth fails
  13446. * @returns a number defining stencil operation to use when depth fails
  13447. */
  13448. Engine.prototype.getStencilOperationDepthFail = function () {
  13449. return this._stencilState.stencilOpDepthFail;
  13450. };
  13451. /**
  13452. * Gets the current stencil operation when stencil passes
  13453. * @returns a number defining stencil operation to use when stencil passes
  13454. */
  13455. Engine.prototype.getStencilOperationPass = function () {
  13456. return this._stencilState.stencilOpStencilDepthPass;
  13457. };
  13458. /**
  13459. * Sets the stencil operation to use when stencil fails
  13460. * @param operation defines the stencil operation to use when stencil fails
  13461. */
  13462. Engine.prototype.setStencilOperationFail = function (operation) {
  13463. this._stencilState.stencilOpStencilFail = operation;
  13464. };
  13465. /**
  13466. * Sets the stencil operation to use when depth fails
  13467. * @param operation defines the stencil operation to use when depth fails
  13468. */
  13469. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13470. this._stencilState.stencilOpDepthFail = operation;
  13471. };
  13472. /**
  13473. * Sets the stencil operation to use when stencil passes
  13474. * @param operation defines the stencil operation to use when stencil passes
  13475. */
  13476. Engine.prototype.setStencilOperationPass = function (operation) {
  13477. this._stencilState.stencilOpStencilDepthPass = operation;
  13478. };
  13479. /**
  13480. * Sets a boolean indicating if the dithering state is enabled or disabled
  13481. * @param value defines the dithering state
  13482. */
  13483. Engine.prototype.setDitheringState = function (value) {
  13484. if (value) {
  13485. this._gl.enable(this._gl.DITHER);
  13486. }
  13487. else {
  13488. this._gl.disable(this._gl.DITHER);
  13489. }
  13490. };
  13491. /**
  13492. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13493. * @param value defines the rasterizer state
  13494. */
  13495. Engine.prototype.setRasterizerState = function (value) {
  13496. if (value) {
  13497. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13498. }
  13499. else {
  13500. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13501. }
  13502. };
  13503. /**
  13504. * stop executing a render loop function and remove it from the execution array
  13505. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13506. */
  13507. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13508. if (!renderFunction) {
  13509. this._activeRenderLoops = [];
  13510. return;
  13511. }
  13512. var index = this._activeRenderLoops.indexOf(renderFunction);
  13513. if (index >= 0) {
  13514. this._activeRenderLoops.splice(index, 1);
  13515. }
  13516. };
  13517. /** @hidden */
  13518. Engine.prototype._renderLoop = function () {
  13519. if (!this._contextWasLost) {
  13520. var shouldRender = true;
  13521. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13522. shouldRender = false;
  13523. }
  13524. if (shouldRender) {
  13525. // Start new frame
  13526. this.beginFrame();
  13527. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13528. var renderFunction = this._activeRenderLoops[index];
  13529. renderFunction();
  13530. }
  13531. // Present
  13532. this.endFrame();
  13533. }
  13534. }
  13535. if (this._activeRenderLoops.length > 0) {
  13536. // Register new frame
  13537. if (this.customAnimationFrameRequester) {
  13538. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13539. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13540. }
  13541. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13542. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13543. }
  13544. else {
  13545. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13546. }
  13547. }
  13548. else {
  13549. this._renderingQueueLaunched = false;
  13550. }
  13551. };
  13552. /**
  13553. * Register and execute a render loop. The engine can have more than one render function
  13554. * @param renderFunction defines the function to continuously execute
  13555. */
  13556. Engine.prototype.runRenderLoop = function (renderFunction) {
  13557. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13558. return;
  13559. }
  13560. this._activeRenderLoops.push(renderFunction);
  13561. if (!this._renderingQueueLaunched) {
  13562. this._renderingQueueLaunched = true;
  13563. this._bindedRenderFunction = this._renderLoop.bind(this);
  13564. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13565. }
  13566. };
  13567. /**
  13568. * Toggle full screen mode
  13569. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13570. */
  13571. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13572. if (this.isFullscreen) {
  13573. BABYLON.Tools.ExitFullscreen();
  13574. }
  13575. else {
  13576. this._pointerLockRequested = requestPointerLock;
  13577. if (this._renderingCanvas) {
  13578. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13579. }
  13580. }
  13581. };
  13582. /**
  13583. * Clear the current render buffer or the current render target (if any is set up)
  13584. * @param color defines the color to use
  13585. * @param backBuffer defines if the back buffer must be cleared
  13586. * @param depth defines if the depth buffer must be cleared
  13587. * @param stencil defines if the stencil buffer must be cleared
  13588. */
  13589. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13590. if (stencil === void 0) { stencil = false; }
  13591. this.applyStates();
  13592. var mode = 0;
  13593. if (backBuffer && color) {
  13594. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13595. mode |= this._gl.COLOR_BUFFER_BIT;
  13596. }
  13597. if (depth) {
  13598. this._gl.clearDepth(1.0);
  13599. mode |= this._gl.DEPTH_BUFFER_BIT;
  13600. }
  13601. if (stencil) {
  13602. this._gl.clearStencil(0);
  13603. mode |= this._gl.STENCIL_BUFFER_BIT;
  13604. }
  13605. this._gl.clear(mode);
  13606. };
  13607. /**
  13608. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13609. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13610. * @param y defines the y-coordinate of the corner of the clear rectangle
  13611. * @param width defines the width of the clear rectangle
  13612. * @param height defines the height of the clear rectangle
  13613. * @param clearColor defines the clear color
  13614. */
  13615. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13616. var gl = this._gl;
  13617. // Save state
  13618. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13619. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13620. // Change state
  13621. gl.enable(gl.SCISSOR_TEST);
  13622. gl.scissor(x, y, width, height);
  13623. // Clear
  13624. this.clear(clearColor, true, true, true);
  13625. // Restore state
  13626. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13627. if (curScissor === true) {
  13628. gl.enable(gl.SCISSOR_TEST);
  13629. }
  13630. else {
  13631. gl.disable(gl.SCISSOR_TEST);
  13632. }
  13633. };
  13634. /** @hidden */
  13635. Engine.prototype._viewport = function (x, y, width, height) {
  13636. if (x !== this._viewportCached.x ||
  13637. y !== this._viewportCached.y ||
  13638. width !== this._viewportCached.z ||
  13639. height !== this._viewportCached.w) {
  13640. this._viewportCached.x = x;
  13641. this._viewportCached.y = y;
  13642. this._viewportCached.z = width;
  13643. this._viewportCached.w = height;
  13644. this._gl.viewport(x, y, width, height);
  13645. }
  13646. };
  13647. /**
  13648. * Set the WebGL's viewport
  13649. * @param viewport defines the viewport element to be used
  13650. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13651. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13652. */
  13653. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13654. var width = requiredWidth || this.getRenderWidth();
  13655. var height = requiredHeight || this.getRenderHeight();
  13656. var x = viewport.x || 0;
  13657. var y = viewport.y || 0;
  13658. this._cachedViewport = viewport;
  13659. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13660. };
  13661. /**
  13662. * Directly set the WebGL Viewport
  13663. * @param x defines the x coordinate of the viewport (in screen space)
  13664. * @param y defines the y coordinate of the viewport (in screen space)
  13665. * @param width defines the width of the viewport (in screen space)
  13666. * @param height defines the height of the viewport (in screen space)
  13667. * @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
  13668. */
  13669. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13670. var currentViewport = this._cachedViewport;
  13671. this._cachedViewport = null;
  13672. this._viewport(x, y, width, height);
  13673. return currentViewport;
  13674. };
  13675. /**
  13676. * Begin a new frame
  13677. */
  13678. Engine.prototype.beginFrame = function () {
  13679. this.onBeginFrameObservable.notifyObservers(this);
  13680. this._measureFps();
  13681. };
  13682. /**
  13683. * Enf the current frame
  13684. */
  13685. Engine.prototype.endFrame = function () {
  13686. // Force a flush in case we are using a bad OS.
  13687. if (this._badOS) {
  13688. this.flushFramebuffer();
  13689. }
  13690. // Submit frame to the vr device, if enabled
  13691. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13692. // TODO: We should only submit the frame if we read frameData successfully.
  13693. this._vrDisplay.submitFrame();
  13694. }
  13695. this.onEndFrameObservable.notifyObservers(this);
  13696. };
  13697. /**
  13698. * Resize the view according to the canvas' size
  13699. */
  13700. Engine.prototype.resize = function () {
  13701. // We're not resizing the size of the canvas while in VR mode & presenting
  13702. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13703. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13704. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13705. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13706. }
  13707. };
  13708. /**
  13709. * Force a specific size of the canvas
  13710. * @param width defines the new canvas' width
  13711. * @param height defines the new canvas' height
  13712. */
  13713. Engine.prototype.setSize = function (width, height) {
  13714. if (!this._renderingCanvas) {
  13715. return;
  13716. }
  13717. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13718. return;
  13719. }
  13720. this._renderingCanvas.width = width;
  13721. this._renderingCanvas.height = height;
  13722. for (var index = 0; index < this.scenes.length; index++) {
  13723. var scene = this.scenes[index];
  13724. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13725. var cam = scene.cameras[camIndex];
  13726. cam._currentRenderId = 0;
  13727. }
  13728. }
  13729. if (this.onResizeObservable.hasObservers) {
  13730. this.onResizeObservable.notifyObservers(this);
  13731. }
  13732. };
  13733. // WebVR functions
  13734. /**
  13735. * Gets a boolean indicating if a webVR device was detected
  13736. * @returns true if a webVR device was detected
  13737. */
  13738. Engine.prototype.isVRDevicePresent = function () {
  13739. return !!this._vrDisplay;
  13740. };
  13741. /**
  13742. * Gets the current webVR device
  13743. * @returns the current webVR device (or null)
  13744. */
  13745. Engine.prototype.getVRDevice = function () {
  13746. return this._vrDisplay;
  13747. };
  13748. /**
  13749. * Initializes a webVR display and starts listening to display change events
  13750. * The onVRDisplayChangedObservable will be notified upon these changes
  13751. * @returns The onVRDisplayChangedObservable
  13752. */
  13753. Engine.prototype.initWebVR = function () {
  13754. this.initWebVRAsync();
  13755. return this.onVRDisplayChangedObservable;
  13756. };
  13757. /**
  13758. * Initializes a webVR display and starts listening to display change events
  13759. * The onVRDisplayChangedObservable will be notified upon these changes
  13760. * @returns A promise containing a VRDisplay and if vr is supported
  13761. */
  13762. Engine.prototype.initWebVRAsync = function () {
  13763. var _this = this;
  13764. var notifyObservers = function () {
  13765. var eventArgs = {
  13766. vrDisplay: _this._vrDisplay,
  13767. vrSupported: _this._vrSupported
  13768. };
  13769. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13770. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13771. };
  13772. if (!this._onVrDisplayConnect) {
  13773. this._onVrDisplayConnect = function (event) {
  13774. _this._vrDisplay = event.display;
  13775. notifyObservers();
  13776. };
  13777. this._onVrDisplayDisconnect = function () {
  13778. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13779. _this._vrDisplay = undefined;
  13780. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13781. notifyObservers();
  13782. };
  13783. this._onVrDisplayPresentChange = function () {
  13784. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13785. };
  13786. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13787. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13788. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13789. }
  13790. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13791. this._webVRInitPromise.then(notifyObservers);
  13792. return this._webVRInitPromise;
  13793. };
  13794. /**
  13795. * Call this function to switch to webVR mode
  13796. * Will do nothing if webVR is not supported or if there is no webVR device
  13797. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13798. */
  13799. Engine.prototype.enableVR = function () {
  13800. var _this = this;
  13801. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13802. var onResolved = function () {
  13803. _this.onVRRequestPresentComplete.notifyObservers(true);
  13804. _this._onVRFullScreenTriggered();
  13805. };
  13806. var onRejected = function () {
  13807. _this.onVRRequestPresentComplete.notifyObservers(false);
  13808. };
  13809. this.onVRRequestPresentStart.notifyObservers(this);
  13810. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13811. }
  13812. };
  13813. /**
  13814. * Call this function to leave webVR mode
  13815. * Will do nothing if webVR is not supported or if there is no webVR device
  13816. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13817. */
  13818. Engine.prototype.disableVR = function () {
  13819. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13820. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13821. }
  13822. };
  13823. Engine.prototype._getVRDisplaysAsync = function () {
  13824. var _this = this;
  13825. return new Promise(function (res, rej) {
  13826. if (navigator.getVRDisplays) {
  13827. navigator.getVRDisplays().then(function (devices) {
  13828. _this._vrSupported = true;
  13829. // note that devices may actually be an empty array. This is fine;
  13830. // we expect this._vrDisplay to be undefined in this case.
  13831. _this._vrDisplay = devices[0];
  13832. res({
  13833. vrDisplay: _this._vrDisplay,
  13834. vrSupported: _this._vrSupported
  13835. });
  13836. });
  13837. }
  13838. else {
  13839. _this._vrDisplay = undefined;
  13840. _this._vrSupported = false;
  13841. res({
  13842. vrDisplay: _this._vrDisplay,
  13843. vrSupported: _this._vrSupported
  13844. });
  13845. }
  13846. });
  13847. };
  13848. /**
  13849. * Binds the frame buffer to the specified texture.
  13850. * @param texture The texture to render to or null for the default canvas
  13851. * @param faceIndex The face of the texture to render to in case of cube texture
  13852. * @param requiredWidth The width of the target to render to
  13853. * @param requiredHeight The height of the target to render to
  13854. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13855. * @param depthStencilTexture The depth stencil texture to use to render
  13856. * @param lodLevel defines le lod level to bind to the frame buffer
  13857. */
  13858. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13859. if (lodLevel === void 0) { lodLevel = 0; }
  13860. if (this._currentRenderTarget) {
  13861. this.unBindFramebuffer(this._currentRenderTarget);
  13862. }
  13863. this._currentRenderTarget = texture;
  13864. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13865. var gl = this._gl;
  13866. if (texture.isCube) {
  13867. if (faceIndex === undefined) {
  13868. faceIndex = 0;
  13869. }
  13870. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13871. if (depthStencilTexture) {
  13872. if (depthStencilTexture._generateStencilBuffer) {
  13873. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13874. }
  13875. else {
  13876. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13877. }
  13878. }
  13879. }
  13880. if (this._cachedViewport && !forceFullscreenViewport) {
  13881. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13882. }
  13883. else {
  13884. if (!requiredWidth) {
  13885. requiredWidth = texture.width;
  13886. if (lodLevel) {
  13887. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13888. }
  13889. }
  13890. if (!requiredHeight) {
  13891. requiredHeight = texture.height;
  13892. if (lodLevel) {
  13893. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13894. }
  13895. }
  13896. this._viewport(0, 0, requiredWidth, requiredHeight);
  13897. }
  13898. this.wipeCaches();
  13899. };
  13900. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  13901. if (this._currentFramebuffer !== framebuffer) {
  13902. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  13903. this._currentFramebuffer = framebuffer;
  13904. }
  13905. };
  13906. /**
  13907. * Unbind the current render target texture from the webGL context
  13908. * @param texture defines the render target texture to unbind
  13909. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13910. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13911. */
  13912. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  13913. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13914. this._currentRenderTarget = null;
  13915. // If MSAA, we need to bitblt back to main texture
  13916. var gl = this._gl;
  13917. if (texture._MSAAFramebuffer) {
  13918. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  13919. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  13920. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13921. }
  13922. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13923. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  13924. gl.generateMipmap(gl.TEXTURE_2D);
  13925. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13926. }
  13927. if (onBeforeUnbind) {
  13928. if (texture._MSAAFramebuffer) {
  13929. // Bind the correct framebuffer
  13930. this.bindUnboundFramebuffer(texture._framebuffer);
  13931. }
  13932. onBeforeUnbind();
  13933. }
  13934. this.bindUnboundFramebuffer(null);
  13935. };
  13936. /**
  13937. * Unbind a list of render target textures from the webGL context
  13938. * This is used only when drawBuffer extension or webGL2 are active
  13939. * @param textures defines the render target textures to unbind
  13940. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13941. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13942. */
  13943. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  13944. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13945. this._currentRenderTarget = null;
  13946. // If MSAA, we need to bitblt back to main texture
  13947. var gl = this._gl;
  13948. if (textures[0]._MSAAFramebuffer) {
  13949. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  13950. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  13951. var attachments = textures[0]._attachments;
  13952. if (!attachments) {
  13953. attachments = new Array(textures.length);
  13954. textures[0]._attachments = attachments;
  13955. }
  13956. for (var i = 0; i < textures.length; i++) {
  13957. var texture = textures[i];
  13958. for (var j = 0; j < attachments.length; j++) {
  13959. attachments[j] = gl.NONE;
  13960. }
  13961. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13962. gl.readBuffer(attachments[i]);
  13963. gl.drawBuffers(attachments);
  13964. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13965. }
  13966. for (var i = 0; i < attachments.length; i++) {
  13967. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13968. }
  13969. gl.drawBuffers(attachments);
  13970. }
  13971. for (var i = 0; i < textures.length; i++) {
  13972. var texture = textures[i];
  13973. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13974. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  13975. gl.generateMipmap(gl.TEXTURE_2D);
  13976. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13977. }
  13978. }
  13979. if (onBeforeUnbind) {
  13980. if (textures[0]._MSAAFramebuffer) {
  13981. // Bind the correct framebuffer
  13982. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  13983. }
  13984. onBeforeUnbind();
  13985. }
  13986. this.bindUnboundFramebuffer(null);
  13987. };
  13988. /**
  13989. * Force the mipmap generation for the given render target texture
  13990. * @param texture defines the render target texture to use
  13991. */
  13992. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  13993. if (texture.generateMipMaps) {
  13994. var gl = this._gl;
  13995. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  13996. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  13997. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  13998. }
  13999. };
  14000. /**
  14001. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  14002. */
  14003. Engine.prototype.flushFramebuffer = function () {
  14004. this._gl.flush();
  14005. };
  14006. /**
  14007. * Unbind the current render target and bind the default framebuffer
  14008. */
  14009. Engine.prototype.restoreDefaultFramebuffer = function () {
  14010. if (this._currentRenderTarget) {
  14011. this.unBindFramebuffer(this._currentRenderTarget);
  14012. }
  14013. else {
  14014. this.bindUnboundFramebuffer(null);
  14015. }
  14016. if (this._cachedViewport) {
  14017. this.setViewport(this._cachedViewport);
  14018. }
  14019. this.wipeCaches();
  14020. };
  14021. // UBOs
  14022. /**
  14023. * Create an uniform buffer
  14024. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14025. * @param elements defines the content of the uniform buffer
  14026. * @returns the webGL uniform buffer
  14027. */
  14028. Engine.prototype.createUniformBuffer = function (elements) {
  14029. var ubo = this._gl.createBuffer();
  14030. if (!ubo) {
  14031. throw new Error("Unable to create uniform buffer");
  14032. }
  14033. this.bindUniformBuffer(ubo);
  14034. if (elements instanceof Float32Array) {
  14035. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  14036. }
  14037. else {
  14038. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  14039. }
  14040. this.bindUniformBuffer(null);
  14041. ubo.references = 1;
  14042. return ubo;
  14043. };
  14044. /**
  14045. * Create a dynamic uniform buffer
  14046. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14047. * @param elements defines the content of the uniform buffer
  14048. * @returns the webGL uniform buffer
  14049. */
  14050. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  14051. var ubo = this._gl.createBuffer();
  14052. if (!ubo) {
  14053. throw new Error("Unable to create dynamic uniform buffer");
  14054. }
  14055. this.bindUniformBuffer(ubo);
  14056. if (elements instanceof Float32Array) {
  14057. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  14058. }
  14059. else {
  14060. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  14061. }
  14062. this.bindUniformBuffer(null);
  14063. ubo.references = 1;
  14064. return ubo;
  14065. };
  14066. /**
  14067. * Update an existing uniform buffer
  14068. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14069. * @param uniformBuffer defines the target uniform buffer
  14070. * @param elements defines the content to update
  14071. * @param offset defines the offset in the uniform buffer where update should start
  14072. * @param count defines the size of the data to update
  14073. */
  14074. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  14075. this.bindUniformBuffer(uniformBuffer);
  14076. if (offset === undefined) {
  14077. offset = 0;
  14078. }
  14079. if (count === undefined) {
  14080. if (elements instanceof Float32Array) {
  14081. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  14082. }
  14083. else {
  14084. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  14085. }
  14086. }
  14087. else {
  14088. if (elements instanceof Float32Array) {
  14089. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  14090. }
  14091. else {
  14092. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  14093. }
  14094. }
  14095. this.bindUniformBuffer(null);
  14096. };
  14097. // VBOs
  14098. Engine.prototype._resetVertexBufferBinding = function () {
  14099. this.bindArrayBuffer(null);
  14100. this._cachedVertexBuffers = null;
  14101. };
  14102. /**
  14103. * Creates a vertex buffer
  14104. * @param data the data for the vertex buffer
  14105. * @returns the new WebGL static buffer
  14106. */
  14107. Engine.prototype.createVertexBuffer = function (data) {
  14108. var vbo = this._gl.createBuffer();
  14109. if (!vbo) {
  14110. throw new Error("Unable to create vertex buffer");
  14111. }
  14112. this.bindArrayBuffer(vbo);
  14113. if (data instanceof Array) {
  14114. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14115. }
  14116. else {
  14117. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14118. }
  14119. this._resetVertexBufferBinding();
  14120. vbo.references = 1;
  14121. return vbo;
  14122. };
  14123. /**
  14124. * Creates a dynamic vertex buffer
  14125. * @param data the data for the dynamic vertex buffer
  14126. * @returns the new WebGL dynamic buffer
  14127. */
  14128. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14129. var vbo = this._gl.createBuffer();
  14130. if (!vbo) {
  14131. throw new Error("Unable to create dynamic vertex buffer");
  14132. }
  14133. this.bindArrayBuffer(vbo);
  14134. if (data instanceof Array) {
  14135. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14136. }
  14137. else {
  14138. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14139. }
  14140. this._resetVertexBufferBinding();
  14141. vbo.references = 1;
  14142. return vbo;
  14143. };
  14144. /**
  14145. * Update a dynamic index buffer
  14146. * @param indexBuffer defines the target index buffer
  14147. * @param indices defines the data to update
  14148. * @param offset defines the offset in the target index buffer where update should start
  14149. */
  14150. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14151. if (offset === void 0) { offset = 0; }
  14152. // Force cache update
  14153. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14154. this.bindIndexBuffer(indexBuffer);
  14155. var arrayBuffer;
  14156. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14157. arrayBuffer = indices;
  14158. }
  14159. else {
  14160. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14161. }
  14162. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14163. this._resetIndexBufferBinding();
  14164. };
  14165. /**
  14166. * Updates a dynamic vertex buffer.
  14167. * @param vertexBuffer the vertex buffer to update
  14168. * @param data the data used to update the vertex buffer
  14169. * @param byteOffset the byte offset of the data
  14170. * @param byteLength the byte length of the data
  14171. */
  14172. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14173. this.bindArrayBuffer(vertexBuffer);
  14174. if (byteOffset === undefined) {
  14175. byteOffset = 0;
  14176. }
  14177. if (byteLength === undefined) {
  14178. if (data instanceof Array) {
  14179. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14180. }
  14181. else {
  14182. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14183. }
  14184. }
  14185. else {
  14186. if (data instanceof Array) {
  14187. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14188. }
  14189. else {
  14190. if (data instanceof ArrayBuffer) {
  14191. data = new Uint8Array(data, byteOffset, byteLength);
  14192. }
  14193. else {
  14194. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14195. }
  14196. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14197. }
  14198. }
  14199. this._resetVertexBufferBinding();
  14200. };
  14201. Engine.prototype._resetIndexBufferBinding = function () {
  14202. this.bindIndexBuffer(null);
  14203. this._cachedIndexBuffer = null;
  14204. };
  14205. /**
  14206. * Creates a new index buffer
  14207. * @param indices defines the content of the index buffer
  14208. * @param updatable defines if the index buffer must be updatable
  14209. * @returns a new webGL buffer
  14210. */
  14211. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14212. var vbo = this._gl.createBuffer();
  14213. if (!vbo) {
  14214. throw new Error("Unable to create index buffer");
  14215. }
  14216. this.bindIndexBuffer(vbo);
  14217. // Check for 32 bits indices
  14218. var arrayBuffer;
  14219. var need32Bits = false;
  14220. if (indices instanceof Uint16Array) {
  14221. arrayBuffer = indices;
  14222. }
  14223. else {
  14224. //check 32 bit support
  14225. if (this._caps.uintIndices) {
  14226. if (indices instanceof Uint32Array) {
  14227. arrayBuffer = indices;
  14228. need32Bits = true;
  14229. }
  14230. else {
  14231. //number[] or Int32Array, check if 32 bit is necessary
  14232. for (var index = 0; index < indices.length; index++) {
  14233. if (indices[index] > 65535) {
  14234. need32Bits = true;
  14235. break;
  14236. }
  14237. }
  14238. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14239. }
  14240. }
  14241. else {
  14242. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14243. arrayBuffer = new Uint16Array(indices);
  14244. }
  14245. }
  14246. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14247. this._resetIndexBufferBinding();
  14248. vbo.references = 1;
  14249. vbo.is32Bits = need32Bits;
  14250. return vbo;
  14251. };
  14252. /**
  14253. * Bind a webGL buffer to the webGL context
  14254. * @param buffer defines the buffer to bind
  14255. */
  14256. Engine.prototype.bindArrayBuffer = function (buffer) {
  14257. if (!this._vaoRecordInProgress) {
  14258. this._unbindVertexArrayObject();
  14259. }
  14260. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14261. };
  14262. /**
  14263. * Bind an uniform buffer to the current webGL context
  14264. * @param buffer defines the buffer to bind
  14265. */
  14266. Engine.prototype.bindUniformBuffer = function (buffer) {
  14267. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14268. };
  14269. /**
  14270. * Bind a buffer to the current webGL context at a given location
  14271. * @param buffer defines the buffer to bind
  14272. * @param location defines the index where to bind the buffer
  14273. */
  14274. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14275. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14276. };
  14277. /**
  14278. * Bind a specific block at a given index in a specific shader program
  14279. * @param shaderProgram defines the shader program
  14280. * @param blockName defines the block name
  14281. * @param index defines the index where to bind the block
  14282. */
  14283. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14284. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14285. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14286. };
  14287. Engine.prototype.bindIndexBuffer = function (buffer) {
  14288. if (!this._vaoRecordInProgress) {
  14289. this._unbindVertexArrayObject();
  14290. }
  14291. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14292. };
  14293. Engine.prototype.bindBuffer = function (buffer, target) {
  14294. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14295. this._gl.bindBuffer(target, buffer);
  14296. this._currentBoundBuffer[target] = buffer;
  14297. }
  14298. };
  14299. /**
  14300. * update the bound buffer with the given data
  14301. * @param data defines the data to update
  14302. */
  14303. Engine.prototype.updateArrayBuffer = function (data) {
  14304. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14305. };
  14306. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14307. var pointer = this._currentBufferPointers[indx];
  14308. var changed = false;
  14309. if (!pointer.active) {
  14310. changed = true;
  14311. pointer.active = true;
  14312. pointer.index = indx;
  14313. pointer.size = size;
  14314. pointer.type = type;
  14315. pointer.normalized = normalized;
  14316. pointer.stride = stride;
  14317. pointer.offset = offset;
  14318. pointer.buffer = buffer;
  14319. }
  14320. else {
  14321. if (pointer.buffer !== buffer) {
  14322. pointer.buffer = buffer;
  14323. changed = true;
  14324. }
  14325. if (pointer.size !== size) {
  14326. pointer.size = size;
  14327. changed = true;
  14328. }
  14329. if (pointer.type !== type) {
  14330. pointer.type = type;
  14331. changed = true;
  14332. }
  14333. if (pointer.normalized !== normalized) {
  14334. pointer.normalized = normalized;
  14335. changed = true;
  14336. }
  14337. if (pointer.stride !== stride) {
  14338. pointer.stride = stride;
  14339. changed = true;
  14340. }
  14341. if (pointer.offset !== offset) {
  14342. pointer.offset = offset;
  14343. changed = true;
  14344. }
  14345. }
  14346. if (changed || this._vaoRecordInProgress) {
  14347. this.bindArrayBuffer(buffer);
  14348. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14349. }
  14350. };
  14351. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14352. if (indexBuffer == null) {
  14353. return;
  14354. }
  14355. if (this._cachedIndexBuffer !== indexBuffer) {
  14356. this._cachedIndexBuffer = indexBuffer;
  14357. this.bindIndexBuffer(indexBuffer);
  14358. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14359. }
  14360. };
  14361. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14362. var attributes = effect.getAttributesNames();
  14363. if (!this._vaoRecordInProgress) {
  14364. this._unbindVertexArrayObject();
  14365. }
  14366. this.unbindAllAttributes();
  14367. for (var index = 0; index < attributes.length; index++) {
  14368. var order = effect.getAttributeLocation(index);
  14369. if (order >= 0) {
  14370. var vertexBuffer = vertexBuffers[attributes[index]];
  14371. if (!vertexBuffer) {
  14372. continue;
  14373. }
  14374. this._gl.enableVertexAttribArray(order);
  14375. if (!this._vaoRecordInProgress) {
  14376. this._vertexAttribArraysEnabled[order] = true;
  14377. }
  14378. var buffer = vertexBuffer.getBuffer();
  14379. if (buffer) {
  14380. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14381. if (vertexBuffer.getIsInstanced()) {
  14382. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14383. if (!this._vaoRecordInProgress) {
  14384. this._currentInstanceLocations.push(order);
  14385. this._currentInstanceBuffers.push(buffer);
  14386. }
  14387. }
  14388. }
  14389. }
  14390. }
  14391. };
  14392. /**
  14393. * Records a vertex array object
  14394. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14395. * @param vertexBuffers defines the list of vertex buffers to store
  14396. * @param indexBuffer defines the index buffer to store
  14397. * @param effect defines the effect to store
  14398. * @returns the new vertex array object
  14399. */
  14400. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14401. var vao = this._gl.createVertexArray();
  14402. this._vaoRecordInProgress = true;
  14403. this._gl.bindVertexArray(vao);
  14404. this._mustWipeVertexAttributes = true;
  14405. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14406. this.bindIndexBuffer(indexBuffer);
  14407. this._vaoRecordInProgress = false;
  14408. this._gl.bindVertexArray(null);
  14409. return vao;
  14410. };
  14411. /**
  14412. * Bind a specific vertex array object
  14413. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14414. * @param vertexArrayObject defines the vertex array object to bind
  14415. * @param indexBuffer defines the index buffer to bind
  14416. */
  14417. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14418. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14419. this._cachedVertexArrayObject = vertexArrayObject;
  14420. this._gl.bindVertexArray(vertexArrayObject);
  14421. this._cachedVertexBuffers = null;
  14422. this._cachedIndexBuffer = null;
  14423. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14424. this._mustWipeVertexAttributes = true;
  14425. }
  14426. };
  14427. /**
  14428. * Bind webGl buffers directly to the webGL context
  14429. * @param vertexBuffer defines the vertex buffer to bind
  14430. * @param indexBuffer defines the index buffer to bind
  14431. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14432. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14433. * @param effect defines the effect associated with the vertex buffer
  14434. */
  14435. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14436. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14437. this._cachedVertexBuffers = vertexBuffer;
  14438. this._cachedEffectForVertexBuffers = effect;
  14439. var attributesCount = effect.getAttributesCount();
  14440. this._unbindVertexArrayObject();
  14441. this.unbindAllAttributes();
  14442. var offset = 0;
  14443. for (var index = 0; index < attributesCount; index++) {
  14444. if (index < vertexDeclaration.length) {
  14445. var order = effect.getAttributeLocation(index);
  14446. if (order >= 0) {
  14447. this._gl.enableVertexAttribArray(order);
  14448. this._vertexAttribArraysEnabled[order] = true;
  14449. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14450. }
  14451. offset += vertexDeclaration[index] * 4;
  14452. }
  14453. }
  14454. }
  14455. this._bindIndexBufferWithCache(indexBuffer);
  14456. };
  14457. Engine.prototype._unbindVertexArrayObject = function () {
  14458. if (!this._cachedVertexArrayObject) {
  14459. return;
  14460. }
  14461. this._cachedVertexArrayObject = null;
  14462. this._gl.bindVertexArray(null);
  14463. };
  14464. /**
  14465. * Bind a list of vertex buffers to the webGL context
  14466. * @param vertexBuffers defines the list of vertex buffers to bind
  14467. * @param indexBuffer defines the index buffer to bind
  14468. * @param effect defines the effect associated with the vertex buffers
  14469. */
  14470. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14471. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14472. this._cachedVertexBuffers = vertexBuffers;
  14473. this._cachedEffectForVertexBuffers = effect;
  14474. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14475. }
  14476. this._bindIndexBufferWithCache(indexBuffer);
  14477. };
  14478. /**
  14479. * Unbind all instance attributes
  14480. */
  14481. Engine.prototype.unbindInstanceAttributes = function () {
  14482. var boundBuffer;
  14483. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14484. var instancesBuffer = this._currentInstanceBuffers[i];
  14485. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14486. boundBuffer = instancesBuffer;
  14487. this.bindArrayBuffer(instancesBuffer);
  14488. }
  14489. var offsetLocation = this._currentInstanceLocations[i];
  14490. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14491. }
  14492. this._currentInstanceBuffers.length = 0;
  14493. this._currentInstanceLocations.length = 0;
  14494. };
  14495. /**
  14496. * Release and free the memory of a vertex array object
  14497. * @param vao defines the vertex array object to delete
  14498. */
  14499. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14500. this._gl.deleteVertexArray(vao);
  14501. };
  14502. /** @hidden */
  14503. Engine.prototype._releaseBuffer = function (buffer) {
  14504. buffer.references--;
  14505. if (buffer.references === 0) {
  14506. this._gl.deleteBuffer(buffer);
  14507. return true;
  14508. }
  14509. return false;
  14510. };
  14511. /**
  14512. * Creates a webGL buffer to use with instanciation
  14513. * @param capacity defines the size of the buffer
  14514. * @returns the webGL buffer
  14515. */
  14516. Engine.prototype.createInstancesBuffer = function (capacity) {
  14517. var buffer = this._gl.createBuffer();
  14518. if (!buffer) {
  14519. throw new Error("Unable to create instance buffer");
  14520. }
  14521. buffer.capacity = capacity;
  14522. this.bindArrayBuffer(buffer);
  14523. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14524. return buffer;
  14525. };
  14526. /**
  14527. * Delete a webGL buffer used with instanciation
  14528. * @param buffer defines the webGL buffer to delete
  14529. */
  14530. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14531. this._gl.deleteBuffer(buffer);
  14532. };
  14533. /**
  14534. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14535. * @param instancesBuffer defines the webGL buffer to update and bind
  14536. * @param data defines the data to store in the buffer
  14537. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14538. */
  14539. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14540. this.bindArrayBuffer(instancesBuffer);
  14541. if (data) {
  14542. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14543. }
  14544. if (offsetLocations[0].index !== undefined) {
  14545. var stride = 0;
  14546. for (var i = 0; i < offsetLocations.length; i++) {
  14547. var ai = offsetLocations[i];
  14548. stride += ai.attributeSize * 4;
  14549. }
  14550. for (var i = 0; i < offsetLocations.length; i++) {
  14551. var ai = offsetLocations[i];
  14552. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14553. this._gl.enableVertexAttribArray(ai.index);
  14554. this._vertexAttribArraysEnabled[ai.index] = true;
  14555. }
  14556. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14557. this._gl.vertexAttribDivisor(ai.index, 1);
  14558. this._currentInstanceLocations.push(ai.index);
  14559. this._currentInstanceBuffers.push(instancesBuffer);
  14560. }
  14561. }
  14562. else {
  14563. for (var index = 0; index < 4; index++) {
  14564. var offsetLocation = offsetLocations[index];
  14565. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14566. this._gl.enableVertexAttribArray(offsetLocation);
  14567. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14568. }
  14569. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14570. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14571. this._currentInstanceLocations.push(offsetLocation);
  14572. this._currentInstanceBuffers.push(instancesBuffer);
  14573. }
  14574. }
  14575. };
  14576. /**
  14577. * Apply all cached states (depth, culling, stencil and alpha)
  14578. */
  14579. Engine.prototype.applyStates = function () {
  14580. this._depthCullingState.apply(this._gl);
  14581. this._stencilState.apply(this._gl);
  14582. this._alphaState.apply(this._gl);
  14583. };
  14584. /**
  14585. * Send a draw order
  14586. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14587. * @param indexStart defines the starting index
  14588. * @param indexCount defines the number of index to draw
  14589. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14590. */
  14591. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14592. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14593. };
  14594. /**
  14595. * Draw a list of points
  14596. * @param verticesStart defines the index of first vertex to draw
  14597. * @param verticesCount defines the count of vertices to draw
  14598. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14599. */
  14600. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14601. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14602. };
  14603. /**
  14604. * Draw a list of unindexed primitives
  14605. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14606. * @param verticesStart defines the index of first vertex to draw
  14607. * @param verticesCount defines the count of vertices to draw
  14608. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14609. */
  14610. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14611. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14612. };
  14613. /**
  14614. * Draw a list of indexed primitives
  14615. * @param fillMode defines the primitive to use
  14616. * @param indexStart defines the starting index
  14617. * @param indexCount defines the number of index to draw
  14618. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14619. */
  14620. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14621. // Apply states
  14622. this.applyStates();
  14623. this._drawCalls.addCount(1, false);
  14624. // Render
  14625. var drawMode = this._drawMode(fillMode);
  14626. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14627. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14628. if (instancesCount) {
  14629. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14630. }
  14631. else {
  14632. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14633. }
  14634. };
  14635. /**
  14636. * Draw a list of unindexed primitives
  14637. * @param fillMode defines the primitive to use
  14638. * @param verticesStart defines the index of first vertex to draw
  14639. * @param verticesCount defines the count of vertices to draw
  14640. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14641. */
  14642. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14643. // Apply states
  14644. this.applyStates();
  14645. this._drawCalls.addCount(1, false);
  14646. var drawMode = this._drawMode(fillMode);
  14647. if (instancesCount) {
  14648. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14649. }
  14650. else {
  14651. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14652. }
  14653. };
  14654. Engine.prototype._drawMode = function (fillMode) {
  14655. switch (fillMode) {
  14656. // Triangle views
  14657. case BABYLON.Material.TriangleFillMode:
  14658. return this._gl.TRIANGLES;
  14659. case BABYLON.Material.PointFillMode:
  14660. return this._gl.POINTS;
  14661. case BABYLON.Material.WireFrameFillMode:
  14662. return this._gl.LINES;
  14663. // Draw modes
  14664. case BABYLON.Material.PointListDrawMode:
  14665. return this._gl.POINTS;
  14666. case BABYLON.Material.LineListDrawMode:
  14667. return this._gl.LINES;
  14668. case BABYLON.Material.LineLoopDrawMode:
  14669. return this._gl.LINE_LOOP;
  14670. case BABYLON.Material.LineStripDrawMode:
  14671. return this._gl.LINE_STRIP;
  14672. case BABYLON.Material.TriangleStripDrawMode:
  14673. return this._gl.TRIANGLE_STRIP;
  14674. case BABYLON.Material.TriangleFanDrawMode:
  14675. return this._gl.TRIANGLE_FAN;
  14676. default:
  14677. return this._gl.TRIANGLES;
  14678. }
  14679. };
  14680. // Shaders
  14681. /** @hidden */
  14682. Engine.prototype._releaseEffect = function (effect) {
  14683. if (this._compiledEffects[effect._key]) {
  14684. delete this._compiledEffects[effect._key];
  14685. this._deleteProgram(effect.getProgram());
  14686. }
  14687. };
  14688. /** @hidden */
  14689. Engine.prototype._deleteProgram = function (program) {
  14690. if (program) {
  14691. program.__SPECTOR_rebuildProgram = null;
  14692. if (program.transformFeedback) {
  14693. this.deleteTransformFeedback(program.transformFeedback);
  14694. program.transformFeedback = null;
  14695. }
  14696. this._gl.deleteProgram(program);
  14697. }
  14698. };
  14699. /**
  14700. * Create a new effect (used to store vertex/fragment shaders)
  14701. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14702. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14703. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14704. * @param samplers defines an array of string used to represent textures
  14705. * @param defines defines the string containing the defines to use to compile the shaders
  14706. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14707. * @param onCompiled defines a function to call when the effect creation is successful
  14708. * @param onError defines a function to call when the effect creation has failed
  14709. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14710. * @returns the new Effect
  14711. */
  14712. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14713. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14714. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14715. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14716. if (this._compiledEffects[name]) {
  14717. var compiledEffect = this._compiledEffects[name];
  14718. if (onCompiled && compiledEffect.isReady()) {
  14719. onCompiled(compiledEffect);
  14720. }
  14721. return compiledEffect;
  14722. }
  14723. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14724. effect._key = name;
  14725. this._compiledEffects[name] = effect;
  14726. return effect;
  14727. };
  14728. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14729. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14730. };
  14731. Engine.prototype._compileRawShader = function (source, type) {
  14732. var gl = this._gl;
  14733. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14734. if (!shader) {
  14735. throw new Error("Something went wrong while compile the shader.");
  14736. }
  14737. gl.shaderSource(shader, source);
  14738. gl.compileShader(shader);
  14739. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14740. var log = gl.getShaderInfoLog(shader);
  14741. if (log) {
  14742. throw new Error(log);
  14743. }
  14744. }
  14745. return shader;
  14746. };
  14747. /**
  14748. * Directly creates a webGL program
  14749. * @param vertexCode defines the vertex shader code to use
  14750. * @param fragmentCode defines the fragment shader code to use
  14751. * @param context defines the webGL context to use (if not set, the current one will be used)
  14752. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14753. * @returns the new webGL program
  14754. */
  14755. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14756. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14757. context = context || this._gl;
  14758. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14759. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14760. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14761. };
  14762. /**
  14763. * Creates a webGL program
  14764. * @param vertexCode defines the vertex shader code to use
  14765. * @param fragmentCode defines the fragment shader code to use
  14766. * @param defines defines the string containing the defines to use to compile the shaders
  14767. * @param context defines the webGL context to use (if not set, the current one will be used)
  14768. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14769. * @returns the new webGL program
  14770. */
  14771. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14772. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14773. context = context || this._gl;
  14774. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14775. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14776. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14777. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14778. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14779. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14780. return program;
  14781. };
  14782. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14783. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14784. var shaderProgram = context.createProgram();
  14785. if (!shaderProgram) {
  14786. throw new Error("Unable to create program");
  14787. }
  14788. context.attachShader(shaderProgram, vertexShader);
  14789. context.attachShader(shaderProgram, fragmentShader);
  14790. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14791. var transformFeedback = this.createTransformFeedback();
  14792. this.bindTransformFeedback(transformFeedback);
  14793. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14794. shaderProgram.transformFeedback = transformFeedback;
  14795. }
  14796. context.linkProgram(shaderProgram);
  14797. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14798. this.bindTransformFeedback(null);
  14799. }
  14800. shaderProgram.context = context;
  14801. shaderProgram.vertexShader = vertexShader;
  14802. shaderProgram.fragmentShader = fragmentShader;
  14803. if (!this._caps.parallelShaderCompile) {
  14804. this._finalizeProgram(shaderProgram);
  14805. }
  14806. else {
  14807. shaderProgram.isParallelCompiled = true;
  14808. }
  14809. return shaderProgram;
  14810. };
  14811. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14812. var context = shaderProgram.context;
  14813. var vertexShader = shaderProgram.vertexShader;
  14814. var fragmentShader = shaderProgram.fragmentShader;
  14815. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14816. if (!linked) {
  14817. var error = context.getProgramInfoLog(shaderProgram);
  14818. if (error) {
  14819. throw new Error(error);
  14820. }
  14821. }
  14822. if (this.validateShaderPrograms) {
  14823. context.validateProgram(shaderProgram);
  14824. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14825. if (!validated) {
  14826. var error = context.getProgramInfoLog(shaderProgram);
  14827. if (error) {
  14828. throw new Error(error);
  14829. }
  14830. }
  14831. }
  14832. context.deleteShader(vertexShader);
  14833. context.deleteShader(fragmentShader);
  14834. shaderProgram.context = undefined;
  14835. shaderProgram.vertexShader = undefined;
  14836. shaderProgram.fragmentShader = undefined;
  14837. if (shaderProgram.onCompiled) {
  14838. shaderProgram.onCompiled();
  14839. shaderProgram.onCompiled = undefined;
  14840. }
  14841. };
  14842. /** @hidden */
  14843. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14844. if (!shaderProgram.isParallelCompiled) {
  14845. return true;
  14846. }
  14847. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14848. this._finalizeProgram(shaderProgram);
  14849. return true;
  14850. }
  14851. return false;
  14852. };
  14853. /** @hidden */
  14854. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14855. if (!shaderProgram.isParallelCompiled) {
  14856. action();
  14857. return;
  14858. }
  14859. shaderProgram.onCompiled = action;
  14860. };
  14861. /**
  14862. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14863. * @param shaderProgram defines the webGL program to use
  14864. * @param uniformsNames defines the list of uniform names
  14865. * @returns an array of webGL uniform locations
  14866. */
  14867. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14868. var results = new Array();
  14869. for (var index = 0; index < uniformsNames.length; index++) {
  14870. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14871. }
  14872. return results;
  14873. };
  14874. /**
  14875. * Gets the lsit of active attributes for a given webGL program
  14876. * @param shaderProgram defines the webGL program to use
  14877. * @param attributesNames defines the list of attribute names to get
  14878. * @returns an array of indices indicating the offset of each attribute
  14879. */
  14880. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14881. var results = [];
  14882. for (var index = 0; index < attributesNames.length; index++) {
  14883. try {
  14884. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14885. }
  14886. catch (e) {
  14887. results.push(-1);
  14888. }
  14889. }
  14890. return results;
  14891. };
  14892. /**
  14893. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14894. * @param effect defines the effect to activate
  14895. */
  14896. Engine.prototype.enableEffect = function (effect) {
  14897. if (!effect || effect === this._currentEffect) {
  14898. return;
  14899. }
  14900. // Use program
  14901. this.bindSamplers(effect);
  14902. this._currentEffect = effect;
  14903. if (effect.onBind) {
  14904. effect.onBind(effect);
  14905. }
  14906. if (effect._onBindObservable) {
  14907. effect._onBindObservable.notifyObservers(effect);
  14908. }
  14909. };
  14910. /**
  14911. * Set the value of an uniform to an array of int32
  14912. * @param uniform defines the webGL uniform location where to store the value
  14913. * @param array defines the array of int32 to store
  14914. */
  14915. Engine.prototype.setIntArray = function (uniform, array) {
  14916. if (!uniform) {
  14917. return;
  14918. }
  14919. this._gl.uniform1iv(uniform, array);
  14920. };
  14921. /**
  14922. * Set the value of an uniform to an array of int32 (stored as vec2)
  14923. * @param uniform defines the webGL uniform location where to store the value
  14924. * @param array defines the array of int32 to store
  14925. */
  14926. Engine.prototype.setIntArray2 = function (uniform, array) {
  14927. if (!uniform || array.length % 2 !== 0) {
  14928. return;
  14929. }
  14930. this._gl.uniform2iv(uniform, array);
  14931. };
  14932. /**
  14933. * Set the value of an uniform to an array of int32 (stored as vec3)
  14934. * @param uniform defines the webGL uniform location where to store the value
  14935. * @param array defines the array of int32 to store
  14936. */
  14937. Engine.prototype.setIntArray3 = function (uniform, array) {
  14938. if (!uniform || array.length % 3 !== 0) {
  14939. return;
  14940. }
  14941. this._gl.uniform3iv(uniform, array);
  14942. };
  14943. /**
  14944. * Set the value of an uniform to an array of int32 (stored as vec4)
  14945. * @param uniform defines the webGL uniform location where to store the value
  14946. * @param array defines the array of int32 to store
  14947. */
  14948. Engine.prototype.setIntArray4 = function (uniform, array) {
  14949. if (!uniform || array.length % 4 !== 0) {
  14950. return;
  14951. }
  14952. this._gl.uniform4iv(uniform, array);
  14953. };
  14954. /**
  14955. * Set the value of an uniform to an array of float32
  14956. * @param uniform defines the webGL uniform location where to store the value
  14957. * @param array defines the array of float32 to store
  14958. */
  14959. Engine.prototype.setFloatArray = function (uniform, array) {
  14960. if (!uniform) {
  14961. return;
  14962. }
  14963. this._gl.uniform1fv(uniform, array);
  14964. };
  14965. /**
  14966. * Set the value of an uniform to an array of float32 (stored as vec2)
  14967. * @param uniform defines the webGL uniform location where to store the value
  14968. * @param array defines the array of float32 to store
  14969. */
  14970. Engine.prototype.setFloatArray2 = function (uniform, array) {
  14971. if (!uniform || array.length % 2 !== 0) {
  14972. return;
  14973. }
  14974. this._gl.uniform2fv(uniform, array);
  14975. };
  14976. /**
  14977. * Set the value of an uniform to an array of float32 (stored as vec3)
  14978. * @param uniform defines the webGL uniform location where to store the value
  14979. * @param array defines the array of float32 to store
  14980. */
  14981. Engine.prototype.setFloatArray3 = function (uniform, array) {
  14982. if (!uniform || array.length % 3 !== 0) {
  14983. return;
  14984. }
  14985. this._gl.uniform3fv(uniform, array);
  14986. };
  14987. /**
  14988. * Set the value of an uniform to an array of float32 (stored as vec4)
  14989. * @param uniform defines the webGL uniform location where to store the value
  14990. * @param array defines the array of float32 to store
  14991. */
  14992. Engine.prototype.setFloatArray4 = function (uniform, array) {
  14993. if (!uniform || array.length % 4 !== 0) {
  14994. return;
  14995. }
  14996. this._gl.uniform4fv(uniform, array);
  14997. };
  14998. /**
  14999. * Set the value of an uniform to an array of number
  15000. * @param uniform defines the webGL uniform location where to store the value
  15001. * @param array defines the array of number to store
  15002. */
  15003. Engine.prototype.setArray = function (uniform, array) {
  15004. if (!uniform) {
  15005. return;
  15006. }
  15007. this._gl.uniform1fv(uniform, array);
  15008. };
  15009. /**
  15010. * Set the value of an uniform to an array of number (stored as vec2)
  15011. * @param uniform defines the webGL uniform location where to store the value
  15012. * @param array defines the array of number to store
  15013. */
  15014. Engine.prototype.setArray2 = function (uniform, array) {
  15015. if (!uniform || array.length % 2 !== 0) {
  15016. return;
  15017. }
  15018. this._gl.uniform2fv(uniform, array);
  15019. };
  15020. /**
  15021. * Set the value of an uniform to an array of number (stored as vec3)
  15022. * @param uniform defines the webGL uniform location where to store the value
  15023. * @param array defines the array of number to store
  15024. */
  15025. Engine.prototype.setArray3 = function (uniform, array) {
  15026. if (!uniform || array.length % 3 !== 0) {
  15027. return;
  15028. }
  15029. this._gl.uniform3fv(uniform, array);
  15030. };
  15031. /**
  15032. * Set the value of an uniform to an array of number (stored as vec4)
  15033. * @param uniform defines the webGL uniform location where to store the value
  15034. * @param array defines the array of number to store
  15035. */
  15036. Engine.prototype.setArray4 = function (uniform, array) {
  15037. if (!uniform || array.length % 4 !== 0) {
  15038. return;
  15039. }
  15040. this._gl.uniform4fv(uniform, array);
  15041. };
  15042. /**
  15043. * Set the value of an uniform to an array of float32 (stored as matrices)
  15044. * @param uniform defines the webGL uniform location where to store the value
  15045. * @param matrices defines the array of float32 to store
  15046. */
  15047. Engine.prototype.setMatrices = function (uniform, matrices) {
  15048. if (!uniform) {
  15049. return;
  15050. }
  15051. this._gl.uniformMatrix4fv(uniform, false, matrices);
  15052. };
  15053. /**
  15054. * Set the value of an uniform to a matrix
  15055. * @param uniform defines the webGL uniform location where to store the value
  15056. * @param matrix defines the matrix to store
  15057. */
  15058. Engine.prototype.setMatrix = function (uniform, matrix) {
  15059. if (!uniform) {
  15060. return;
  15061. }
  15062. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  15063. };
  15064. /**
  15065. * Set the value of an uniform to a matrix (3x3)
  15066. * @param uniform defines the webGL uniform location where to store the value
  15067. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  15068. */
  15069. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  15070. if (!uniform) {
  15071. return;
  15072. }
  15073. this._gl.uniformMatrix3fv(uniform, false, matrix);
  15074. };
  15075. /**
  15076. * Set the value of an uniform to a matrix (2x2)
  15077. * @param uniform defines the webGL uniform location where to store the value
  15078. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  15079. */
  15080. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  15081. if (!uniform) {
  15082. return;
  15083. }
  15084. this._gl.uniformMatrix2fv(uniform, false, matrix);
  15085. };
  15086. /**
  15087. * Set the value of an uniform to a number (int)
  15088. * @param uniform defines the webGL uniform location where to store the value
  15089. * @param value defines the int number to store
  15090. */
  15091. Engine.prototype.setInt = function (uniform, value) {
  15092. if (!uniform) {
  15093. return;
  15094. }
  15095. this._gl.uniform1i(uniform, value);
  15096. };
  15097. /**
  15098. * Set the value of an uniform to a number (float)
  15099. * @param uniform defines the webGL uniform location where to store the value
  15100. * @param value defines the float number to store
  15101. */
  15102. Engine.prototype.setFloat = function (uniform, value) {
  15103. if (!uniform) {
  15104. return;
  15105. }
  15106. this._gl.uniform1f(uniform, value);
  15107. };
  15108. /**
  15109. * Set the value of an uniform to a vec2
  15110. * @param uniform defines the webGL uniform location where to store the value
  15111. * @param x defines the 1st component of the value
  15112. * @param y defines the 2nd component of the value
  15113. */
  15114. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15115. if (!uniform) {
  15116. return;
  15117. }
  15118. this._gl.uniform2f(uniform, x, y);
  15119. };
  15120. /**
  15121. * Set the value of an uniform to a vec3
  15122. * @param uniform defines the webGL uniform location where to store the value
  15123. * @param x defines the 1st component of the value
  15124. * @param y defines the 2nd component of the value
  15125. * @param z defines the 3rd component of the value
  15126. */
  15127. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15128. if (!uniform) {
  15129. return;
  15130. }
  15131. this._gl.uniform3f(uniform, x, y, z);
  15132. };
  15133. /**
  15134. * Set the value of an uniform to a boolean
  15135. * @param uniform defines the webGL uniform location where to store the value
  15136. * @param bool defines the boolean to store
  15137. */
  15138. Engine.prototype.setBool = function (uniform, bool) {
  15139. if (!uniform) {
  15140. return;
  15141. }
  15142. this._gl.uniform1i(uniform, bool);
  15143. };
  15144. /**
  15145. * Set the value of an uniform to a vec4
  15146. * @param uniform defines the webGL uniform location where to store the value
  15147. * @param x defines the 1st component of the value
  15148. * @param y defines the 2nd component of the value
  15149. * @param z defines the 3rd component of the value
  15150. * @param w defines the 4th component of the value
  15151. */
  15152. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15153. if (!uniform) {
  15154. return;
  15155. }
  15156. this._gl.uniform4f(uniform, x, y, z, w);
  15157. };
  15158. /**
  15159. * Set the value of an uniform to a Color3
  15160. * @param uniform defines the webGL uniform location where to store the value
  15161. * @param color3 defines the color to store
  15162. */
  15163. Engine.prototype.setColor3 = function (uniform, color3) {
  15164. if (!uniform) {
  15165. return;
  15166. }
  15167. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15168. };
  15169. /**
  15170. * Set the value of an uniform to a Color3 and an alpha value
  15171. * @param uniform defines the webGL uniform location where to store the value
  15172. * @param color3 defines the color to store
  15173. * @param alpha defines the alpha component to store
  15174. */
  15175. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15176. if (!uniform) {
  15177. return;
  15178. }
  15179. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15180. };
  15181. /**
  15182. * Sets a Color4 on a uniform variable
  15183. * @param uniform defines the uniform location
  15184. * @param color4 defines the value to be set
  15185. */
  15186. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15187. if (!uniform) {
  15188. return;
  15189. }
  15190. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15191. };
  15192. // States
  15193. /**
  15194. * Set various states to the webGL context
  15195. * @param culling defines backface culling state
  15196. * @param zOffset defines the value to apply to zOffset (0 by default)
  15197. * @param force defines if states must be applied even if cache is up to date
  15198. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15199. */
  15200. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15201. if (zOffset === void 0) { zOffset = 0; }
  15202. if (reverseSide === void 0) { reverseSide = false; }
  15203. // Culling
  15204. if (this._depthCullingState.cull !== culling || force) {
  15205. this._depthCullingState.cull = culling;
  15206. }
  15207. // Cull face
  15208. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15209. if (this._depthCullingState.cullFace !== cullFace || force) {
  15210. this._depthCullingState.cullFace = cullFace;
  15211. }
  15212. // Z offset
  15213. this.setZOffset(zOffset);
  15214. // Front face
  15215. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15216. if (this._depthCullingState.frontFace !== frontFace || force) {
  15217. this._depthCullingState.frontFace = frontFace;
  15218. }
  15219. };
  15220. /**
  15221. * Set the z offset to apply to current rendering
  15222. * @param value defines the offset to apply
  15223. */
  15224. Engine.prototype.setZOffset = function (value) {
  15225. this._depthCullingState.zOffset = value;
  15226. };
  15227. /**
  15228. * Gets the current value of the zOffset
  15229. * @returns the current zOffset state
  15230. */
  15231. Engine.prototype.getZOffset = function () {
  15232. return this._depthCullingState.zOffset;
  15233. };
  15234. /**
  15235. * Enable or disable depth buffering
  15236. * @param enable defines the state to set
  15237. */
  15238. Engine.prototype.setDepthBuffer = function (enable) {
  15239. this._depthCullingState.depthTest = enable;
  15240. };
  15241. /**
  15242. * Gets a boolean indicating if depth writing is enabled
  15243. * @returns the current depth writing state
  15244. */
  15245. Engine.prototype.getDepthWrite = function () {
  15246. return this._depthCullingState.depthMask;
  15247. };
  15248. /**
  15249. * Enable or disable depth writing
  15250. * @param enable defines the state to set
  15251. */
  15252. Engine.prototype.setDepthWrite = function (enable) {
  15253. this._depthCullingState.depthMask = enable;
  15254. };
  15255. /**
  15256. * Enable or disable color writing
  15257. * @param enable defines the state to set
  15258. */
  15259. Engine.prototype.setColorWrite = function (enable) {
  15260. this._gl.colorMask(enable, enable, enable, enable);
  15261. this._colorWrite = enable;
  15262. };
  15263. /**
  15264. * Gets a boolean indicating if color writing is enabled
  15265. * @returns the current color writing state
  15266. */
  15267. Engine.prototype.getColorWrite = function () {
  15268. return this._colorWrite;
  15269. };
  15270. /**
  15271. * Sets alpha constants used by some alpha blending modes
  15272. * @param r defines the red component
  15273. * @param g defines the green component
  15274. * @param b defines the blue component
  15275. * @param a defines the alpha component
  15276. */
  15277. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15278. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15279. };
  15280. /**
  15281. * Sets the current alpha mode
  15282. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15283. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15284. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15285. */
  15286. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15287. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15288. if (this._alphaMode === mode) {
  15289. return;
  15290. }
  15291. switch (mode) {
  15292. case Engine.ALPHA_DISABLE:
  15293. this._alphaState.alphaBlend = false;
  15294. break;
  15295. case Engine.ALPHA_PREMULTIPLIED:
  15296. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15297. this._alphaState.alphaBlend = true;
  15298. break;
  15299. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15300. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15301. this._alphaState.alphaBlend = true;
  15302. break;
  15303. case Engine.ALPHA_COMBINE:
  15304. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15305. this._alphaState.alphaBlend = true;
  15306. break;
  15307. case Engine.ALPHA_ONEONE:
  15308. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15309. this._alphaState.alphaBlend = true;
  15310. break;
  15311. case Engine.ALPHA_ADD:
  15312. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15313. this._alphaState.alphaBlend = true;
  15314. break;
  15315. case Engine.ALPHA_SUBTRACT:
  15316. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15317. this._alphaState.alphaBlend = true;
  15318. break;
  15319. case Engine.ALPHA_MULTIPLY:
  15320. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15321. this._alphaState.alphaBlend = true;
  15322. break;
  15323. case Engine.ALPHA_MAXIMIZED:
  15324. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15325. this._alphaState.alphaBlend = true;
  15326. break;
  15327. case Engine.ALPHA_INTERPOLATE:
  15328. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15329. this._alphaState.alphaBlend = true;
  15330. break;
  15331. case Engine.ALPHA_SCREENMODE:
  15332. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15333. this._alphaState.alphaBlend = true;
  15334. break;
  15335. }
  15336. if (!noDepthWriteChange) {
  15337. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15338. }
  15339. this._alphaMode = mode;
  15340. };
  15341. /**
  15342. * Gets the current alpha mode
  15343. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15344. * @returns the current alpha mode
  15345. */
  15346. Engine.prototype.getAlphaMode = function () {
  15347. return this._alphaMode;
  15348. };
  15349. // Textures
  15350. /**
  15351. * Clears the list of texture accessible through engine.
  15352. * This can help preventing texture load conflict due to name collision.
  15353. */
  15354. Engine.prototype.clearInternalTexturesCache = function () {
  15355. this._internalTexturesCache = [];
  15356. };
  15357. /**
  15358. * Force the entire cache to be cleared
  15359. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15360. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15361. */
  15362. Engine.prototype.wipeCaches = function (bruteForce) {
  15363. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15364. return;
  15365. }
  15366. this._currentEffect = null;
  15367. this._viewportCached.x = 0;
  15368. this._viewportCached.y = 0;
  15369. this._viewportCached.z = 0;
  15370. this._viewportCached.w = 0;
  15371. if (bruteForce) {
  15372. this.resetTextureCache();
  15373. this._currentProgram = null;
  15374. this._stencilState.reset();
  15375. this._depthCullingState.reset();
  15376. this.setDepthFunctionToLessOrEqual();
  15377. this._alphaState.reset();
  15378. this._unpackFlipYCached = null;
  15379. }
  15380. this._resetVertexBufferBinding();
  15381. this._cachedIndexBuffer = null;
  15382. this._cachedEffectForVertexBuffers = null;
  15383. this._unbindVertexArrayObject();
  15384. this.bindIndexBuffer(null);
  15385. };
  15386. /**
  15387. * Set the compressed texture format to use, based on the formats you have, and the formats
  15388. * supported by the hardware / browser.
  15389. *
  15390. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15391. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15392. * to API arguments needed to compressed textures. This puts the burden on the container
  15393. * generator to house the arcane code for determining these for current & future formats.
  15394. *
  15395. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15396. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15397. *
  15398. * Note: The result of this call is not taken into account when a texture is base64.
  15399. *
  15400. * @param formatsAvailable defines the list of those format families you have created
  15401. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15402. *
  15403. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15404. * @returns The extension selected.
  15405. */
  15406. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15407. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15408. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15409. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15410. return this._textureFormatInUse = this._texturesSupported[i];
  15411. }
  15412. }
  15413. }
  15414. // actively set format to nothing, to allow this to be called more than once
  15415. // and possibly fail the 2nd time
  15416. this._textureFormatInUse = null;
  15417. return null;
  15418. };
  15419. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15420. var gl = this._gl;
  15421. var magFilter = gl.NEAREST;
  15422. var minFilter = gl.NEAREST;
  15423. switch (samplingMode) {
  15424. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15425. magFilter = gl.LINEAR;
  15426. if (generateMipMaps) {
  15427. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15428. }
  15429. else {
  15430. minFilter = gl.LINEAR;
  15431. }
  15432. break;
  15433. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15434. magFilter = gl.LINEAR;
  15435. if (generateMipMaps) {
  15436. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15437. }
  15438. else {
  15439. minFilter = gl.LINEAR;
  15440. }
  15441. break;
  15442. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15443. magFilter = gl.NEAREST;
  15444. if (generateMipMaps) {
  15445. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15446. }
  15447. else {
  15448. minFilter = gl.NEAREST;
  15449. }
  15450. break;
  15451. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15452. magFilter = gl.NEAREST;
  15453. if (generateMipMaps) {
  15454. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15455. }
  15456. else {
  15457. minFilter = gl.NEAREST;
  15458. }
  15459. break;
  15460. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15461. magFilter = gl.NEAREST;
  15462. if (generateMipMaps) {
  15463. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15464. }
  15465. else {
  15466. minFilter = gl.LINEAR;
  15467. }
  15468. break;
  15469. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15470. magFilter = gl.NEAREST;
  15471. if (generateMipMaps) {
  15472. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15473. }
  15474. else {
  15475. minFilter = gl.LINEAR;
  15476. }
  15477. break;
  15478. case Engine.TEXTURE_NEAREST_LINEAR:
  15479. magFilter = gl.NEAREST;
  15480. minFilter = gl.LINEAR;
  15481. break;
  15482. case Engine.TEXTURE_NEAREST_NEAREST:
  15483. magFilter = gl.NEAREST;
  15484. minFilter = gl.NEAREST;
  15485. break;
  15486. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15487. magFilter = gl.LINEAR;
  15488. if (generateMipMaps) {
  15489. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15490. }
  15491. else {
  15492. minFilter = gl.NEAREST;
  15493. }
  15494. break;
  15495. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15496. magFilter = gl.LINEAR;
  15497. if (generateMipMaps) {
  15498. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15499. }
  15500. else {
  15501. minFilter = gl.NEAREST;
  15502. }
  15503. break;
  15504. case Engine.TEXTURE_LINEAR_LINEAR:
  15505. magFilter = gl.LINEAR;
  15506. minFilter = gl.LINEAR;
  15507. break;
  15508. case Engine.TEXTURE_LINEAR_NEAREST:
  15509. magFilter = gl.LINEAR;
  15510. minFilter = gl.NEAREST;
  15511. break;
  15512. }
  15513. return {
  15514. min: minFilter,
  15515. mag: magFilter
  15516. };
  15517. };
  15518. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15519. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15520. var img;
  15521. var onload = function () {
  15522. loadedImages[index] = img;
  15523. loadedImages._internalCount++;
  15524. if (scene) {
  15525. scene._removePendingData(img);
  15526. }
  15527. if (loadedImages._internalCount === 6) {
  15528. onfinish(loadedImages);
  15529. }
  15530. };
  15531. var onerror = function (message, exception) {
  15532. if (scene) {
  15533. scene._removePendingData(img);
  15534. }
  15535. if (onErrorCallBack) {
  15536. onErrorCallBack(message, exception);
  15537. }
  15538. };
  15539. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15540. if (scene) {
  15541. scene._addPendingData(img);
  15542. }
  15543. };
  15544. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15545. if (onError === void 0) { onError = null; }
  15546. var loadedImages = [];
  15547. loadedImages._internalCount = 0;
  15548. for (var index = 0; index < 6; index++) {
  15549. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15550. }
  15551. };
  15552. /** @hidden */
  15553. Engine.prototype._createTexture = function () {
  15554. var texture = this._gl.createTexture();
  15555. if (!texture) {
  15556. throw new Error("Unable to create texture");
  15557. }
  15558. return texture;
  15559. };
  15560. /**
  15561. * Usually called from BABYLON.Texture.ts.
  15562. * Passed information to create a WebGLTexture
  15563. * @param urlArg defines a value which contains one of the following:
  15564. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15565. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15566. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15567. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15568. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  15569. * @param scene needed for loading to the correct scene
  15570. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15571. * @param onLoad optional callback to be called upon successful completion
  15572. * @param onError optional callback to be called upon failure
  15573. * @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
  15574. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15575. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15576. * @param forcedExtension defines the extension to use to pick the right loader
  15577. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15578. */
  15579. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension) {
  15580. var _this = this;
  15581. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15582. if (onLoad === void 0) { onLoad = null; }
  15583. if (onError === void 0) { onError = null; }
  15584. if (buffer === void 0) { buffer = null; }
  15585. if (fallback === void 0) { fallback = null; }
  15586. if (format === void 0) { format = null; }
  15587. if (forcedExtension === void 0) { forcedExtension = null; }
  15588. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15589. var fromData = url.substr(0, 5) === "data:";
  15590. var fromBlob = url.substr(0, 5) === "blob:";
  15591. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15592. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15593. // establish the file extension, if possible
  15594. var lastDot = url.lastIndexOf('.');
  15595. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15596. var loader = null;
  15597. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15598. var availableLoader = _a[_i];
  15599. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15600. loader = availableLoader;
  15601. break;
  15602. }
  15603. }
  15604. if (loader) {
  15605. url = loader.transformUrl(url, this._textureFormatInUse);
  15606. }
  15607. if (scene) {
  15608. scene._addPendingData(texture);
  15609. }
  15610. texture.url = url;
  15611. texture.generateMipMaps = !noMipmap;
  15612. texture.samplingMode = samplingMode;
  15613. texture.invertY = invertY;
  15614. if (!this._doNotHandleContextLost) {
  15615. // Keep a link to the buffer only if we plan to handle context lost
  15616. texture._buffer = buffer;
  15617. }
  15618. var onLoadObserver = null;
  15619. if (onLoad && !fallback) {
  15620. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15621. }
  15622. if (!fallback) {
  15623. this._internalTexturesCache.push(texture);
  15624. }
  15625. var onInternalError = function (message, exception) {
  15626. if (scene) {
  15627. scene._removePendingData(texture);
  15628. }
  15629. var customFallback = false;
  15630. if (loader) {
  15631. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15632. if (fallbackUrl) {
  15633. // Add Back
  15634. customFallback = true;
  15635. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15636. }
  15637. }
  15638. if (!customFallback) {
  15639. if (onLoadObserver) {
  15640. texture.onLoadedObservable.remove(onLoadObserver);
  15641. }
  15642. if (BABYLON.Tools.UseFallbackTexture) {
  15643. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15644. }
  15645. }
  15646. if (onError) {
  15647. onError(message || "Unknown error", exception);
  15648. }
  15649. };
  15650. // processing for non-image formats
  15651. if (loader) {
  15652. var callback = function (data) {
  15653. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done) {
  15654. _this._prepareWebGLTexture(texture, scene, width, height, invertY, !loadMipmap, isCompressed, function () {
  15655. done();
  15656. return false;
  15657. }, samplingMode);
  15658. });
  15659. };
  15660. if (!buffer) {
  15661. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15662. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15663. });
  15664. }
  15665. else {
  15666. callback(buffer);
  15667. }
  15668. }
  15669. else {
  15670. var onload = function (img) {
  15671. if (fromBlob && !_this._doNotHandleContextLost) {
  15672. // We need to store the image if we need to rebuild the texture
  15673. // in case of a webgl context lost
  15674. texture._buffer = img;
  15675. }
  15676. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15677. var gl = _this._gl;
  15678. var isPot = (img.width === potWidth && img.height === potHeight);
  15679. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15680. if (isPot) {
  15681. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15682. return false;
  15683. }
  15684. var maxTextureSize = _this._caps.maxTextureSize;
  15685. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15686. _this._prepareWorkingCanvas();
  15687. if (!_this._workingCanvas || !_this._workingContext) {
  15688. return false;
  15689. }
  15690. _this._workingCanvas.width = potWidth;
  15691. _this._workingCanvas.height = potHeight;
  15692. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15693. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15694. texture.width = potWidth;
  15695. texture.height = potHeight;
  15696. return false;
  15697. }
  15698. else {
  15699. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15700. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15701. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15702. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15703. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15704. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15705. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15706. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15707. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15708. _this._releaseTexture(source_1);
  15709. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15710. continuationCallback();
  15711. });
  15712. }
  15713. return true;
  15714. }, samplingMode);
  15715. };
  15716. if (!fromData || isBase64) {
  15717. if (buffer instanceof HTMLImageElement) {
  15718. onload(buffer);
  15719. }
  15720. else {
  15721. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15722. }
  15723. }
  15724. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15725. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15726. }
  15727. else {
  15728. onload(buffer);
  15729. }
  15730. }
  15731. return texture;
  15732. };
  15733. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15734. var _this = this;
  15735. var rtt = this.createRenderTargetTexture({
  15736. width: destination.width,
  15737. height: destination.height,
  15738. }, {
  15739. generateMipMaps: false,
  15740. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15741. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15742. generateDepthBuffer: false,
  15743. generateStencilBuffer: false
  15744. });
  15745. if (!this._rescalePostProcess) {
  15746. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15747. }
  15748. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15749. _this._rescalePostProcess.onApply = function (effect) {
  15750. effect._bindTexture("textureSampler", source);
  15751. };
  15752. var hostingScene = scene;
  15753. if (!hostingScene) {
  15754. hostingScene = _this.scenes[_this.scenes.length - 1];
  15755. }
  15756. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15757. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15758. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15759. _this.unBindFramebuffer(rtt);
  15760. _this._releaseTexture(rtt);
  15761. if (onComplete) {
  15762. onComplete();
  15763. }
  15764. });
  15765. };
  15766. /**
  15767. * Update a raw texture
  15768. * @param texture defines the texture to update
  15769. * @param data defines the data to store in the texture
  15770. * @param format defines the format of the data
  15771. * @param invertY defines if data must be stored with Y axis inverted
  15772. * @param compression defines the compression used (null by default)
  15773. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15774. */
  15775. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15776. if (compression === void 0) { compression = null; }
  15777. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15778. if (!texture) {
  15779. return;
  15780. }
  15781. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15782. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15783. // babylon's internalFormat but gl's texImage2D format
  15784. var internalFormat = this._getInternalFormat(format);
  15785. var textureType = this._getWebGLTextureType(type);
  15786. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15787. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15788. if (!this._doNotHandleContextLost) {
  15789. texture._bufferView = data;
  15790. texture.format = format;
  15791. texture.type = type;
  15792. texture.invertY = invertY;
  15793. texture._compression = compression;
  15794. }
  15795. if (texture.width % 4 !== 0) {
  15796. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15797. }
  15798. if (compression && data) {
  15799. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15800. }
  15801. else {
  15802. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15803. }
  15804. if (texture.generateMipMaps) {
  15805. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15806. }
  15807. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15808. // this.resetTextureCache();
  15809. texture.isReady = true;
  15810. };
  15811. /**
  15812. * Creates a raw texture
  15813. * @param data defines the data to store in the texture
  15814. * @param width defines the width of the texture
  15815. * @param height defines the height of the texture
  15816. * @param format defines the format of the data
  15817. * @param generateMipMaps defines if the engine should generate the mip levels
  15818. * @param invertY defines if data must be stored with Y axis inverted
  15819. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15820. * @param compression defines the compression used (null by default)
  15821. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15822. * @returns the raw texture inside an InternalTexture
  15823. */
  15824. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15825. if (compression === void 0) { compression = null; }
  15826. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15827. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15828. texture.baseWidth = width;
  15829. texture.baseHeight = height;
  15830. texture.width = width;
  15831. texture.height = height;
  15832. texture.format = format;
  15833. texture.generateMipMaps = generateMipMaps;
  15834. texture.samplingMode = samplingMode;
  15835. texture.invertY = invertY;
  15836. texture._compression = compression;
  15837. texture.type = type;
  15838. if (!this._doNotHandleContextLost) {
  15839. texture._bufferView = data;
  15840. }
  15841. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15842. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15843. // Filters
  15844. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15845. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15846. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15847. if (generateMipMaps) {
  15848. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15849. }
  15850. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15851. this._internalTexturesCache.push(texture);
  15852. return texture;
  15853. };
  15854. /** @hidden */
  15855. Engine.prototype._unpackFlipY = function (value) {
  15856. if (this._unpackFlipYCached !== value) {
  15857. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15858. if (this.enableUnpackFlipYCached) {
  15859. this._unpackFlipYCached = value;
  15860. }
  15861. }
  15862. };
  15863. /** @hidden */
  15864. Engine.prototype._getUnpackAlignement = function () {
  15865. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15866. };
  15867. /**
  15868. * Creates a dynamic texture
  15869. * @param width defines the width of the texture
  15870. * @param height defines the height of the texture
  15871. * @param generateMipMaps defines if the engine should generate the mip levels
  15872. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15873. * @returns the dynamic texture inside an InternalTexture
  15874. */
  15875. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15876. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15877. texture.baseWidth = width;
  15878. texture.baseHeight = height;
  15879. if (generateMipMaps) {
  15880. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  15881. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  15882. }
  15883. // this.resetTextureCache();
  15884. texture.width = width;
  15885. texture.height = height;
  15886. texture.isReady = false;
  15887. texture.generateMipMaps = generateMipMaps;
  15888. texture.samplingMode = samplingMode;
  15889. this.updateTextureSamplingMode(samplingMode, texture);
  15890. this._internalTexturesCache.push(texture);
  15891. return texture;
  15892. };
  15893. /**
  15894. * Update the sampling mode of a given texture
  15895. * @param samplingMode defines the required sampling mode
  15896. * @param texture defines the texture to update
  15897. */
  15898. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  15899. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  15900. if (texture.isCube) {
  15901. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15902. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15903. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15904. }
  15905. else if (texture.is3D) {
  15906. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15907. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15908. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  15909. }
  15910. else {
  15911. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15912. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15913. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15914. }
  15915. texture.samplingMode = samplingMode;
  15916. };
  15917. /**
  15918. * Update the content of a dynamic texture
  15919. * @param texture defines the texture to update
  15920. * @param canvas defines the canvas containing the source
  15921. * @param invertY defines if data must be stored with Y axis inverted
  15922. * @param premulAlpha defines if alpha is stored as premultiplied
  15923. * @param format defines the format of the data
  15924. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  15925. */
  15926. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {
  15927. if (premulAlpha === void 0) { premulAlpha = false; }
  15928. if (forceBindTexture === void 0) { forceBindTexture = false; }
  15929. if (!texture) {
  15930. return;
  15931. }
  15932. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  15933. this._unpackFlipY(invertY);
  15934. if (premulAlpha) {
  15935. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  15936. }
  15937. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  15938. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  15939. if (texture.generateMipMaps) {
  15940. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15941. }
  15942. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15943. if (premulAlpha) {
  15944. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  15945. }
  15946. texture.isReady = true;
  15947. };
  15948. /**
  15949. * Update a video texture
  15950. * @param texture defines the texture to update
  15951. * @param video defines the video element to use
  15952. * @param invertY defines if data must be stored with Y axis inverted
  15953. */
  15954. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  15955. if (!texture || texture._isDisabled) {
  15956. return;
  15957. }
  15958. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15959. this._unpackFlipY(!invertY); // Video are upside down by default
  15960. try {
  15961. // Testing video texture support
  15962. if (this._videoTextureSupported === undefined) {
  15963. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15964. if (this._gl.getError() !== 0) {
  15965. this._videoTextureSupported = false;
  15966. }
  15967. else {
  15968. this._videoTextureSupported = true;
  15969. }
  15970. }
  15971. // Copy video through the current working canvas if video texture is not supported
  15972. if (!this._videoTextureSupported) {
  15973. if (!texture._workingCanvas) {
  15974. texture._workingCanvas = document.createElement("canvas");
  15975. var context = texture._workingCanvas.getContext("2d");
  15976. if (!context) {
  15977. throw new Error("Unable to get 2d context");
  15978. }
  15979. texture._workingContext = context;
  15980. texture._workingCanvas.width = texture.width;
  15981. texture._workingCanvas.height = texture.height;
  15982. }
  15983. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  15984. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  15985. }
  15986. else {
  15987. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15988. }
  15989. if (texture.generateMipMaps) {
  15990. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15991. }
  15992. if (!wasPreviouslyBound) {
  15993. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15994. }
  15995. // this.resetTextureCache();
  15996. texture.isReady = true;
  15997. }
  15998. catch (ex) {
  15999. // Something unexpected
  16000. // Let's disable the texture
  16001. texture._isDisabled = true;
  16002. }
  16003. };
  16004. /**
  16005. * Updates a depth texture Comparison Mode and Function.
  16006. * If the comparison Function is equal to 0, the mode will be set to none.
  16007. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  16008. * @param texture The texture to set the comparison function for
  16009. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  16010. */
  16011. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  16012. if (this.webGLVersion === 1) {
  16013. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  16014. return;
  16015. }
  16016. var gl = this._gl;
  16017. if (texture.isCube) {
  16018. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16019. if (comparisonFunction === 0) {
  16020. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16021. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16022. }
  16023. else {
  16024. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16025. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16026. }
  16027. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16028. }
  16029. else {
  16030. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16031. if (comparisonFunction === 0) {
  16032. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16033. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16034. }
  16035. else {
  16036. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16037. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16038. }
  16039. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16040. }
  16041. texture._comparisonFunction = comparisonFunction;
  16042. };
  16043. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  16044. var width = size.width || size;
  16045. var height = size.height || size;
  16046. internalTexture.baseWidth = width;
  16047. internalTexture.baseHeight = height;
  16048. internalTexture.width = width;
  16049. internalTexture.height = height;
  16050. internalTexture.isReady = true;
  16051. internalTexture.samples = 1;
  16052. internalTexture.generateMipMaps = false;
  16053. internalTexture._generateDepthBuffer = true;
  16054. internalTexture._generateStencilBuffer = generateStencil;
  16055. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16056. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16057. internalTexture._comparisonFunction = comparisonFunction;
  16058. var gl = this._gl;
  16059. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16060. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  16061. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  16062. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  16063. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16064. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16065. if (comparisonFunction === 0) {
  16066. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16067. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16068. }
  16069. else {
  16070. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16071. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16072. }
  16073. };
  16074. /**
  16075. * Creates a depth stencil texture.
  16076. * This is only available in WebGL 2 or with the depth texture extension available.
  16077. * @param size The size of face edge in the texture.
  16078. * @param options The options defining the texture.
  16079. * @returns The texture
  16080. */
  16081. Engine.prototype.createDepthStencilTexture = function (size, options) {
  16082. if (options.isCube) {
  16083. var width = size.width || size;
  16084. return this._createDepthStencilCubeTexture(width, options);
  16085. }
  16086. else {
  16087. return this._createDepthStencilTexture(size, options);
  16088. }
  16089. };
  16090. /**
  16091. * Creates a depth stencil texture.
  16092. * This is only available in WebGL 2 or with the depth texture extension available.
  16093. * @param size The size of face edge in the texture.
  16094. * @param options The options defining the texture.
  16095. * @returns The texture
  16096. */
  16097. Engine.prototype._createDepthStencilTexture = function (size, options) {
  16098. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  16099. if (!this._caps.depthTextureExtension) {
  16100. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16101. return internalTexture;
  16102. }
  16103. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16104. var gl = this._gl;
  16105. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16106. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16107. if (this.webGLVersion > 1) {
  16108. if (internalOptions.generateStencil) {
  16109. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16110. }
  16111. else {
  16112. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16113. }
  16114. }
  16115. else {
  16116. if (internalOptions.generateStencil) {
  16117. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16118. }
  16119. else {
  16120. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16121. }
  16122. }
  16123. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16124. return internalTexture;
  16125. };
  16126. /**
  16127. * Creates a depth stencil cube texture.
  16128. * This is only available in WebGL 2.
  16129. * @param size The size of face edge in the cube texture.
  16130. * @param options The options defining the cube texture.
  16131. * @returns The cube texture
  16132. */
  16133. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16134. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16135. internalTexture.isCube = true;
  16136. if (this.webGLVersion === 1) {
  16137. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16138. return internalTexture;
  16139. }
  16140. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16141. var gl = this._gl;
  16142. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16143. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16144. // Create the depth/stencil buffer
  16145. for (var face = 0; face < 6; face++) {
  16146. if (internalOptions.generateStencil) {
  16147. 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);
  16148. }
  16149. else {
  16150. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16151. }
  16152. }
  16153. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16154. return internalTexture;
  16155. };
  16156. /**
  16157. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16158. * @param renderTarget The render target to set the frame buffer for
  16159. */
  16160. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16161. // Create the framebuffer
  16162. var internalTexture = renderTarget.getInternalTexture();
  16163. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16164. return;
  16165. }
  16166. var gl = this._gl;
  16167. var depthStencilTexture = renderTarget.depthStencilTexture;
  16168. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16169. if (depthStencilTexture.isCube) {
  16170. if (depthStencilTexture._generateStencilBuffer) {
  16171. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16172. }
  16173. else {
  16174. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16175. }
  16176. }
  16177. else {
  16178. if (depthStencilTexture._generateStencilBuffer) {
  16179. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16180. }
  16181. else {
  16182. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16183. }
  16184. }
  16185. this.bindUnboundFramebuffer(null);
  16186. };
  16187. /**
  16188. * Creates a new render target texture
  16189. * @param size defines the size of the texture
  16190. * @param options defines the options used to create the texture
  16191. * @returns a new render target texture stored in an InternalTexture
  16192. */
  16193. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16194. var fullOptions = new RenderTargetCreationOptions();
  16195. if (options !== undefined && typeof options === "object") {
  16196. fullOptions.generateMipMaps = options.generateMipMaps;
  16197. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16198. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16199. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16200. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16201. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16202. }
  16203. else {
  16204. fullOptions.generateMipMaps = options;
  16205. fullOptions.generateDepthBuffer = true;
  16206. fullOptions.generateStencilBuffer = false;
  16207. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16208. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16209. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16210. }
  16211. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16212. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16213. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16214. }
  16215. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16216. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16217. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16218. }
  16219. var gl = this._gl;
  16220. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16221. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16222. var width = size.width || size;
  16223. var height = size.height || size;
  16224. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16225. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16226. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16227. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16228. }
  16229. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16230. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16231. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16232. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16233. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16234. // Create the framebuffer
  16235. var currentFrameBuffer = this._currentFramebuffer;
  16236. var framebuffer = gl.createFramebuffer();
  16237. this.bindUnboundFramebuffer(framebuffer);
  16238. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16239. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16240. if (fullOptions.generateMipMaps) {
  16241. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16242. }
  16243. // Unbind
  16244. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16245. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16246. this.bindUnboundFramebuffer(currentFrameBuffer);
  16247. texture._framebuffer = framebuffer;
  16248. texture.baseWidth = width;
  16249. texture.baseHeight = height;
  16250. texture.width = width;
  16251. texture.height = height;
  16252. texture.isReady = true;
  16253. texture.samples = 1;
  16254. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16255. texture.samplingMode = fullOptions.samplingMode;
  16256. texture.type = fullOptions.type;
  16257. texture.format = fullOptions.format;
  16258. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16259. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16260. // this.resetTextureCache();
  16261. this._internalTexturesCache.push(texture);
  16262. return texture;
  16263. };
  16264. /**
  16265. * Create a multi render target texture
  16266. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16267. * @param size defines the size of the texture
  16268. * @param options defines the creation options
  16269. * @returns the cube texture as an InternalTexture
  16270. */
  16271. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16272. var generateMipMaps = false;
  16273. var generateDepthBuffer = true;
  16274. var generateStencilBuffer = false;
  16275. var generateDepthTexture = false;
  16276. var textureCount = 1;
  16277. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16278. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16279. var types = new Array();
  16280. var samplingModes = new Array();
  16281. if (options !== undefined) {
  16282. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16283. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16284. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16285. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16286. textureCount = options.textureCount || 1;
  16287. if (options.types) {
  16288. types = options.types;
  16289. }
  16290. if (options.samplingModes) {
  16291. samplingModes = options.samplingModes;
  16292. }
  16293. }
  16294. var gl = this._gl;
  16295. // Create the framebuffer
  16296. var framebuffer = gl.createFramebuffer();
  16297. this.bindUnboundFramebuffer(framebuffer);
  16298. var width = size.width || size;
  16299. var height = size.height || size;
  16300. var textures = [];
  16301. var attachments = [];
  16302. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16303. for (var i = 0; i < textureCount; i++) {
  16304. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16305. var type = types[i] || defaultType;
  16306. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16307. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16308. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16309. }
  16310. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16311. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16312. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16313. }
  16314. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16315. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16316. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16317. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16318. }
  16319. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16320. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16321. textures.push(texture);
  16322. attachments.push(attachment);
  16323. gl.activeTexture(gl["TEXTURE" + i]);
  16324. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16325. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16326. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16327. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16328. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16329. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16330. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16331. if (generateMipMaps) {
  16332. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16333. }
  16334. // Unbind
  16335. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16336. texture._framebuffer = framebuffer;
  16337. texture._depthStencilBuffer = depthStencilBuffer;
  16338. texture.baseWidth = width;
  16339. texture.baseHeight = height;
  16340. texture.width = width;
  16341. texture.height = height;
  16342. texture.isReady = true;
  16343. texture.samples = 1;
  16344. texture.generateMipMaps = generateMipMaps;
  16345. texture.samplingMode = samplingMode;
  16346. texture.type = type;
  16347. texture._generateDepthBuffer = generateDepthBuffer;
  16348. texture._generateStencilBuffer = generateStencilBuffer;
  16349. texture._attachments = attachments;
  16350. this._internalTexturesCache.push(texture);
  16351. }
  16352. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16353. // Depth texture
  16354. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16355. gl.activeTexture(gl.TEXTURE0);
  16356. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16357. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16358. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16359. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16360. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16361. 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);
  16362. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16363. depthTexture._framebuffer = framebuffer;
  16364. depthTexture.baseWidth = width;
  16365. depthTexture.baseHeight = height;
  16366. depthTexture.width = width;
  16367. depthTexture.height = height;
  16368. depthTexture.isReady = true;
  16369. depthTexture.samples = 1;
  16370. depthTexture.generateMipMaps = generateMipMaps;
  16371. depthTexture.samplingMode = gl.NEAREST;
  16372. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16373. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16374. textures.push(depthTexture);
  16375. this._internalTexturesCache.push(depthTexture);
  16376. }
  16377. gl.drawBuffers(attachments);
  16378. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16379. this.bindUnboundFramebuffer(null);
  16380. this.resetTextureCache();
  16381. return textures;
  16382. };
  16383. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16384. if (samples === void 0) { samples = 1; }
  16385. var depthStencilBuffer = null;
  16386. var gl = this._gl;
  16387. // Create the depth/stencil buffer
  16388. if (generateStencilBuffer) {
  16389. depthStencilBuffer = gl.createRenderbuffer();
  16390. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16391. if (samples > 1) {
  16392. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16393. }
  16394. else {
  16395. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16396. }
  16397. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16398. }
  16399. else if (generateDepthBuffer) {
  16400. depthStencilBuffer = gl.createRenderbuffer();
  16401. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16402. if (samples > 1) {
  16403. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16404. }
  16405. else {
  16406. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16407. }
  16408. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16409. }
  16410. return depthStencilBuffer;
  16411. };
  16412. /**
  16413. * Updates the sample count of a render target texture
  16414. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16415. * @param texture defines the texture to update
  16416. * @param samples defines the sample count to set
  16417. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16418. */
  16419. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16420. if (this.webGLVersion < 2 || !texture) {
  16421. return 1;
  16422. }
  16423. if (texture.samples === samples) {
  16424. return samples;
  16425. }
  16426. var gl = this._gl;
  16427. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16428. // Dispose previous render buffers
  16429. if (texture._depthStencilBuffer) {
  16430. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16431. texture._depthStencilBuffer = null;
  16432. }
  16433. if (texture._MSAAFramebuffer) {
  16434. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16435. texture._MSAAFramebuffer = null;
  16436. }
  16437. if (texture._MSAARenderBuffer) {
  16438. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16439. texture._MSAARenderBuffer = null;
  16440. }
  16441. if (samples > 1) {
  16442. var framebuffer = gl.createFramebuffer();
  16443. if (!framebuffer) {
  16444. throw new Error("Unable to create multi sampled framebuffer");
  16445. }
  16446. texture._MSAAFramebuffer = framebuffer;
  16447. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16448. var colorRenderbuffer = gl.createRenderbuffer();
  16449. if (!colorRenderbuffer) {
  16450. throw new Error("Unable to create multi sampled framebuffer");
  16451. }
  16452. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16453. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16454. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16455. texture._MSAARenderBuffer = colorRenderbuffer;
  16456. }
  16457. else {
  16458. this.bindUnboundFramebuffer(texture._framebuffer);
  16459. }
  16460. texture.samples = samples;
  16461. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16462. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16463. this.bindUnboundFramebuffer(null);
  16464. return samples;
  16465. };
  16466. /**
  16467. * Update the sample count for a given multiple render target texture
  16468. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16469. * @param textures defines the textures to update
  16470. * @param samples defines the sample count to set
  16471. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16472. */
  16473. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16474. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16475. return 1;
  16476. }
  16477. if (textures[0].samples === samples) {
  16478. return samples;
  16479. }
  16480. var gl = this._gl;
  16481. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16482. // Dispose previous render buffers
  16483. if (textures[0]._depthStencilBuffer) {
  16484. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16485. textures[0]._depthStencilBuffer = null;
  16486. }
  16487. if (textures[0]._MSAAFramebuffer) {
  16488. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16489. textures[0]._MSAAFramebuffer = null;
  16490. }
  16491. for (var i = 0; i < textures.length; i++) {
  16492. if (textures[i]._MSAARenderBuffer) {
  16493. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16494. textures[i]._MSAARenderBuffer = null;
  16495. }
  16496. }
  16497. if (samples > 1) {
  16498. var framebuffer = gl.createFramebuffer();
  16499. if (!framebuffer) {
  16500. throw new Error("Unable to create multi sampled framebuffer");
  16501. }
  16502. this.bindUnboundFramebuffer(framebuffer);
  16503. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16504. var attachments = [];
  16505. for (var i = 0; i < textures.length; i++) {
  16506. var texture = textures[i];
  16507. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16508. var colorRenderbuffer = gl.createRenderbuffer();
  16509. if (!colorRenderbuffer) {
  16510. throw new Error("Unable to create multi sampled framebuffer");
  16511. }
  16512. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16513. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16514. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16515. texture._MSAAFramebuffer = framebuffer;
  16516. texture._MSAARenderBuffer = colorRenderbuffer;
  16517. texture.samples = samples;
  16518. texture._depthStencilBuffer = depthStencilBuffer;
  16519. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16520. attachments.push(attachment);
  16521. }
  16522. gl.drawBuffers(attachments);
  16523. }
  16524. else {
  16525. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16526. }
  16527. this.bindUnboundFramebuffer(null);
  16528. return samples;
  16529. };
  16530. /** @hidden */
  16531. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16532. if (faceIndex === void 0) { faceIndex = 0; }
  16533. if (lod === void 0) { lod = 0; }
  16534. var gl = this._gl;
  16535. var target = gl.TEXTURE_2D;
  16536. if (texture.isCube) {
  16537. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16538. }
  16539. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16540. };
  16541. /** @hidden */
  16542. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16543. if (faceIndex === void 0) { faceIndex = 0; }
  16544. if (lod === void 0) { lod = 0; }
  16545. var gl = this._gl;
  16546. var textureType = this._getWebGLTextureType(texture.type);
  16547. var format = this._getInternalFormat(texture.format);
  16548. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16549. this._unpackFlipY(texture.invertY);
  16550. var target = gl.TEXTURE_2D;
  16551. if (texture.isCube) {
  16552. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16553. }
  16554. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16555. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16556. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16557. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16558. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16559. };
  16560. /** @hidden */
  16561. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16562. if (faceIndex === void 0) { faceIndex = 0; }
  16563. if (lod === void 0) { lod = 0; }
  16564. var gl = this._gl;
  16565. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16566. this._bindTextureDirectly(bindTarget, texture, true);
  16567. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16568. this._bindTextureDirectly(bindTarget, null, true);
  16569. };
  16570. /** @hidden */
  16571. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16572. if (faceIndex === void 0) { faceIndex = 0; }
  16573. if (lod === void 0) { lod = 0; }
  16574. var gl = this._gl;
  16575. var textureType = this._getWebGLTextureType(texture.type);
  16576. var format = this._getInternalFormat(texture.format);
  16577. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16578. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16579. this._bindTextureDirectly(bindTarget, texture, true);
  16580. this._unpackFlipY(texture.invertY);
  16581. var target = gl.TEXTURE_2D;
  16582. if (texture.isCube) {
  16583. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16584. }
  16585. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16586. this._bindTextureDirectly(bindTarget, null, true);
  16587. };
  16588. /**
  16589. * Creates a new render target cube texture
  16590. * @param size defines the size of the texture
  16591. * @param options defines the options used to create the texture
  16592. * @returns a new render target cube texture stored in an InternalTexture
  16593. */
  16594. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16595. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16596. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16597. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16598. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16599. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16600. }
  16601. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16602. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16603. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16604. }
  16605. var gl = this._gl;
  16606. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16607. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16608. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16609. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16610. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16611. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16612. }
  16613. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16614. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16615. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16616. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16617. for (var face = 0; face < 6; face++) {
  16618. 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);
  16619. }
  16620. // Create the framebuffer
  16621. var framebuffer = gl.createFramebuffer();
  16622. this.bindUnboundFramebuffer(framebuffer);
  16623. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16624. // MipMaps
  16625. if (fullOptions.generateMipMaps) {
  16626. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16627. }
  16628. // Unbind
  16629. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16630. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16631. this.bindUnboundFramebuffer(null);
  16632. texture._framebuffer = framebuffer;
  16633. texture.width = size;
  16634. texture.height = size;
  16635. texture.isReady = true;
  16636. texture.isCube = true;
  16637. texture.samples = 1;
  16638. texture.generateMipMaps = fullOptions.generateMipMaps;
  16639. texture.samplingMode = fullOptions.samplingMode;
  16640. texture.type = fullOptions.type;
  16641. texture.format = fullOptions.format;
  16642. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16643. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16644. this._internalTexturesCache.push(texture);
  16645. return texture;
  16646. };
  16647. /**
  16648. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16649. * @param rootUrl defines the url where the file to load is located
  16650. * @param scene defines the current scene
  16651. * @param lodScale defines scale to apply to the mip map selection
  16652. * @param lodOffset defines offset to apply to the mip map selection
  16653. * @param onLoad defines an optional callback raised when the texture is loaded
  16654. * @param onError defines an optional callback raised if there is an issue to load the texture
  16655. * @param format defines the format of the data
  16656. * @param forcedExtension defines the extension to use to pick the right loader
  16657. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16658. * @returns the cube texture as an InternalTexture
  16659. */
  16660. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16661. var _this = this;
  16662. if (onLoad === void 0) { onLoad = null; }
  16663. if (onError === void 0) { onError = null; }
  16664. if (forcedExtension === void 0) { forcedExtension = null; }
  16665. if (createPolynomials === void 0) { createPolynomials = true; }
  16666. var callback = function (loadData) {
  16667. if (!loadData) {
  16668. if (onLoad) {
  16669. onLoad(null);
  16670. }
  16671. return;
  16672. }
  16673. var texture = loadData.texture;
  16674. if (!createPolynomials) {
  16675. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16676. }
  16677. else if (loadData.info.sphericalPolynomial) {
  16678. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16679. }
  16680. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16681. if (_this._caps.textureLOD) {
  16682. // Do not add extra process if texture lod is supported.
  16683. if (onLoad) {
  16684. onLoad(texture);
  16685. }
  16686. return;
  16687. }
  16688. var mipSlices = 3;
  16689. var gl = _this._gl;
  16690. var width = loadData.width;
  16691. if (!width) {
  16692. return;
  16693. }
  16694. var textures = [];
  16695. for (var i = 0; i < mipSlices; i++) {
  16696. //compute LOD from even spacing in smoothness (matching shader calculation)
  16697. var smoothness = i / (mipSlices - 1);
  16698. var roughness = 1 - smoothness;
  16699. var minLODIndex = lodOffset; // roughness = 0
  16700. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16701. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16702. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16703. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16704. glTextureFromLod.type = texture.type;
  16705. glTextureFromLod.format = texture.format;
  16706. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16707. glTextureFromLod.height = glTextureFromLod.width;
  16708. glTextureFromLod.isCube = true;
  16709. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16710. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16711. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16712. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16713. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16714. if (loadData.isDDS) {
  16715. var info = loadData.info;
  16716. var data = loadData.data;
  16717. _this._unpackFlipY(info.isCompressed);
  16718. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16719. }
  16720. else {
  16721. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16722. }
  16723. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16724. // Wrap in a base texture for easy binding.
  16725. var lodTexture = new BABYLON.BaseTexture(scene);
  16726. lodTexture.isCube = true;
  16727. lodTexture._texture = glTextureFromLod;
  16728. glTextureFromLod.isReady = true;
  16729. textures.push(lodTexture);
  16730. }
  16731. texture._lodTextureHigh = textures[2];
  16732. texture._lodTextureMid = textures[1];
  16733. texture._lodTextureLow = textures[0];
  16734. if (onLoad) {
  16735. onLoad(texture);
  16736. }
  16737. };
  16738. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16739. };
  16740. /**
  16741. * Creates a cube texture
  16742. * @param rootUrl defines the url where the files to load is located
  16743. * @param scene defines the current scene
  16744. * @param files defines the list of files to load (1 per face)
  16745. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16746. * @param onLoad defines an optional callback raised when the texture is loaded
  16747. * @param onError defines an optional callback raised if there is an issue to load the texture
  16748. * @param format defines the format of the data
  16749. * @param forcedExtension defines the extension to use to pick the right loader
  16750. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16751. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16752. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16753. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16754. * @returns the cube texture as an InternalTexture
  16755. */
  16756. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback) {
  16757. var _this = this;
  16758. if (onLoad === void 0) { onLoad = null; }
  16759. if (onError === void 0) { onError = null; }
  16760. if (forcedExtension === void 0) { forcedExtension = null; }
  16761. if (createPolynomials === void 0) { createPolynomials = false; }
  16762. if (lodScale === void 0) { lodScale = 0; }
  16763. if (lodOffset === void 0) { lodOffset = 0; }
  16764. if (fallback === void 0) { fallback = null; }
  16765. var gl = this._gl;
  16766. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16767. texture.isCube = true;
  16768. texture.url = rootUrl;
  16769. texture.generateMipMaps = !noMipmap;
  16770. texture._lodGenerationScale = lodScale;
  16771. texture._lodGenerationOffset = lodOffset;
  16772. if (!this._doNotHandleContextLost) {
  16773. texture._extension = forcedExtension;
  16774. texture._files = files;
  16775. }
  16776. var lastDot = rootUrl.lastIndexOf('.');
  16777. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16778. var loader = null;
  16779. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16780. var availableLoader = _a[_i];
  16781. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16782. loader = availableLoader;
  16783. break;
  16784. }
  16785. }
  16786. var onInternalError = function (request, exception) {
  16787. if (loader) {
  16788. var fallbackUrl = loader.getFallbackTextureUrl(rootUrl, _this._textureFormatInUse);
  16789. if (fallbackUrl) {
  16790. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture);
  16791. }
  16792. }
  16793. if (onError && request) {
  16794. onError(request.status + " " + request.statusText, exception);
  16795. }
  16796. };
  16797. if (loader) {
  16798. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16799. var onloaddata = function (data) {
  16800. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16801. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16802. };
  16803. if (files && files.length === 6) {
  16804. if (loader.supportCascades) {
  16805. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16806. }
  16807. else if (onError) {
  16808. onError("Textures type does not support cascades.");
  16809. }
  16810. }
  16811. else {
  16812. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16813. }
  16814. }
  16815. else {
  16816. if (!files) {
  16817. throw new Error("Cannot load cubemap because files were not defined");
  16818. }
  16819. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16820. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16821. var height = width;
  16822. _this._prepareWorkingCanvas();
  16823. if (!_this._workingCanvas || !_this._workingContext) {
  16824. return;
  16825. }
  16826. _this._workingCanvas.width = width;
  16827. _this._workingCanvas.height = height;
  16828. var faces = [
  16829. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16830. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16831. ];
  16832. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16833. _this._unpackFlipY(false);
  16834. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16835. for (var index = 0; index < faces.length; index++) {
  16836. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16837. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16838. }
  16839. if (!noMipmap) {
  16840. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16841. }
  16842. _this._setCubeMapTextureParams(!noMipmap);
  16843. texture.width = width;
  16844. texture.height = height;
  16845. texture.isReady = true;
  16846. if (format) {
  16847. texture.format = format;
  16848. }
  16849. texture.onLoadedObservable.notifyObservers(texture);
  16850. texture.onLoadedObservable.clear();
  16851. if (onLoad) {
  16852. onLoad();
  16853. }
  16854. }, files, onError);
  16855. }
  16856. this._internalTexturesCache.push(texture);
  16857. return texture;
  16858. };
  16859. /**
  16860. * @hidden
  16861. */
  16862. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16863. var gl = this._gl;
  16864. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16865. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16866. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16867. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16868. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16869. // this.resetTextureCache();
  16870. };
  16871. /**
  16872. * Update a raw cube texture
  16873. * @param texture defines the texture to udpdate
  16874. * @param data defines the data to store
  16875. * @param format defines the data format
  16876. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  16877. * @param invertY defines if data must be stored with Y axis inverted
  16878. * @param compression defines the compression used (null by default)
  16879. * @param level defines which level of the texture to update
  16880. */
  16881. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  16882. if (compression === void 0) { compression = null; }
  16883. if (level === void 0) { level = 0; }
  16884. texture._bufferViewArray = data;
  16885. texture.format = format;
  16886. texture.type = type;
  16887. texture.invertY = invertY;
  16888. texture._compression = compression;
  16889. var gl = this._gl;
  16890. var textureType = this._getWebGLTextureType(type);
  16891. var internalFormat = this._getInternalFormat(format);
  16892. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  16893. var needConversion = false;
  16894. if (internalFormat === gl.RGB) {
  16895. internalFormat = gl.RGBA;
  16896. needConversion = true;
  16897. }
  16898. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16899. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16900. if (texture.width % 4 !== 0) {
  16901. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  16902. }
  16903. // Data are known to be in +X +Y +Z -X -Y -Z
  16904. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16905. var faceData = data[faceIndex];
  16906. if (compression) {
  16907. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  16908. }
  16909. else {
  16910. if (needConversion) {
  16911. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  16912. }
  16913. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  16914. }
  16915. }
  16916. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16917. if (isPot && texture.generateMipMaps && level === 0) {
  16918. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16919. }
  16920. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16921. // this.resetTextureCache();
  16922. texture.isReady = true;
  16923. };
  16924. /**
  16925. * Creates a new raw cube texture
  16926. * @param data defines the array of data to use to create each face
  16927. * @param size defines the size of the textures
  16928. * @param format defines the format of the data
  16929. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16930. * @param generateMipMaps defines if the engine should generate the mip levels
  16931. * @param invertY defines if data must be stored with Y axis inverted
  16932. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16933. * @param compression defines the compression used (null by default)
  16934. * @returns the cube texture as an InternalTexture
  16935. */
  16936. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  16937. if (compression === void 0) { compression = null; }
  16938. var gl = this._gl;
  16939. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  16940. texture.isCube = true;
  16941. texture.format = format;
  16942. texture.type = type;
  16943. if (!this._doNotHandleContextLost) {
  16944. texture._bufferViewArray = data;
  16945. }
  16946. var textureType = this._getWebGLTextureType(type);
  16947. var internalFormat = this._getInternalFormat(format);
  16948. if (internalFormat === gl.RGB) {
  16949. internalFormat = gl.RGBA;
  16950. }
  16951. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  16952. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  16953. generateMipMaps = false;
  16954. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16955. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16956. }
  16957. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  16958. generateMipMaps = false;
  16959. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16960. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16961. }
  16962. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  16963. generateMipMaps = false;
  16964. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  16965. }
  16966. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  16967. generateMipMaps = false;
  16968. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  16969. }
  16970. var width = size;
  16971. var height = width;
  16972. texture.width = width;
  16973. texture.height = height;
  16974. // Double check on POT to generate Mips.
  16975. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16976. if (!isPot) {
  16977. generateMipMaps = false;
  16978. }
  16979. // Upload data if needed. The texture won't be ready until then.
  16980. if (data) {
  16981. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  16982. }
  16983. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16984. // Filters
  16985. if (data && generateMipMaps) {
  16986. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16987. }
  16988. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16989. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16990. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16991. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16992. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16993. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16994. texture.generateMipMaps = generateMipMaps;
  16995. return texture;
  16996. };
  16997. /**
  16998. * Creates a new raw cube texture from a specified url
  16999. * @param url defines the url where the data is located
  17000. * @param scene defines the current scene
  17001. * @param size defines the size of the textures
  17002. * @param format defines the format of the data
  17003. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17004. * @param noMipmap defines if the engine should avoid generating the mip levels
  17005. * @param callback defines a callback used to extract texture data from loaded data
  17006. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  17007. * @param onLoad defines a callback called when texture is loaded
  17008. * @param onError defines a callback called if there is an error
  17009. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17010. * @param invertY defines if data must be stored with Y axis inverted
  17011. * @returns the cube texture as an InternalTexture
  17012. */
  17013. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  17014. var _this = this;
  17015. if (onLoad === void 0) { onLoad = null; }
  17016. if (onError === void 0) { onError = null; }
  17017. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17018. if (invertY === void 0) { invertY = false; }
  17019. var gl = this._gl;
  17020. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  17021. scene._addPendingData(texture);
  17022. texture.url = url;
  17023. this._internalTexturesCache.push(texture);
  17024. var onerror = function (request, exception) {
  17025. scene._removePendingData(texture);
  17026. if (onError && request) {
  17027. onError(request.status + " " + request.statusText, exception);
  17028. }
  17029. };
  17030. var internalCallback = function (data) {
  17031. var width = texture.width;
  17032. var faceDataArrays = callback(data);
  17033. if (!faceDataArrays) {
  17034. return;
  17035. }
  17036. if (mipmapGenerator) {
  17037. var textureType = _this._getWebGLTextureType(type);
  17038. var internalFormat = _this._getInternalFormat(format);
  17039. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  17040. var needConversion = false;
  17041. if (internalFormat === gl.RGB) {
  17042. internalFormat = gl.RGBA;
  17043. needConversion = true;
  17044. }
  17045. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17046. _this._unpackFlipY(false);
  17047. var mipData = mipmapGenerator(faceDataArrays);
  17048. for (var level = 0; level < mipData.length; level++) {
  17049. var mipSize = width >> level;
  17050. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17051. var mipFaceData = mipData[level][faceIndex];
  17052. if (needConversion) {
  17053. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  17054. }
  17055. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  17056. }
  17057. }
  17058. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17059. }
  17060. else {
  17061. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  17062. }
  17063. texture.isReady = true;
  17064. // this.resetTextureCache();
  17065. scene._removePendingData(texture);
  17066. if (onLoad) {
  17067. onLoad();
  17068. }
  17069. };
  17070. this._loadFile(url, function (data) {
  17071. internalCallback(data);
  17072. }, undefined, scene.offlineProvider, true, onerror);
  17073. return texture;
  17074. };
  17075. /**
  17076. * Update a raw 3D texture
  17077. * @param texture defines the texture to update
  17078. * @param data defines the data to store
  17079. * @param format defines the data format
  17080. * @param invertY defines if data must be stored with Y axis inverted
  17081. * @param compression defines the used compression (can be null)
  17082. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  17083. */
  17084. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  17085. if (compression === void 0) { compression = null; }
  17086. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17087. var internalType = this._getWebGLTextureType(textureType);
  17088. var internalFormat = this._getInternalFormat(format);
  17089. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  17090. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17091. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17092. if (!this._doNotHandleContextLost) {
  17093. texture._bufferView = data;
  17094. texture.format = format;
  17095. texture.invertY = invertY;
  17096. texture._compression = compression;
  17097. }
  17098. if (texture.width % 4 !== 0) {
  17099. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17100. }
  17101. if (compression && data) {
  17102. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17103. }
  17104. else {
  17105. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17106. }
  17107. if (texture.generateMipMaps) {
  17108. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17109. }
  17110. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17111. // this.resetTextureCache();
  17112. texture.isReady = true;
  17113. };
  17114. /**
  17115. * Creates a new raw 3D texture
  17116. * @param data defines the data used to create the texture
  17117. * @param width defines the width of the texture
  17118. * @param height defines the height of the texture
  17119. * @param depth defines the depth of the texture
  17120. * @param format defines the format of the texture
  17121. * @param generateMipMaps defines if the engine must generate mip levels
  17122. * @param invertY defines if data must be stored with Y axis inverted
  17123. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17124. * @param compression defines the compressed used (can be null)
  17125. * @param textureType defines the compressed used (can be null)
  17126. * @returns a new raw 3D texture (stored in an InternalTexture)
  17127. */
  17128. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17129. if (compression === void 0) { compression = null; }
  17130. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17131. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17132. texture.baseWidth = width;
  17133. texture.baseHeight = height;
  17134. texture.baseDepth = depth;
  17135. texture.width = width;
  17136. texture.height = height;
  17137. texture.depth = depth;
  17138. texture.format = format;
  17139. texture.type = textureType;
  17140. texture.generateMipMaps = generateMipMaps;
  17141. texture.samplingMode = samplingMode;
  17142. texture.is3D = true;
  17143. if (!this._doNotHandleContextLost) {
  17144. texture._bufferView = data;
  17145. }
  17146. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17147. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17148. // Filters
  17149. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17150. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17151. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17152. if (generateMipMaps) {
  17153. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17154. }
  17155. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17156. this._internalTexturesCache.push(texture);
  17157. return texture;
  17158. };
  17159. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17160. var gl = this._gl;
  17161. if (!gl) {
  17162. return;
  17163. }
  17164. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17165. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17166. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17167. if (!noMipmap && !isCompressed) {
  17168. gl.generateMipmap(gl.TEXTURE_2D);
  17169. }
  17170. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17171. // this.resetTextureCache();
  17172. if (scene) {
  17173. scene._removePendingData(texture);
  17174. }
  17175. texture.onLoadedObservable.notifyObservers(texture);
  17176. texture.onLoadedObservable.clear();
  17177. };
  17178. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17179. var _this = this;
  17180. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17181. var maxTextureSize = this.getCaps().maxTextureSize;
  17182. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17183. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17184. var gl = this._gl;
  17185. if (!gl) {
  17186. return;
  17187. }
  17188. if (!texture._webGLTexture) {
  17189. // this.resetTextureCache();
  17190. if (scene) {
  17191. scene._removePendingData(texture);
  17192. }
  17193. return;
  17194. }
  17195. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17196. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17197. texture.baseWidth = width;
  17198. texture.baseHeight = height;
  17199. texture.width = potWidth;
  17200. texture.height = potHeight;
  17201. texture.isReady = true;
  17202. if (processFunction(potWidth, potHeight, function () {
  17203. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17204. })) {
  17205. // Returning as texture needs extra async steps
  17206. return;
  17207. }
  17208. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17209. };
  17210. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17211. // Create new RGBA data container.
  17212. var rgbaData;
  17213. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17214. rgbaData = new Float32Array(width * height * 4);
  17215. }
  17216. else {
  17217. rgbaData = new Uint32Array(width * height * 4);
  17218. }
  17219. // Convert each pixel.
  17220. for (var x = 0; x < width; x++) {
  17221. for (var y = 0; y < height; y++) {
  17222. var index = (y * width + x) * 3;
  17223. var newIndex = (y * width + x) * 4;
  17224. // Map Old Value to new value.
  17225. rgbaData[newIndex + 0] = rgbData[index + 0];
  17226. rgbaData[newIndex + 1] = rgbData[index + 1];
  17227. rgbaData[newIndex + 2] = rgbData[index + 2];
  17228. // Add fully opaque alpha channel.
  17229. rgbaData[newIndex + 3] = 1;
  17230. }
  17231. }
  17232. return rgbaData;
  17233. };
  17234. /** @hidden */
  17235. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17236. var gl = this._gl;
  17237. if (texture._framebuffer) {
  17238. gl.deleteFramebuffer(texture._framebuffer);
  17239. texture._framebuffer = null;
  17240. }
  17241. if (texture._depthStencilBuffer) {
  17242. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17243. texture._depthStencilBuffer = null;
  17244. }
  17245. if (texture._MSAAFramebuffer) {
  17246. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17247. texture._MSAAFramebuffer = null;
  17248. }
  17249. if (texture._MSAARenderBuffer) {
  17250. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17251. texture._MSAARenderBuffer = null;
  17252. }
  17253. };
  17254. /** @hidden */
  17255. Engine.prototype._releaseTexture = function (texture) {
  17256. var gl = this._gl;
  17257. this._releaseFramebufferObjects(texture);
  17258. gl.deleteTexture(texture._webGLTexture);
  17259. // Unbind channels
  17260. this.unbindAllTextures();
  17261. var index = this._internalTexturesCache.indexOf(texture);
  17262. if (index !== -1) {
  17263. this._internalTexturesCache.splice(index, 1);
  17264. }
  17265. // Integrated fixed lod samplers.
  17266. if (texture._lodTextureHigh) {
  17267. texture._lodTextureHigh.dispose();
  17268. }
  17269. if (texture._lodTextureMid) {
  17270. texture._lodTextureMid.dispose();
  17271. }
  17272. if (texture._lodTextureLow) {
  17273. texture._lodTextureLow.dispose();
  17274. }
  17275. // Set output texture of post process to null if the texture has been released/disposed
  17276. this.scenes.forEach(function (scene) {
  17277. scene.postProcesses.forEach(function (postProcess) {
  17278. if (postProcess._outputTexture == texture) {
  17279. postProcess._outputTexture = null;
  17280. }
  17281. });
  17282. scene.cameras.forEach(function (camera) {
  17283. camera._postProcesses.forEach(function (postProcess) {
  17284. if (postProcess) {
  17285. if (postProcess._outputTexture == texture) {
  17286. postProcess._outputTexture = null;
  17287. }
  17288. }
  17289. });
  17290. });
  17291. });
  17292. };
  17293. Engine.prototype.setProgram = function (program) {
  17294. if (this._currentProgram !== program) {
  17295. this._gl.useProgram(program);
  17296. this._currentProgram = program;
  17297. }
  17298. };
  17299. /**
  17300. * Binds an effect to the webGL context
  17301. * @param effect defines the effect to bind
  17302. */
  17303. Engine.prototype.bindSamplers = function (effect) {
  17304. this.setProgram(effect.getProgram());
  17305. var samplers = effect.getSamplers();
  17306. for (var index = 0; index < samplers.length; index++) {
  17307. var uniform = effect.getUniform(samplers[index]);
  17308. if (uniform) {
  17309. this._boundUniforms[index] = uniform;
  17310. }
  17311. }
  17312. this._currentEffect = null;
  17313. };
  17314. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17315. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17316. return;
  17317. }
  17318. // Remove
  17319. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17320. // Bind last to it
  17321. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17322. // Bind to dummy
  17323. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17324. };
  17325. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17326. if (!internalTexture) {
  17327. return -1;
  17328. }
  17329. internalTexture._initialSlot = channel;
  17330. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17331. if (channel !== internalTexture._designatedSlot) {
  17332. this._textureCollisions.addCount(1, false);
  17333. }
  17334. }
  17335. else {
  17336. if (channel !== internalTexture._designatedSlot) {
  17337. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17338. return internalTexture._designatedSlot;
  17339. }
  17340. else {
  17341. // No slot for this texture, let's pick a new one (if we find a free slot)
  17342. if (this._nextFreeTextureSlots.length) {
  17343. return this._nextFreeTextureSlots[0];
  17344. }
  17345. // We need to recycle the oldest bound texture, sorry.
  17346. this._textureCollisions.addCount(1, false);
  17347. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17348. }
  17349. }
  17350. }
  17351. return channel;
  17352. };
  17353. Engine.prototype._linkTrackers = function (previous, next) {
  17354. previous.next = next;
  17355. next.previous = previous;
  17356. };
  17357. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17358. var currentSlot = internalTexture._designatedSlot;
  17359. if (currentSlot === -1) {
  17360. return -1;
  17361. }
  17362. internalTexture._designatedSlot = -1;
  17363. if (this.disableTextureBindingOptimization) {
  17364. return -1;
  17365. }
  17366. // Remove from bound list
  17367. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17368. // Free the slot
  17369. this._boundTexturesCache[currentSlot] = null;
  17370. this._nextFreeTextureSlots.push(currentSlot);
  17371. return currentSlot;
  17372. };
  17373. Engine.prototype._activateCurrentTexture = function () {
  17374. if (this._currentTextureChannel !== this._activeChannel) {
  17375. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17376. this._currentTextureChannel = this._activeChannel;
  17377. }
  17378. };
  17379. /** @hidden */
  17380. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17381. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17382. if (force === void 0) { force = false; }
  17383. var wasPreviouslyBound = false;
  17384. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17385. this._activeChannel = texture._designatedSlot;
  17386. }
  17387. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17388. var isTextureForRendering = texture && texture._initialSlot > -1;
  17389. if (currentTextureBound !== texture || force) {
  17390. if (currentTextureBound) {
  17391. this._removeDesignatedSlot(currentTextureBound);
  17392. }
  17393. this._activateCurrentTexture();
  17394. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17395. this._boundTexturesCache[this._activeChannel] = texture;
  17396. if (texture) {
  17397. if (!this.disableTextureBindingOptimization) {
  17398. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17399. if (slotIndex > -1) {
  17400. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17401. }
  17402. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17403. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17404. }
  17405. texture._designatedSlot = this._activeChannel;
  17406. }
  17407. }
  17408. else if (forTextureDataUpdate) {
  17409. wasPreviouslyBound = true;
  17410. this._activateCurrentTexture();
  17411. }
  17412. if (isTextureForRendering && !forTextureDataUpdate) {
  17413. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17414. }
  17415. return wasPreviouslyBound;
  17416. };
  17417. /** @hidden */
  17418. Engine.prototype._bindTexture = function (channel, texture) {
  17419. if (channel < 0) {
  17420. return;
  17421. }
  17422. if (texture) {
  17423. channel = this._getCorrectTextureChannel(channel, texture);
  17424. }
  17425. this._activeChannel = channel;
  17426. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17427. };
  17428. /**
  17429. * Sets a texture to the webGL context from a postprocess
  17430. * @param channel defines the channel to use
  17431. * @param postProcess defines the source postprocess
  17432. */
  17433. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17434. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17435. };
  17436. /**
  17437. * Binds the output of the passed in post process to the texture channel specified
  17438. * @param channel The channel the texture should be bound to
  17439. * @param postProcess The post process which's output should be bound
  17440. */
  17441. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17442. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17443. };
  17444. /**
  17445. * Unbind all textures from the webGL context
  17446. */
  17447. Engine.prototype.unbindAllTextures = function () {
  17448. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17449. this._activeChannel = channel;
  17450. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17451. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17452. if (this.webGLVersion > 1) {
  17453. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17454. }
  17455. }
  17456. };
  17457. /**
  17458. * Sets a texture to the according uniform.
  17459. * @param channel The texture channel
  17460. * @param uniform The uniform to set
  17461. * @param texture The texture to apply
  17462. */
  17463. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17464. if (channel < 0) {
  17465. return;
  17466. }
  17467. if (uniform) {
  17468. this._boundUniforms[channel] = uniform;
  17469. }
  17470. this._setTexture(channel, texture);
  17471. };
  17472. /**
  17473. * Sets a depth stencil texture from a render target to the according uniform.
  17474. * @param channel The texture channel
  17475. * @param uniform The uniform to set
  17476. * @param texture The render target texture containing the depth stencil texture to apply
  17477. */
  17478. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17479. if (channel < 0) {
  17480. return;
  17481. }
  17482. if (uniform) {
  17483. this._boundUniforms[channel] = uniform;
  17484. }
  17485. if (!texture || !texture.depthStencilTexture) {
  17486. this._setTexture(channel, null);
  17487. }
  17488. else {
  17489. this._setTexture(channel, texture, false, true);
  17490. }
  17491. };
  17492. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17493. var uniform = this._boundUniforms[sourceSlot];
  17494. if (uniform._currentState === destination) {
  17495. return;
  17496. }
  17497. this._gl.uniform1i(uniform, destination);
  17498. uniform._currentState = destination;
  17499. };
  17500. Engine.prototype._getTextureWrapMode = function (mode) {
  17501. switch (mode) {
  17502. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17503. return this._gl.REPEAT;
  17504. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17505. return this._gl.CLAMP_TO_EDGE;
  17506. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17507. return this._gl.MIRRORED_REPEAT;
  17508. }
  17509. return this._gl.REPEAT;
  17510. };
  17511. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17512. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17513. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17514. // Not ready?
  17515. if (!texture) {
  17516. if (this._boundTexturesCache[channel] != null) {
  17517. this._activeChannel = channel;
  17518. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17519. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17520. if (this.webGLVersion > 1) {
  17521. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17522. }
  17523. }
  17524. return false;
  17525. }
  17526. // Video
  17527. if (texture.video) {
  17528. this._activeChannel = channel;
  17529. texture.update();
  17530. }
  17531. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17532. texture.delayLoad();
  17533. return false;
  17534. }
  17535. var internalTexture;
  17536. if (depthStencilTexture) {
  17537. internalTexture = texture.depthStencilTexture;
  17538. }
  17539. else if (texture.isReady()) {
  17540. internalTexture = texture.getInternalTexture();
  17541. }
  17542. else if (texture.isCube) {
  17543. internalTexture = this.emptyCubeTexture;
  17544. }
  17545. else if (texture.is3D) {
  17546. internalTexture = this.emptyTexture3D;
  17547. }
  17548. else {
  17549. internalTexture = this.emptyTexture;
  17550. }
  17551. if (!isPartOfTextureArray) {
  17552. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17553. }
  17554. var needToBind = true;
  17555. if (this._boundTexturesCache[channel] === internalTexture) {
  17556. this._moveBoundTextureOnTop(internalTexture);
  17557. if (!isPartOfTextureArray) {
  17558. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17559. }
  17560. needToBind = false;
  17561. }
  17562. this._activeChannel = channel;
  17563. if (internalTexture && internalTexture.is3D) {
  17564. if (needToBind) {
  17565. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17566. }
  17567. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17568. internalTexture._cachedWrapU = texture.wrapU;
  17569. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17570. }
  17571. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17572. internalTexture._cachedWrapV = texture.wrapV;
  17573. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17574. }
  17575. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17576. internalTexture._cachedWrapR = texture.wrapR;
  17577. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17578. }
  17579. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17580. }
  17581. else if (internalTexture && internalTexture.isCube) {
  17582. if (needToBind) {
  17583. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17584. }
  17585. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17586. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17587. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17588. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17589. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17590. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17591. }
  17592. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17593. }
  17594. else {
  17595. if (needToBind) {
  17596. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17597. }
  17598. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17599. internalTexture._cachedWrapU = texture.wrapU;
  17600. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17601. }
  17602. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17603. internalTexture._cachedWrapV = texture.wrapV;
  17604. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17605. }
  17606. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17607. }
  17608. return true;
  17609. };
  17610. /**
  17611. * Sets an array of texture to the webGL context
  17612. * @param channel defines the channel where the texture array must be set
  17613. * @param uniform defines the associated uniform location
  17614. * @param textures defines the array of textures to bind
  17615. */
  17616. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17617. if (channel < 0 || !uniform) {
  17618. return;
  17619. }
  17620. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17621. this._textureUnits = new Int32Array(textures.length);
  17622. }
  17623. for (var i = 0; i < textures.length; i++) {
  17624. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17625. }
  17626. this._gl.uniform1iv(uniform, this._textureUnits);
  17627. for (var index = 0; index < textures.length; index++) {
  17628. this._setTexture(this._textureUnits[index], textures[index], true);
  17629. }
  17630. };
  17631. /** @hidden */
  17632. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17633. var internalTexture = texture.getInternalTexture();
  17634. if (!internalTexture) {
  17635. return;
  17636. }
  17637. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17638. var value = texture.anisotropicFilteringLevel;
  17639. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17640. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17641. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17642. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17643. }
  17644. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17645. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17646. internalTexture._cachedAnisotropicFilteringLevel = value;
  17647. }
  17648. };
  17649. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17650. this._bindTextureDirectly(target, texture, true, true);
  17651. this._gl.texParameterf(target, parameter, value);
  17652. };
  17653. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17654. if (texture) {
  17655. this._bindTextureDirectly(target, texture, true, true);
  17656. }
  17657. this._gl.texParameteri(target, parameter, value);
  17658. };
  17659. /**
  17660. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17661. * @param x defines the x coordinate of the rectangle where pixels must be read
  17662. * @param y defines the y coordinate of the rectangle where pixels must be read
  17663. * @param width defines the width of the rectangle where pixels must be read
  17664. * @param height defines the height of the rectangle where pixels must be read
  17665. * @returns a Uint8Array containing RGBA colors
  17666. */
  17667. Engine.prototype.readPixels = function (x, y, width, height) {
  17668. var data = new Uint8Array(height * width * 4);
  17669. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17670. return data;
  17671. };
  17672. /**
  17673. * Add an externaly attached data from its key.
  17674. * This method call will fail and return false, if such key already exists.
  17675. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17676. * @param key the unique key that identifies the data
  17677. * @param data the data object to associate to the key for this Engine instance
  17678. * @return true if no such key were already present and the data was added successfully, false otherwise
  17679. */
  17680. Engine.prototype.addExternalData = function (key, data) {
  17681. if (!this._externalData) {
  17682. this._externalData = new BABYLON.StringDictionary();
  17683. }
  17684. return this._externalData.add(key, data);
  17685. };
  17686. /**
  17687. * Get an externaly attached data from its key
  17688. * @param key the unique key that identifies the data
  17689. * @return the associated data, if present (can be null), or undefined if not present
  17690. */
  17691. Engine.prototype.getExternalData = function (key) {
  17692. if (!this._externalData) {
  17693. this._externalData = new BABYLON.StringDictionary();
  17694. }
  17695. return this._externalData.get(key);
  17696. };
  17697. /**
  17698. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17699. * @param key the unique key that identifies the data
  17700. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17701. * @return the associated data, can be null if the factory returned null.
  17702. */
  17703. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17704. if (!this._externalData) {
  17705. this._externalData = new BABYLON.StringDictionary();
  17706. }
  17707. return this._externalData.getOrAddWithFactory(key, factory);
  17708. };
  17709. /**
  17710. * Remove an externaly attached data from the Engine instance
  17711. * @param key the unique key that identifies the data
  17712. * @return true if the data was successfully removed, false if it doesn't exist
  17713. */
  17714. Engine.prototype.removeExternalData = function (key) {
  17715. if (!this._externalData) {
  17716. this._externalData = new BABYLON.StringDictionary();
  17717. }
  17718. return this._externalData.remove(key);
  17719. };
  17720. /**
  17721. * Unbind all vertex attributes from the webGL context
  17722. */
  17723. Engine.prototype.unbindAllAttributes = function () {
  17724. if (this._mustWipeVertexAttributes) {
  17725. this._mustWipeVertexAttributes = false;
  17726. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17727. this._gl.disableVertexAttribArray(i);
  17728. this._vertexAttribArraysEnabled[i] = false;
  17729. this._currentBufferPointers[i].active = false;
  17730. }
  17731. return;
  17732. }
  17733. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17734. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17735. continue;
  17736. }
  17737. this._gl.disableVertexAttribArray(i);
  17738. this._vertexAttribArraysEnabled[i] = false;
  17739. this._currentBufferPointers[i].active = false;
  17740. }
  17741. };
  17742. /**
  17743. * 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
  17744. */
  17745. Engine.prototype.releaseEffects = function () {
  17746. for (var name in this._compiledEffects) {
  17747. this._deleteProgram(this._compiledEffects[name]._program);
  17748. }
  17749. this._compiledEffects = {};
  17750. };
  17751. /**
  17752. * Dispose and release all associated resources
  17753. */
  17754. Engine.prototype.dispose = function () {
  17755. this.hideLoadingUI();
  17756. this.stopRenderLoop();
  17757. // Release postProcesses
  17758. while (this.postProcesses.length) {
  17759. this.postProcesses[0].dispose();
  17760. }
  17761. // Empty texture
  17762. if (this._emptyTexture) {
  17763. this._releaseTexture(this._emptyTexture);
  17764. this._emptyTexture = null;
  17765. }
  17766. if (this._emptyCubeTexture) {
  17767. this._releaseTexture(this._emptyCubeTexture);
  17768. this._emptyCubeTexture = null;
  17769. }
  17770. // Rescale PP
  17771. if (this._rescalePostProcess) {
  17772. this._rescalePostProcess.dispose();
  17773. }
  17774. // Release scenes
  17775. while (this.scenes.length) {
  17776. this.scenes[0].dispose();
  17777. }
  17778. // Release audio engine
  17779. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17780. Engine.audioEngine.dispose();
  17781. }
  17782. // Release effects
  17783. this.releaseEffects();
  17784. // Unbind
  17785. this.unbindAllAttributes();
  17786. this._boundUniforms = [];
  17787. if (this._dummyFramebuffer) {
  17788. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17789. }
  17790. //WebVR
  17791. this.disableVR();
  17792. // Events
  17793. if (BABYLON.Tools.IsWindowObjectExist()) {
  17794. window.removeEventListener("blur", this._onBlur);
  17795. window.removeEventListener("focus", this._onFocus);
  17796. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17797. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17798. if (this._renderingCanvas) {
  17799. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17800. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17801. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17802. if (!this._doNotHandleContextLost) {
  17803. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17804. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17805. }
  17806. }
  17807. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17808. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17809. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17810. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17811. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17812. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17813. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17814. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17815. if (this._onVrDisplayConnect) {
  17816. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17817. if (this._onVrDisplayDisconnect) {
  17818. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17819. }
  17820. if (this._onVrDisplayPresentChange) {
  17821. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17822. }
  17823. this._onVrDisplayConnect = null;
  17824. this._onVrDisplayDisconnect = null;
  17825. }
  17826. }
  17827. // Remove from Instances
  17828. var index = Engine.Instances.indexOf(this);
  17829. if (index >= 0) {
  17830. Engine.Instances.splice(index, 1);
  17831. }
  17832. this._workingCanvas = null;
  17833. this._workingContext = null;
  17834. this._currentBufferPointers = [];
  17835. this._renderingCanvas = null;
  17836. this._currentProgram = null;
  17837. this._bindedRenderFunction = null;
  17838. this.onResizeObservable.clear();
  17839. this.onCanvasBlurObservable.clear();
  17840. this.onCanvasFocusObservable.clear();
  17841. this.onCanvasPointerOutObservable.clear();
  17842. this.onBeginFrameObservable.clear();
  17843. this.onEndFrameObservable.clear();
  17844. BABYLON.Effect.ResetCache();
  17845. // Abort active requests
  17846. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17847. var request = _a[_i];
  17848. request.abort();
  17849. }
  17850. };
  17851. // Loading screen
  17852. /**
  17853. * Display the loading screen
  17854. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17855. */
  17856. Engine.prototype.displayLoadingUI = function () {
  17857. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17858. return;
  17859. }
  17860. var loadingScreen = this.loadingScreen;
  17861. if (loadingScreen) {
  17862. loadingScreen.displayLoadingUI();
  17863. }
  17864. };
  17865. /**
  17866. * Hide the loading screen
  17867. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17868. */
  17869. Engine.prototype.hideLoadingUI = function () {
  17870. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17871. return;
  17872. }
  17873. var loadingScreen = this.loadingScreen;
  17874. if (loadingScreen) {
  17875. loadingScreen.hideLoadingUI();
  17876. }
  17877. };
  17878. Object.defineProperty(Engine.prototype, "loadingScreen", {
  17879. /**
  17880. * Gets the current loading screen object
  17881. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17882. */
  17883. get: function () {
  17884. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  17885. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  17886. }
  17887. return this._loadingScreen;
  17888. },
  17889. /**
  17890. * Sets the current loading screen object
  17891. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17892. */
  17893. set: function (loadingScreen) {
  17894. this._loadingScreen = loadingScreen;
  17895. },
  17896. enumerable: true,
  17897. configurable: true
  17898. });
  17899. Object.defineProperty(Engine.prototype, "loadingUIText", {
  17900. /**
  17901. * Sets the current loading screen text
  17902. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17903. */
  17904. set: function (text) {
  17905. this.loadingScreen.loadingUIText = text;
  17906. },
  17907. enumerable: true,
  17908. configurable: true
  17909. });
  17910. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  17911. /**
  17912. * Sets the current loading screen background color
  17913. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17914. */
  17915. set: function (color) {
  17916. this.loadingScreen.loadingUIBackgroundColor = color;
  17917. },
  17918. enumerable: true,
  17919. configurable: true
  17920. });
  17921. /**
  17922. * Attach a new callback raised when context lost event is fired
  17923. * @param callback defines the callback to call
  17924. */
  17925. Engine.prototype.attachContextLostEvent = function (callback) {
  17926. if (this._renderingCanvas) {
  17927. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  17928. }
  17929. };
  17930. /**
  17931. * Attach a new callback raised when context restored event is fired
  17932. * @param callback defines the callback to call
  17933. */
  17934. Engine.prototype.attachContextRestoredEvent = function (callback) {
  17935. if (this._renderingCanvas) {
  17936. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  17937. }
  17938. };
  17939. /**
  17940. * Gets the source code of the vertex shader associated with a specific webGL program
  17941. * @param program defines the program to use
  17942. * @returns a string containing the source code of the vertex shader associated with the program
  17943. */
  17944. Engine.prototype.getVertexShaderSource = function (program) {
  17945. var shaders = this._gl.getAttachedShaders(program);
  17946. if (!shaders) {
  17947. return null;
  17948. }
  17949. return this._gl.getShaderSource(shaders[0]);
  17950. };
  17951. /**
  17952. * Gets the source code of the fragment shader associated with a specific webGL program
  17953. * @param program defines the program to use
  17954. * @returns a string containing the source code of the fragment shader associated with the program
  17955. */
  17956. Engine.prototype.getFragmentShaderSource = function (program) {
  17957. var shaders = this._gl.getAttachedShaders(program);
  17958. if (!shaders) {
  17959. return null;
  17960. }
  17961. return this._gl.getShaderSource(shaders[1]);
  17962. };
  17963. /**
  17964. * Get the current error code of the webGL context
  17965. * @returns the error code
  17966. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  17967. */
  17968. Engine.prototype.getError = function () {
  17969. return this._gl.getError();
  17970. };
  17971. // FPS
  17972. /**
  17973. * Gets the current framerate
  17974. * @returns a number representing the framerate
  17975. */
  17976. Engine.prototype.getFps = function () {
  17977. return this._fps;
  17978. };
  17979. /**
  17980. * Gets the time spent between current and previous frame
  17981. * @returns a number representing the delta time in ms
  17982. */
  17983. Engine.prototype.getDeltaTime = function () {
  17984. return this._deltaTime;
  17985. };
  17986. Engine.prototype._measureFps = function () {
  17987. this._performanceMonitor.sampleFrame();
  17988. this._fps = this._performanceMonitor.averageFPS;
  17989. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  17990. };
  17991. /** @hidden */
  17992. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  17993. if (faceIndex === void 0) { faceIndex = -1; }
  17994. if (level === void 0) { level = 0; }
  17995. if (buffer === void 0) { buffer = null; }
  17996. var gl = this._gl;
  17997. if (!this._dummyFramebuffer) {
  17998. var dummy = gl.createFramebuffer();
  17999. if (!dummy) {
  18000. throw new Error("Unable to create dummy framebuffer");
  18001. }
  18002. this._dummyFramebuffer = dummy;
  18003. }
  18004. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  18005. if (faceIndex > -1) {
  18006. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  18007. }
  18008. else {
  18009. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  18010. }
  18011. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  18012. switch (readType) {
  18013. case gl.UNSIGNED_BYTE:
  18014. if (!buffer) {
  18015. buffer = new Uint8Array(4 * width * height);
  18016. }
  18017. readType = gl.UNSIGNED_BYTE;
  18018. break;
  18019. default:
  18020. if (!buffer) {
  18021. buffer = new Float32Array(4 * width * height);
  18022. }
  18023. readType = gl.FLOAT;
  18024. break;
  18025. }
  18026. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  18027. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  18028. return buffer;
  18029. };
  18030. Engine.prototype._canRenderToFloatFramebuffer = function () {
  18031. if (this._webGLVersion > 1) {
  18032. return this._caps.colorBufferFloat;
  18033. }
  18034. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  18035. };
  18036. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  18037. if (this._webGLVersion > 1) {
  18038. return this._caps.colorBufferFloat;
  18039. }
  18040. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  18041. };
  18042. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  18043. Engine.prototype._canRenderToFramebuffer = function (type) {
  18044. var gl = this._gl;
  18045. //clear existing errors
  18046. while (gl.getError() !== gl.NO_ERROR) { }
  18047. var successful = true;
  18048. var texture = gl.createTexture();
  18049. gl.bindTexture(gl.TEXTURE_2D, texture);
  18050. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  18051. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  18052. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  18053. var fb = gl.createFramebuffer();
  18054. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  18055. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  18056. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  18057. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  18058. successful = successful && (gl.getError() === gl.NO_ERROR);
  18059. //try render by clearing frame buffer's color buffer
  18060. if (successful) {
  18061. gl.clear(gl.COLOR_BUFFER_BIT);
  18062. successful = successful && (gl.getError() === gl.NO_ERROR);
  18063. }
  18064. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  18065. if (successful) {
  18066. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  18067. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18068. var readFormat = gl.RGBA;
  18069. var readType = gl.UNSIGNED_BYTE;
  18070. var buffer = new Uint8Array(4);
  18071. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  18072. successful = successful && (gl.getError() === gl.NO_ERROR);
  18073. }
  18074. //clean up
  18075. gl.deleteTexture(texture);
  18076. gl.deleteFramebuffer(fb);
  18077. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18078. //clear accumulated errors
  18079. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  18080. return successful;
  18081. };
  18082. /** @hidden */
  18083. Engine.prototype._getWebGLTextureType = function (type) {
  18084. if (this._webGLVersion === 1) {
  18085. switch (type) {
  18086. case Engine.TEXTURETYPE_FLOAT:
  18087. return this._gl.FLOAT;
  18088. case Engine.TEXTURETYPE_HALF_FLOAT:
  18089. return this._gl.HALF_FLOAT_OES;
  18090. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18091. return this._gl.UNSIGNED_BYTE;
  18092. }
  18093. return this._gl.UNSIGNED_BYTE;
  18094. }
  18095. switch (type) {
  18096. case Engine.TEXTURETYPE_BYTE:
  18097. return this._gl.BYTE;
  18098. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18099. return this._gl.UNSIGNED_BYTE;
  18100. case Engine.TEXTURETYPE_SHORT:
  18101. return this._gl.SHORT;
  18102. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18103. return this._gl.UNSIGNED_SHORT;
  18104. case Engine.TEXTURETYPE_INT:
  18105. return this._gl.INT;
  18106. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18107. return this._gl.UNSIGNED_INT;
  18108. case Engine.TEXTURETYPE_FLOAT:
  18109. return this._gl.FLOAT;
  18110. case Engine.TEXTURETYPE_HALF_FLOAT:
  18111. return this._gl.HALF_FLOAT;
  18112. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18113. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18114. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18115. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18116. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18117. return this._gl.UNSIGNED_SHORT_5_6_5;
  18118. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18119. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18120. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18121. return this._gl.UNSIGNED_INT_24_8;
  18122. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18123. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18124. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18125. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18126. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18127. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18128. }
  18129. return this._gl.UNSIGNED_BYTE;
  18130. };
  18131. Engine.prototype._getInternalFormat = function (format) {
  18132. var internalFormat = this._gl.RGBA;
  18133. switch (format) {
  18134. case Engine.TEXTUREFORMAT_ALPHA:
  18135. internalFormat = this._gl.ALPHA;
  18136. break;
  18137. case Engine.TEXTUREFORMAT_LUMINANCE:
  18138. internalFormat = this._gl.LUMINANCE;
  18139. break;
  18140. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18141. internalFormat = this._gl.LUMINANCE_ALPHA;
  18142. break;
  18143. case Engine.TEXTUREFORMAT_RED:
  18144. internalFormat = this._gl.RED;
  18145. break;
  18146. case Engine.TEXTUREFORMAT_RG:
  18147. internalFormat = this._gl.RG;
  18148. break;
  18149. case Engine.TEXTUREFORMAT_RGB:
  18150. internalFormat = this._gl.RGB;
  18151. break;
  18152. case Engine.TEXTUREFORMAT_RGBA:
  18153. internalFormat = this._gl.RGBA;
  18154. break;
  18155. }
  18156. if (this._webGLVersion > 1) {
  18157. switch (format) {
  18158. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18159. internalFormat = this._gl.RED_INTEGER;
  18160. break;
  18161. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18162. internalFormat = this._gl.RG_INTEGER;
  18163. break;
  18164. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18165. internalFormat = this._gl.RGB_INTEGER;
  18166. break;
  18167. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18168. internalFormat = this._gl.RGBA_INTEGER;
  18169. break;
  18170. }
  18171. }
  18172. return internalFormat;
  18173. };
  18174. /** @hidden */
  18175. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18176. if (this._webGLVersion === 1) {
  18177. if (format !== undefined) {
  18178. switch (format) {
  18179. case Engine.TEXTUREFORMAT_ALPHA:
  18180. return this._gl.ALPHA;
  18181. case Engine.TEXTUREFORMAT_LUMINANCE:
  18182. return this._gl.LUMINANCE;
  18183. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18184. return this._gl.LUMINANCE_ALPHA;
  18185. }
  18186. }
  18187. return this._gl.RGBA;
  18188. }
  18189. switch (type) {
  18190. case Engine.TEXTURETYPE_BYTE:
  18191. switch (format) {
  18192. case Engine.TEXTUREFORMAT_RED:
  18193. return this._gl.R8_SNORM;
  18194. case Engine.TEXTUREFORMAT_RG:
  18195. return this._gl.RG8_SNORM;
  18196. case Engine.TEXTUREFORMAT_RGB:
  18197. return this._gl.RGB8_SNORM;
  18198. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18199. return this._gl.R8I;
  18200. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18201. return this._gl.RG8I;
  18202. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18203. return this._gl.RGB8I;
  18204. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18205. return this._gl.RGBA8I;
  18206. default:
  18207. return this._gl.RGBA8_SNORM;
  18208. }
  18209. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18210. switch (format) {
  18211. case Engine.TEXTUREFORMAT_RED:
  18212. return this._gl.R8;
  18213. case Engine.TEXTUREFORMAT_RG:
  18214. return this._gl.RG8;
  18215. case Engine.TEXTUREFORMAT_RGB:
  18216. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18217. case Engine.TEXTUREFORMAT_RGBA:
  18218. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18219. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18220. return this._gl.R8UI;
  18221. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18222. return this._gl.RG8UI;
  18223. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18224. return this._gl.RGB8UI;
  18225. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18226. return this._gl.RGBA8UI;
  18227. default:
  18228. return this._gl.RGBA8;
  18229. }
  18230. case Engine.TEXTURETYPE_SHORT:
  18231. switch (format) {
  18232. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18233. return this._gl.R16I;
  18234. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18235. return this._gl.RG16I;
  18236. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18237. return this._gl.RGB16I;
  18238. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18239. return this._gl.RGBA16I;
  18240. default:
  18241. return this._gl.RGBA16I;
  18242. }
  18243. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18244. switch (format) {
  18245. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18246. return this._gl.R16UI;
  18247. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18248. return this._gl.RG16UI;
  18249. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18250. return this._gl.RGB16UI;
  18251. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18252. return this._gl.RGBA16UI;
  18253. default:
  18254. return this._gl.RGBA16UI;
  18255. }
  18256. case Engine.TEXTURETYPE_INT:
  18257. switch (format) {
  18258. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18259. return this._gl.R32I;
  18260. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18261. return this._gl.RG32I;
  18262. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18263. return this._gl.RGB32I;
  18264. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18265. return this._gl.RGBA32I;
  18266. default:
  18267. return this._gl.RGBA32I;
  18268. }
  18269. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18270. switch (format) {
  18271. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18272. return this._gl.R32UI;
  18273. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18274. return this._gl.RG32UI;
  18275. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18276. return this._gl.RGB32UI;
  18277. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18278. return this._gl.RGBA32UI;
  18279. default:
  18280. return this._gl.RGBA32UI;
  18281. }
  18282. case Engine.TEXTURETYPE_FLOAT:
  18283. switch (format) {
  18284. case Engine.TEXTUREFORMAT_RED:
  18285. return this._gl.R32F; // By default. Other possibility is R16F.
  18286. case Engine.TEXTUREFORMAT_RG:
  18287. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18288. case Engine.TEXTUREFORMAT_RGB:
  18289. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18290. case Engine.TEXTUREFORMAT_RGBA:
  18291. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18292. default:
  18293. return this._gl.RGBA32F;
  18294. }
  18295. case Engine.TEXTURETYPE_HALF_FLOAT:
  18296. switch (format) {
  18297. case Engine.TEXTUREFORMAT_RED:
  18298. return this._gl.R16F;
  18299. case Engine.TEXTUREFORMAT_RG:
  18300. return this._gl.RG16F;
  18301. case Engine.TEXTUREFORMAT_RGB:
  18302. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18303. case Engine.TEXTUREFORMAT_RGBA:
  18304. return this._gl.RGBA16F;
  18305. default:
  18306. return this._gl.RGBA16F;
  18307. }
  18308. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18309. return this._gl.RGB565;
  18310. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18311. return this._gl.R11F_G11F_B10F;
  18312. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18313. return this._gl.RGB9_E5;
  18314. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18315. return this._gl.RGBA4;
  18316. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18317. return this._gl.RGB5_A1;
  18318. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18319. switch (format) {
  18320. case Engine.TEXTUREFORMAT_RGBA:
  18321. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18322. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18323. return this._gl.RGB10_A2UI;
  18324. default:
  18325. return this._gl.RGB10_A2;
  18326. }
  18327. }
  18328. return this._gl.RGBA8;
  18329. };
  18330. /** @hidden */
  18331. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18332. if (type === Engine.TEXTURETYPE_FLOAT) {
  18333. return this._gl.RGBA32F;
  18334. }
  18335. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18336. return this._gl.RGBA16F;
  18337. }
  18338. return this._gl.RGBA8;
  18339. };
  18340. /** @hidden */
  18341. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18342. var _this = this;
  18343. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18344. this._activeRequests.push(request);
  18345. request.onCompleteObservable.add(function (request) {
  18346. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18347. });
  18348. return request;
  18349. };
  18350. /** @hidden */
  18351. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18352. var _this = this;
  18353. return new Promise(function (resolve, reject) {
  18354. _this._loadFile(url, function (data) {
  18355. resolve(data);
  18356. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18357. reject(exception);
  18358. });
  18359. });
  18360. };
  18361. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18362. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18363. var onload = function (data) {
  18364. loadedFiles[index] = data;
  18365. loadedFiles._internalCount++;
  18366. if (loadedFiles._internalCount === 6) {
  18367. onfinish(loadedFiles);
  18368. }
  18369. };
  18370. var onerror = function (request, exception) {
  18371. if (onErrorCallBack && request) {
  18372. onErrorCallBack(request.status + " " + request.statusText, exception);
  18373. }
  18374. };
  18375. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18376. };
  18377. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18378. if (onError === void 0) { onError = null; }
  18379. var loadedFiles = [];
  18380. loadedFiles._internalCount = 0;
  18381. for (var index = 0; index < 6; index++) {
  18382. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18383. }
  18384. };
  18385. // Statics
  18386. /**
  18387. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18388. * @returns true if the engine can be created
  18389. * @ignorenaming
  18390. */
  18391. Engine.isSupported = function () {
  18392. try {
  18393. var tempcanvas = document.createElement("canvas");
  18394. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18395. return gl != null && !!window.WebGLRenderingContext;
  18396. }
  18397. catch (e) {
  18398. return false;
  18399. }
  18400. };
  18401. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18402. Engine.ExceptionList = [
  18403. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18404. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18405. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18406. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18407. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18408. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18409. ];
  18410. /** Gets the list of created engines */
  18411. Engine.Instances = new Array();
  18412. /**
  18413. * Hidden
  18414. */
  18415. Engine._TextureLoaders = [];
  18416. // Const statics
  18417. /** Defines that alpha blending is disabled */
  18418. Engine.ALPHA_DISABLE = 0;
  18419. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18420. Engine.ALPHA_ADD = 1;
  18421. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18422. Engine.ALPHA_COMBINE = 2;
  18423. /** Defines that alpha blending to DEST - SRC * DEST */
  18424. Engine.ALPHA_SUBTRACT = 3;
  18425. /** Defines that alpha blending to SRC * DEST */
  18426. Engine.ALPHA_MULTIPLY = 4;
  18427. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18428. Engine.ALPHA_MAXIMIZED = 5;
  18429. /** Defines that alpha blending to SRC + DEST */
  18430. Engine.ALPHA_ONEONE = 6;
  18431. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18432. Engine.ALPHA_PREMULTIPLIED = 7;
  18433. /**
  18434. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18435. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18436. */
  18437. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18438. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18439. Engine.ALPHA_INTERPOLATE = 9;
  18440. /**
  18441. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18442. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18443. */
  18444. Engine.ALPHA_SCREENMODE = 10;
  18445. /** Defines that the ressource is not delayed*/
  18446. Engine.DELAYLOADSTATE_NONE = 0;
  18447. /** Defines that the ressource was successfully delay loaded */
  18448. Engine.DELAYLOADSTATE_LOADED = 1;
  18449. /** Defines that the ressource is currently delay loading */
  18450. Engine.DELAYLOADSTATE_LOADING = 2;
  18451. /** Defines that the ressource is delayed and has not started loading */
  18452. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18453. // Depht or Stencil test Constants.
  18454. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18455. Engine.NEVER = 0x0200;
  18456. /** 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 */
  18457. Engine.ALWAYS = 0x0207;
  18458. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18459. Engine.LESS = 0x0201;
  18460. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18461. Engine.EQUAL = 0x0202;
  18462. /** 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 */
  18463. Engine.LEQUAL = 0x0203;
  18464. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18465. Engine.GREATER = 0x0204;
  18466. /** 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 */
  18467. Engine.GEQUAL = 0x0206;
  18468. /** 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 */
  18469. Engine.NOTEQUAL = 0x0205;
  18470. // Stencil Actions Constants.
  18471. /** Passed to stencilOperation to specify that stencil value must be kept */
  18472. Engine.KEEP = 0x1E00;
  18473. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18474. Engine.REPLACE = 0x1E01;
  18475. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18476. Engine.INCR = 0x1E02;
  18477. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18478. Engine.DECR = 0x1E03;
  18479. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18480. Engine.INVERT = 0x150A;
  18481. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18482. Engine.INCR_WRAP = 0x8507;
  18483. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18484. Engine.DECR_WRAP = 0x8508;
  18485. /** Texture is not repeating outside of 0..1 UVs */
  18486. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18487. /** Texture is repeating outside of 0..1 UVs */
  18488. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18489. /** Texture is repeating and mirrored */
  18490. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18491. /** ALPHA */
  18492. Engine.TEXTUREFORMAT_ALPHA = 0;
  18493. /** LUMINANCE */
  18494. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18495. /** LUMINANCE_ALPHA */
  18496. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18497. /** RGB */
  18498. Engine.TEXTUREFORMAT_RGB = 4;
  18499. /** RGBA */
  18500. Engine.TEXTUREFORMAT_RGBA = 5;
  18501. /** RED */
  18502. Engine.TEXTUREFORMAT_RED = 6;
  18503. /** RED (2nd reference) */
  18504. Engine.TEXTUREFORMAT_R = 6;
  18505. /** RG */
  18506. Engine.TEXTUREFORMAT_RG = 7;
  18507. /** RED_INTEGER */
  18508. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18509. /** RED_INTEGER (2nd reference) */
  18510. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18511. /** RG_INTEGER */
  18512. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18513. /** RGB_INTEGER */
  18514. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18515. /** RGBA_INTEGER */
  18516. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18517. /** UNSIGNED_BYTE */
  18518. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18519. /** UNSIGNED_BYTE (2nd reference) */
  18520. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18521. /** FLOAT */
  18522. Engine.TEXTURETYPE_FLOAT = 1;
  18523. /** HALF_FLOAT */
  18524. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18525. /** BYTE */
  18526. Engine.TEXTURETYPE_BYTE = 3;
  18527. /** SHORT */
  18528. Engine.TEXTURETYPE_SHORT = 4;
  18529. /** UNSIGNED_SHORT */
  18530. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18531. /** INT */
  18532. Engine.TEXTURETYPE_INT = 6;
  18533. /** UNSIGNED_INT */
  18534. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18535. /** UNSIGNED_SHORT_4_4_4_4 */
  18536. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18537. /** UNSIGNED_SHORT_5_5_5_1 */
  18538. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18539. /** UNSIGNED_SHORT_5_6_5 */
  18540. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18541. /** UNSIGNED_INT_2_10_10_10_REV */
  18542. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18543. /** UNSIGNED_INT_24_8 */
  18544. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18545. /** UNSIGNED_INT_10F_11F_11F_REV */
  18546. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18547. /** UNSIGNED_INT_5_9_9_9_REV */
  18548. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18549. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18550. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18551. /** nearest is mag = nearest and min = nearest and mip = linear */
  18552. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18553. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18554. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18555. /** Trilinear is mag = linear and min = linear and mip = linear */
  18556. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18557. /** nearest is mag = nearest and min = nearest and mip = linear */
  18558. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18559. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18560. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18561. /** Trilinear is mag = linear and min = linear and mip = linear */
  18562. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18563. /** mag = nearest and min = nearest and mip = nearest */
  18564. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18565. /** mag = nearest and min = linear and mip = nearest */
  18566. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18567. /** mag = nearest and min = linear and mip = linear */
  18568. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18569. /** mag = nearest and min = linear and mip = none */
  18570. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18571. /** mag = nearest and min = nearest and mip = none */
  18572. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18573. /** mag = linear and min = nearest and mip = nearest */
  18574. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18575. /** mag = linear and min = nearest and mip = linear */
  18576. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18577. /** mag = linear and min = linear and mip = none */
  18578. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18579. /** mag = linear and min = nearest and mip = none */
  18580. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18581. /** Explicit coordinates mode */
  18582. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18583. /** Spherical coordinates mode */
  18584. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18585. /** Planar coordinates mode */
  18586. Engine.TEXTURE_PLANAR_MODE = 2;
  18587. /** Cubic coordinates mode */
  18588. Engine.TEXTURE_CUBIC_MODE = 3;
  18589. /** Projection coordinates mode */
  18590. Engine.TEXTURE_PROJECTION_MODE = 4;
  18591. /** Skybox coordinates mode */
  18592. Engine.TEXTURE_SKYBOX_MODE = 5;
  18593. /** Inverse Cubic coordinates mode */
  18594. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18595. /** Equirectangular coordinates mode */
  18596. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18597. /** Equirectangular Fixed coordinates mode */
  18598. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18599. /** Equirectangular Fixed Mirrored coordinates mode */
  18600. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18601. // Texture rescaling mode
  18602. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18603. Engine.SCALEMODE_FLOOR = 1;
  18604. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18605. Engine.SCALEMODE_NEAREST = 2;
  18606. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18607. Engine.SCALEMODE_CEILING = 3;
  18608. // Updatable statics so stick with vars here
  18609. /**
  18610. * Gets or sets the epsilon value used by collision engine
  18611. */
  18612. Engine.CollisionsEpsilon = 0.001;
  18613. /**
  18614. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18615. */
  18616. Engine.CodeRepository = "src/";
  18617. /**
  18618. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18619. */
  18620. Engine.ShadersRepository = "src/Shaders/";
  18621. return Engine;
  18622. }());
  18623. BABYLON.Engine = Engine;
  18624. })(BABYLON || (BABYLON = {}));
  18625. //# sourceMappingURL=babylon.engine.js.map
  18626. var BABYLON;
  18627. (function (BABYLON) {
  18628. /**
  18629. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18630. */
  18631. var Node = /** @class */ (function () {
  18632. /**
  18633. * Creates a new Node
  18634. * @param name the name and id to be given to this node
  18635. * @param scene the scene this node will be added to
  18636. * @param addToRootNodes the node will be added to scene.rootNodes
  18637. */
  18638. function Node(name, scene, addToRootNodes) {
  18639. if (scene === void 0) { scene = null; }
  18640. if (addToRootNodes === void 0) { addToRootNodes = true; }
  18641. /**
  18642. * Gets or sets a string used to store user defined state for the node
  18643. */
  18644. this.state = "";
  18645. /**
  18646. * Gets or sets an object used to store user defined information for the node
  18647. */
  18648. this.metadata = null;
  18649. /**
  18650. * Gets or sets a boolean used to define if the node must be serialized
  18651. */
  18652. this.doNotSerialize = false;
  18653. /** @hidden */
  18654. this._isDisposed = false;
  18655. /**
  18656. * Gets a list of Animations associated with the node
  18657. */
  18658. this.animations = new Array();
  18659. this._ranges = {};
  18660. this._isEnabled = true;
  18661. this._isParentEnabled = true;
  18662. this._isReady = true;
  18663. /** @hidden */
  18664. this._currentRenderId = -1;
  18665. this._parentRenderId = -1;
  18666. this._childRenderId = -1;
  18667. /** @hidden */
  18668. this._worldMatrix = BABYLON.Matrix.Identity();
  18669. /** @hidden */
  18670. this._worldMatrixDeterminant = 0;
  18671. /** @hidden */
  18672. this._sceneRootNodesIndex = -1;
  18673. this._animationPropertiesOverride = null;
  18674. /**
  18675. * An event triggered when the mesh is disposed
  18676. */
  18677. this.onDisposeObservable = new BABYLON.Observable();
  18678. // Behaviors
  18679. this._behaviors = new Array();
  18680. this.name = name;
  18681. this.id = name;
  18682. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18683. this.uniqueId = this._scene.getUniqueId();
  18684. this._initCache();
  18685. if (addToRootNodes) {
  18686. this.addToSceneRootNodes();
  18687. }
  18688. }
  18689. /**
  18690. * Add a new node constructor
  18691. * @param type defines the type name of the node to construct
  18692. * @param constructorFunc defines the constructor function
  18693. */
  18694. Node.AddNodeConstructor = function (type, constructorFunc) {
  18695. this._NodeConstructors[type] = constructorFunc;
  18696. };
  18697. /**
  18698. * Returns a node constructor based on type name
  18699. * @param type defines the type name
  18700. * @param name defines the new node name
  18701. * @param scene defines the hosting scene
  18702. * @param options defines optional options to transmit to constructors
  18703. * @returns the new constructor or null
  18704. */
  18705. Node.Construct = function (type, name, scene, options) {
  18706. var constructorFunc = this._NodeConstructors[type];
  18707. if (!constructorFunc) {
  18708. return null;
  18709. }
  18710. return constructorFunc(name, scene, options);
  18711. };
  18712. /**
  18713. * Gets a boolean indicating if the node has been disposed
  18714. * @returns true if the node was disposed
  18715. */
  18716. Node.prototype.isDisposed = function () {
  18717. return this._isDisposed;
  18718. };
  18719. Object.defineProperty(Node.prototype, "parent", {
  18720. get: function () {
  18721. return this._parentNode;
  18722. },
  18723. /**
  18724. * Gets or sets the parent of the node
  18725. */
  18726. set: function (parent) {
  18727. if (this._parentNode === parent) {
  18728. return;
  18729. }
  18730. var previousParentNode = this._parentNode;
  18731. // Remove self from list of children of parent
  18732. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18733. var index = this._parentNode._children.indexOf(this);
  18734. if (index !== -1) {
  18735. this._parentNode._children.splice(index, 1);
  18736. }
  18737. if (!parent) {
  18738. this.addToSceneRootNodes();
  18739. }
  18740. }
  18741. // Store new parent
  18742. this._parentNode = parent;
  18743. // Add as child to new parent
  18744. if (this._parentNode) {
  18745. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18746. this._parentNode._children = new Array();
  18747. }
  18748. this._parentNode._children.push(this);
  18749. if (!previousParentNode) {
  18750. this.removeFromSceneRootNodes();
  18751. }
  18752. }
  18753. // Enabled state
  18754. this._syncParentEnabledState();
  18755. },
  18756. enumerable: true,
  18757. configurable: true
  18758. });
  18759. Node.prototype.addToSceneRootNodes = function () {
  18760. if (this._sceneRootNodesIndex === -1) {
  18761. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18762. this._scene.rootNodes.push(this);
  18763. }
  18764. };
  18765. Node.prototype.removeFromSceneRootNodes = function () {
  18766. if (this._sceneRootNodesIndex !== -1) {
  18767. var rootNodes = this._scene.rootNodes;
  18768. var lastIdx = rootNodes.length - 1;
  18769. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18770. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18771. this._scene.rootNodes.pop();
  18772. this._sceneRootNodesIndex = -1;
  18773. }
  18774. };
  18775. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18776. /**
  18777. * Gets or sets the animation properties override
  18778. */
  18779. get: function () {
  18780. if (!this._animationPropertiesOverride) {
  18781. return this._scene.animationPropertiesOverride;
  18782. }
  18783. return this._animationPropertiesOverride;
  18784. },
  18785. set: function (value) {
  18786. this._animationPropertiesOverride = value;
  18787. },
  18788. enumerable: true,
  18789. configurable: true
  18790. });
  18791. /**
  18792. * Gets a string idenfifying the name of the class
  18793. * @returns "Node" string
  18794. */
  18795. Node.prototype.getClassName = function () {
  18796. return "Node";
  18797. };
  18798. Object.defineProperty(Node.prototype, "onDispose", {
  18799. /**
  18800. * Sets a callback that will be raised when the node will be disposed
  18801. */
  18802. set: function (callback) {
  18803. if (this._onDisposeObserver) {
  18804. this.onDisposeObservable.remove(this._onDisposeObserver);
  18805. }
  18806. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18807. },
  18808. enumerable: true,
  18809. configurable: true
  18810. });
  18811. /**
  18812. * Gets the scene of the node
  18813. * @returns a scene
  18814. */
  18815. Node.prototype.getScene = function () {
  18816. return this._scene;
  18817. };
  18818. /**
  18819. * Gets the engine of the node
  18820. * @returns a Engine
  18821. */
  18822. Node.prototype.getEngine = function () {
  18823. return this._scene.getEngine();
  18824. };
  18825. /**
  18826. * Attach a behavior to the node
  18827. * @see http://doc.babylonjs.com/features/behaviour
  18828. * @param behavior defines the behavior to attach
  18829. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18830. * @returns the current Node
  18831. */
  18832. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18833. var _this = this;
  18834. if (attachImmediately === void 0) { attachImmediately = false; }
  18835. var index = this._behaviors.indexOf(behavior);
  18836. if (index !== -1) {
  18837. return this;
  18838. }
  18839. behavior.init();
  18840. if (this._scene.isLoading && !attachImmediately) {
  18841. // We defer the attach when the scene will be loaded
  18842. this._scene.onDataLoadedObservable.addOnce(function () {
  18843. behavior.attach(_this);
  18844. });
  18845. }
  18846. else {
  18847. behavior.attach(this);
  18848. }
  18849. this._behaviors.push(behavior);
  18850. return this;
  18851. };
  18852. /**
  18853. * Remove an attached behavior
  18854. * @see http://doc.babylonjs.com/features/behaviour
  18855. * @param behavior defines the behavior to attach
  18856. * @returns the current Node
  18857. */
  18858. Node.prototype.removeBehavior = function (behavior) {
  18859. var index = this._behaviors.indexOf(behavior);
  18860. if (index === -1) {
  18861. return this;
  18862. }
  18863. this._behaviors[index].detach();
  18864. this._behaviors.splice(index, 1);
  18865. return this;
  18866. };
  18867. Object.defineProperty(Node.prototype, "behaviors", {
  18868. /**
  18869. * Gets the list of attached behaviors
  18870. * @see http://doc.babylonjs.com/features/behaviour
  18871. */
  18872. get: function () {
  18873. return this._behaviors;
  18874. },
  18875. enumerable: true,
  18876. configurable: true
  18877. });
  18878. /**
  18879. * Gets an attached behavior by name
  18880. * @param name defines the name of the behavior to look for
  18881. * @see http://doc.babylonjs.com/features/behaviour
  18882. * @returns null if behavior was not found else the requested behavior
  18883. */
  18884. Node.prototype.getBehaviorByName = function (name) {
  18885. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  18886. var behavior = _a[_i];
  18887. if (behavior.name === name) {
  18888. return behavior;
  18889. }
  18890. }
  18891. return null;
  18892. };
  18893. /**
  18894. * Returns the latest update of the World matrix
  18895. * @returns a Matrix
  18896. */
  18897. Node.prototype.getWorldMatrix = function () {
  18898. if (this._currentRenderId !== this._scene.getRenderId()) {
  18899. this.computeWorldMatrix();
  18900. }
  18901. return this._worldMatrix;
  18902. };
  18903. /** @hidden */
  18904. Node.prototype._getWorldMatrixDeterminant = function () {
  18905. return this._worldMatrixDeterminant;
  18906. };
  18907. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  18908. /**
  18909. * Returns directly the latest state of the mesh World matrix.
  18910. * A Matrix is returned.
  18911. */
  18912. get: function () {
  18913. return this._worldMatrix;
  18914. },
  18915. enumerable: true,
  18916. configurable: true
  18917. });
  18918. // override it in derived class if you add new variables to the cache
  18919. // and call the parent class method
  18920. /** @hidden */
  18921. Node.prototype._initCache = function () {
  18922. this._cache = {};
  18923. this._cache.parent = undefined;
  18924. };
  18925. /** @hidden */
  18926. Node.prototype.updateCache = function (force) {
  18927. if (!force && this.isSynchronized()) {
  18928. return;
  18929. }
  18930. this._cache.parent = this.parent;
  18931. this._updateCache();
  18932. };
  18933. // override it in derived class if you add new variables to the cache
  18934. // and call the parent class method if !ignoreParentClass
  18935. /** @hidden */
  18936. Node.prototype._updateCache = function (ignoreParentClass) {
  18937. };
  18938. // override it in derived class if you add new variables to the cache
  18939. /** @hidden */
  18940. Node.prototype._isSynchronized = function () {
  18941. return true;
  18942. };
  18943. /** @hidden */
  18944. Node.prototype._markSyncedWithParent = function () {
  18945. if (this._parentNode) {
  18946. this._parentRenderId = this._parentNode._childRenderId;
  18947. }
  18948. };
  18949. /** @hidden */
  18950. Node.prototype.isSynchronizedWithParent = function () {
  18951. if (!this._parentNode) {
  18952. return true;
  18953. }
  18954. if (this._parentRenderId !== this._parentNode._childRenderId) {
  18955. return false;
  18956. }
  18957. return this._parentNode.isSynchronized();
  18958. };
  18959. /** @hidden */
  18960. Node.prototype.isSynchronized = function () {
  18961. if (this._cache.parent != this._parentNode) {
  18962. this._cache.parent = this._parentNode;
  18963. return false;
  18964. }
  18965. if (this._parentNode && !this.isSynchronizedWithParent()) {
  18966. return false;
  18967. }
  18968. return this._isSynchronized();
  18969. };
  18970. /**
  18971. * Is this node ready to be used/rendered
  18972. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  18973. * @return true if the node is ready
  18974. */
  18975. Node.prototype.isReady = function (completeCheck) {
  18976. if (completeCheck === void 0) { completeCheck = false; }
  18977. return this._isReady;
  18978. };
  18979. /**
  18980. * Is this node enabled?
  18981. * 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
  18982. * @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
  18983. * @return whether this node (and its parent) is enabled
  18984. */
  18985. Node.prototype.isEnabled = function (checkAncestors) {
  18986. if (checkAncestors === void 0) { checkAncestors = true; }
  18987. if (checkAncestors === false) {
  18988. return this._isEnabled;
  18989. }
  18990. if (!this._isEnabled) {
  18991. return false;
  18992. }
  18993. return this._isParentEnabled;
  18994. };
  18995. /** @hidden */
  18996. Node.prototype._syncParentEnabledState = function () {
  18997. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  18998. if (this._children) {
  18999. this._children.forEach(function (c) {
  19000. c._syncParentEnabledState(); // Force children to update accordingly
  19001. });
  19002. }
  19003. };
  19004. /**
  19005. * Set the enabled state of this node
  19006. * @param value defines the new enabled state
  19007. */
  19008. Node.prototype.setEnabled = function (value) {
  19009. this._isEnabled = value;
  19010. this._syncParentEnabledState();
  19011. };
  19012. /**
  19013. * Is this node a descendant of the given node?
  19014. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  19015. * @param ancestor defines the parent node to inspect
  19016. * @returns a boolean indicating if this node is a descendant of the given node
  19017. */
  19018. Node.prototype.isDescendantOf = function (ancestor) {
  19019. if (this.parent) {
  19020. if (this.parent === ancestor) {
  19021. return true;
  19022. }
  19023. return this.parent.isDescendantOf(ancestor);
  19024. }
  19025. return false;
  19026. };
  19027. /** @hidden */
  19028. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  19029. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  19030. if (!this._children) {
  19031. return;
  19032. }
  19033. for (var index = 0; index < this._children.length; index++) {
  19034. var item = this._children[index];
  19035. if (!predicate || predicate(item)) {
  19036. results.push(item);
  19037. }
  19038. if (!directDescendantsOnly) {
  19039. item._getDescendants(results, false, predicate);
  19040. }
  19041. }
  19042. };
  19043. /**
  19044. * Will return all nodes that have this node as ascendant
  19045. * @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
  19046. * @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
  19047. * @return all children nodes of all types
  19048. */
  19049. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  19050. var results = new Array();
  19051. this._getDescendants(results, directDescendantsOnly, predicate);
  19052. return results;
  19053. };
  19054. /**
  19055. * Get all child-meshes of this node
  19056. * @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
  19057. * @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
  19058. * @returns an array of AbstractMesh
  19059. */
  19060. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  19061. var results = [];
  19062. this._getDescendants(results, directDescendantsOnly, function (node) {
  19063. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  19064. });
  19065. return results;
  19066. };
  19067. /**
  19068. * Get all child-transformNodes of this node
  19069. * @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
  19070. * @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
  19071. * @returns an array of TransformNode
  19072. */
  19073. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  19074. var results = [];
  19075. this._getDescendants(results, directDescendantsOnly, function (node) {
  19076. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  19077. });
  19078. return results;
  19079. };
  19080. /**
  19081. * Get all direct children of this node
  19082. * @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
  19083. * @returns an array of Node
  19084. */
  19085. Node.prototype.getChildren = function (predicate) {
  19086. return this.getDescendants(true, predicate);
  19087. };
  19088. /** @hidden */
  19089. Node.prototype._setReady = function (state) {
  19090. if (state === this._isReady) {
  19091. return;
  19092. }
  19093. if (!state) {
  19094. this._isReady = false;
  19095. return;
  19096. }
  19097. if (this.onReady) {
  19098. this.onReady(this);
  19099. }
  19100. this._isReady = true;
  19101. };
  19102. /**
  19103. * Get an animation by name
  19104. * @param name defines the name of the animation to look for
  19105. * @returns null if not found else the requested animation
  19106. */
  19107. Node.prototype.getAnimationByName = function (name) {
  19108. for (var i = 0; i < this.animations.length; i++) {
  19109. var animation = this.animations[i];
  19110. if (animation.name === name) {
  19111. return animation;
  19112. }
  19113. }
  19114. return null;
  19115. };
  19116. /**
  19117. * Creates an animation range for this node
  19118. * @param name defines the name of the range
  19119. * @param from defines the starting key
  19120. * @param to defines the end key
  19121. */
  19122. Node.prototype.createAnimationRange = function (name, from, to) {
  19123. // check name not already in use
  19124. if (!this._ranges[name]) {
  19125. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19126. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19127. if (this.animations[i]) {
  19128. this.animations[i].createRange(name, from, to);
  19129. }
  19130. }
  19131. }
  19132. };
  19133. /**
  19134. * Delete a specific animation range
  19135. * @param name defines the name of the range to delete
  19136. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19137. */
  19138. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19139. if (deleteFrames === void 0) { deleteFrames = true; }
  19140. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19141. if (this.animations[i]) {
  19142. this.animations[i].deleteRange(name, deleteFrames);
  19143. }
  19144. }
  19145. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19146. };
  19147. /**
  19148. * Get an animation range by name
  19149. * @param name defines the name of the animation range to look for
  19150. * @returns null if not found else the requested animation range
  19151. */
  19152. Node.prototype.getAnimationRange = function (name) {
  19153. return this._ranges[name];
  19154. };
  19155. /**
  19156. * Will start the animation sequence
  19157. * @param name defines the range frames for animation sequence
  19158. * @param loop defines if the animation should loop (false by default)
  19159. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19160. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19161. * @returns the object created for this animation. If range does not exist, it will return null
  19162. */
  19163. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19164. var range = this.getAnimationRange(name);
  19165. if (!range) {
  19166. return null;
  19167. }
  19168. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19169. };
  19170. /**
  19171. * Serialize animation ranges into a JSON compatible object
  19172. * @returns serialization object
  19173. */
  19174. Node.prototype.serializeAnimationRanges = function () {
  19175. var serializationRanges = [];
  19176. for (var name in this._ranges) {
  19177. var localRange = this._ranges[name];
  19178. if (!localRange) {
  19179. continue;
  19180. }
  19181. var range = {};
  19182. range.name = name;
  19183. range.from = localRange.from;
  19184. range.to = localRange.to;
  19185. serializationRanges.push(range);
  19186. }
  19187. return serializationRanges;
  19188. };
  19189. /**
  19190. * Computes the world matrix of the node
  19191. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19192. * @returns the world matrix
  19193. */
  19194. Node.prototype.computeWorldMatrix = function (force) {
  19195. if (!this._worldMatrix) {
  19196. this._worldMatrix = BABYLON.Matrix.Identity();
  19197. }
  19198. return this._worldMatrix;
  19199. };
  19200. /**
  19201. * Releases resources associated with this node.
  19202. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19203. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19204. */
  19205. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19206. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19207. if (!doNotRecurse) {
  19208. var nodes = this.getDescendants(true);
  19209. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19210. var node = nodes_1[_i];
  19211. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19212. }
  19213. }
  19214. else {
  19215. var transformNodes = this.getChildTransformNodes(true);
  19216. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19217. var transformNode = transformNodes_1[_a];
  19218. transformNode.parent = null;
  19219. transformNode.computeWorldMatrix(true);
  19220. }
  19221. }
  19222. if (!this.parent) {
  19223. this.removeFromSceneRootNodes();
  19224. }
  19225. else {
  19226. this.parent = null;
  19227. }
  19228. // Callback
  19229. this.onDisposeObservable.notifyObservers(this);
  19230. this.onDisposeObservable.clear();
  19231. // Behaviors
  19232. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19233. var behavior = _c[_b];
  19234. behavior.detach();
  19235. }
  19236. this._behaviors = [];
  19237. this._isDisposed = true;
  19238. };
  19239. /**
  19240. * Parse animation range data from a serialization object and store them into a given node
  19241. * @param node defines where to store the animation ranges
  19242. * @param parsedNode defines the serialization object to read data from
  19243. * @param scene defines the hosting scene
  19244. */
  19245. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19246. if (parsedNode.ranges) {
  19247. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19248. var data = parsedNode.ranges[index];
  19249. node.createAnimationRange(data.name, data.from, data.to);
  19250. }
  19251. }
  19252. };
  19253. Node._NodeConstructors = {};
  19254. __decorate([
  19255. BABYLON.serialize()
  19256. ], Node.prototype, "name", void 0);
  19257. __decorate([
  19258. BABYLON.serialize()
  19259. ], Node.prototype, "id", void 0);
  19260. __decorate([
  19261. BABYLON.serialize()
  19262. ], Node.prototype, "uniqueId", void 0);
  19263. __decorate([
  19264. BABYLON.serialize()
  19265. ], Node.prototype, "state", void 0);
  19266. __decorate([
  19267. BABYLON.serialize()
  19268. ], Node.prototype, "metadata", void 0);
  19269. return Node;
  19270. }());
  19271. BABYLON.Node = Node;
  19272. })(BABYLON || (BABYLON = {}));
  19273. //# sourceMappingURL=babylon.node.js.map
  19274. var BABYLON;
  19275. (function (BABYLON) {
  19276. /**
  19277. * Class used to store bounding sphere information
  19278. */
  19279. var BoundingSphere = /** @class */ (function () {
  19280. /**
  19281. * Creates a new bounding sphere
  19282. * @param min defines the minimum vector (in local space)
  19283. * @param max defines the maximum vector (in local space)
  19284. * @param worldMatrix defines the new world matrix
  19285. */
  19286. function BoundingSphere(min, max, worldMatrix) {
  19287. /**
  19288. * Gets the center of the bounding sphere in local space
  19289. */
  19290. this.center = BABYLON.Vector3.Zero();
  19291. /**
  19292. * Gets the center of the bounding sphere in world space
  19293. */
  19294. this.centerWorld = BABYLON.Vector3.Zero();
  19295. /**
  19296. * Gets the minimum vector in local space
  19297. */
  19298. this.minimum = BABYLON.Vector3.Zero();
  19299. /**
  19300. * Gets the maximum vector in local space
  19301. */
  19302. this.maximum = BABYLON.Vector3.Zero();
  19303. this.reConstruct(min, max, worldMatrix);
  19304. }
  19305. /**
  19306. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19307. * @param min defines the new minimum vector (in local space)
  19308. * @param max defines the new maximum vector (in local space)
  19309. * @param worldMatrix defines the new world matrix
  19310. */
  19311. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19312. this.minimum.copyFrom(min);
  19313. this.maximum.copyFrom(max);
  19314. var distance = BABYLON.Vector3.Distance(min, max);
  19315. max.addToRef(min, this.center).scaleInPlace(0.5);
  19316. this.radius = distance * 0.5;
  19317. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19318. };
  19319. /**
  19320. * Scale the current bounding sphere by applying a scale factor
  19321. * @param factor defines the scale factor to apply
  19322. * @returns the current bounding box
  19323. */
  19324. BoundingSphere.prototype.scale = function (factor) {
  19325. var newRadius = this.radius * factor;
  19326. var tmpVectors = BoundingSphere.TmpVector3;
  19327. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19328. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19329. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19330. this.reConstruct(min, max, this._worldMatrix);
  19331. return this;
  19332. };
  19333. /**
  19334. * Gets the world matrix of the bounding box
  19335. * @returns a matrix
  19336. */
  19337. BoundingSphere.prototype.getWorldMatrix = function () {
  19338. return this._worldMatrix;
  19339. };
  19340. // Methods
  19341. /** @hidden */
  19342. BoundingSphere.prototype._update = function (worldMatrix) {
  19343. if (!worldMatrix.isIdentity()) {
  19344. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19345. var tempVector = BoundingSphere.TmpVector3[0];
  19346. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19347. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19348. }
  19349. else {
  19350. this.centerWorld.copyFrom(this.center);
  19351. this.radiusWorld = this.radius;
  19352. }
  19353. };
  19354. /**
  19355. * Tests if the bounding sphere is intersecting the frustum planes
  19356. * @param frustumPlanes defines the frustum planes to test
  19357. * @returns true if there is an intersection
  19358. */
  19359. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19360. for (var i = 0; i < 6; i++) {
  19361. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19362. return false;
  19363. }
  19364. }
  19365. return true;
  19366. };
  19367. /**
  19368. * Tests if a point is inside the bounding sphere
  19369. * @param point defines the point to test
  19370. * @returns true if the point is inside the bounding sphere
  19371. */
  19372. BoundingSphere.prototype.intersectsPoint = function (point) {
  19373. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19374. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19375. return false;
  19376. }
  19377. return true;
  19378. };
  19379. // Statics
  19380. /**
  19381. * Checks if two sphere intersct
  19382. * @param sphere0 sphere 0
  19383. * @param sphere1 sphere 1
  19384. * @returns true if the speres intersect
  19385. */
  19386. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19387. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19388. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19389. if (radiusSum * radiusSum < squareDistance) {
  19390. return false;
  19391. }
  19392. return true;
  19393. };
  19394. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19395. return BoundingSphere;
  19396. }());
  19397. BABYLON.BoundingSphere = BoundingSphere;
  19398. })(BABYLON || (BABYLON = {}));
  19399. //# sourceMappingURL=babylon.boundingSphere.js.map
  19400. var BABYLON;
  19401. (function (BABYLON) {
  19402. /**
  19403. * Class used to store bounding box information
  19404. */
  19405. var BoundingBox = /** @class */ (function () {
  19406. /**
  19407. * Creates a new bounding box
  19408. * @param min defines the minimum vector (in local space)
  19409. * @param max defines the maximum vector (in local space)
  19410. * @param worldMatrix defines the new world matrix
  19411. */
  19412. function BoundingBox(min, max, worldMatrix) {
  19413. /**
  19414. * Gets the 8 vectors representing the bounding box in local space
  19415. */
  19416. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19417. /**
  19418. * Gets the center of the bounding box in local space
  19419. */
  19420. this.center = BABYLON.Vector3.Zero();
  19421. /**
  19422. * Gets the center of the bounding box in world space
  19423. */
  19424. this.centerWorld = BABYLON.Vector3.Zero();
  19425. /**
  19426. * Gets the extend size in local space
  19427. */
  19428. this.extendSize = BABYLON.Vector3.Zero();
  19429. /**
  19430. * Gets the extend size in world space
  19431. */
  19432. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19433. /**
  19434. * Gets the OBB (object bounding box) directions
  19435. */
  19436. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19437. /**
  19438. * Gets the 8 vectors representing the bounding box in world space
  19439. */
  19440. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19441. /**
  19442. * Gets the minimum vector in world space
  19443. */
  19444. this.minimumWorld = BABYLON.Vector3.Zero();
  19445. /**
  19446. * Gets the maximum vector in world space
  19447. */
  19448. this.maximumWorld = BABYLON.Vector3.Zero();
  19449. /**
  19450. * Gets the minimum vector in local space
  19451. */
  19452. this.minimum = BABYLON.Vector3.Zero();
  19453. /**
  19454. * Gets the maximum vector in local space
  19455. */
  19456. this.maximum = BABYLON.Vector3.Zero();
  19457. this.reConstruct(min, max, worldMatrix);
  19458. }
  19459. // Methods
  19460. /**
  19461. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19462. * @param min defines the new minimum vector (in local space)
  19463. * @param max defines the new maximum vector (in local space)
  19464. * @param worldMatrix defines the new world matrix
  19465. */
  19466. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19467. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19468. var vectors = this.vectors;
  19469. this.minimum.copyFromFloats(minX, minY, minZ);
  19470. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19471. vectors[0].copyFromFloats(minX, minY, minZ);
  19472. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19473. vectors[2].copyFromFloats(maxX, minY, minZ);
  19474. vectors[3].copyFromFloats(minX, maxY, minZ);
  19475. vectors[4].copyFromFloats(minX, minY, maxZ);
  19476. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19477. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19478. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19479. // OBB
  19480. max.addToRef(min, this.center).scaleInPlace(0.5);
  19481. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19482. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19483. };
  19484. /**
  19485. * Scale the current bounding box by applying a scale factor
  19486. * @param factor defines the scale factor to apply
  19487. * @returns the current bounding box
  19488. */
  19489. BoundingBox.prototype.scale = function (factor) {
  19490. var tmpVectors = BoundingBox.TmpVector3;
  19491. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19492. var len = diff.length();
  19493. diff.normalizeFromLength(len);
  19494. var distance = len * factor;
  19495. var newRadius = diff.scaleInPlace(distance * 0.5);
  19496. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19497. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19498. this.reConstruct(min, max, this._worldMatrix);
  19499. return this;
  19500. };
  19501. /**
  19502. * Gets the world matrix of the bounding box
  19503. * @returns a matrix
  19504. */
  19505. BoundingBox.prototype.getWorldMatrix = function () {
  19506. return this._worldMatrix;
  19507. };
  19508. /** @hidden */
  19509. BoundingBox.prototype._update = function (world) {
  19510. var minWorld = this.minimumWorld;
  19511. var maxWorld = this.maximumWorld;
  19512. var directions = this.directions;
  19513. var vectorsWorld = this.vectorsWorld;
  19514. var vectors = this.vectors;
  19515. if (!world.isIdentity()) {
  19516. minWorld.setAll(Number.MAX_VALUE);
  19517. maxWorld.setAll(-Number.MAX_VALUE);
  19518. for (var index = 0; index < 8; ++index) {
  19519. var v = vectorsWorld[index];
  19520. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19521. minWorld.minimizeInPlace(v);
  19522. maxWorld.maximizeInPlace(v);
  19523. }
  19524. // Extend
  19525. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19526. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19527. }
  19528. else {
  19529. minWorld.copyFrom(this.minimum);
  19530. maxWorld.copyFrom(this.maximum);
  19531. for (var index = 0; index < 8; ++index) {
  19532. vectorsWorld[index].copyFrom(vectors[index]);
  19533. }
  19534. // Extend
  19535. this.extendSizeWorld.copyFrom(this.extendSize);
  19536. this.centerWorld.copyFrom(this.center);
  19537. }
  19538. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19539. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19540. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19541. this._worldMatrix = world;
  19542. };
  19543. /**
  19544. * Tests if the bounding box is intersecting the frustum planes
  19545. * @param frustumPlanes defines the frustum planes to test
  19546. * @returns true if there is an intersection
  19547. */
  19548. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19549. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19550. };
  19551. /**
  19552. * Tests if the bounding box is entirely inside the frustum planes
  19553. * @param frustumPlanes defines the frustum planes to test
  19554. * @returns true if there is an inclusion
  19555. */
  19556. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19557. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19558. };
  19559. /**
  19560. * Tests if a point is inside the bounding box
  19561. * @param point defines the point to test
  19562. * @returns true if the point is inside the bounding box
  19563. */
  19564. BoundingBox.prototype.intersectsPoint = function (point) {
  19565. var min = this.minimumWorld;
  19566. var max = this.maximumWorld;
  19567. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19568. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19569. var delta = -BABYLON.Epsilon;
  19570. if (maxX - pointX < delta || delta > pointX - minX) {
  19571. return false;
  19572. }
  19573. if (maxY - pointY < delta || delta > pointY - minY) {
  19574. return false;
  19575. }
  19576. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19577. return false;
  19578. }
  19579. return true;
  19580. };
  19581. /**
  19582. * Tests if the bounding box intersects with a bounding sphere
  19583. * @param sphere defines the sphere to test
  19584. * @returns true if there is an intersection
  19585. */
  19586. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19587. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19588. };
  19589. /**
  19590. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19591. * @param min defines the min vector to use
  19592. * @param max defines the max vector to use
  19593. * @returns true if there is an intersection
  19594. */
  19595. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19596. var myMin = this.minimumWorld;
  19597. var myMax = this.maximumWorld;
  19598. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19599. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19600. if (myMaxX < minX || myMinX > maxX) {
  19601. return false;
  19602. }
  19603. if (myMaxY < minY || myMinY > maxY) {
  19604. return false;
  19605. }
  19606. if (myMaxZ < minZ || myMinZ > maxZ) {
  19607. return false;
  19608. }
  19609. return true;
  19610. };
  19611. // Statics
  19612. /**
  19613. * Tests if two bounding boxes are intersections
  19614. * @param box0 defines the first box to test
  19615. * @param box1 defines the second box to test
  19616. * @returns true if there is an intersection
  19617. */
  19618. BoundingBox.Intersects = function (box0, box1) {
  19619. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19620. };
  19621. /**
  19622. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19623. * @param minPoint defines the minimum vector of the bounding box
  19624. * @param maxPoint defines the maximum vector of the bounding box
  19625. * @param sphereCenter defines the sphere center
  19626. * @param sphereRadius defines the sphere radius
  19627. * @returns true if there is an intersection
  19628. */
  19629. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19630. var vector = BoundingBox.TmpVector3[0];
  19631. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19632. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19633. return (num <= (sphereRadius * sphereRadius));
  19634. };
  19635. /**
  19636. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19637. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19638. * @param frustumPlanes defines the frustum planes to test
  19639. * @return true if there is an inclusion
  19640. */
  19641. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19642. for (var p = 0; p < 6; ++p) {
  19643. var frustumPlane = frustumPlanes[p];
  19644. for (var i = 0; i < 8; ++i) {
  19645. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19646. return false;
  19647. }
  19648. }
  19649. }
  19650. return true;
  19651. };
  19652. /**
  19653. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19654. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19655. * @param frustumPlanes defines the frustum planes to test
  19656. * @return true if there is an intersection
  19657. */
  19658. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19659. for (var p = 0; p < 6; ++p) {
  19660. var canReturnFalse = true;
  19661. var frustumPlane = frustumPlanes[p];
  19662. for (var i = 0; i < 8; ++i) {
  19663. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19664. canReturnFalse = false;
  19665. break;
  19666. }
  19667. }
  19668. if (canReturnFalse) {
  19669. return false;
  19670. }
  19671. }
  19672. return true;
  19673. };
  19674. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19675. return BoundingBox;
  19676. }());
  19677. BABYLON.BoundingBox = BoundingBox;
  19678. })(BABYLON || (BABYLON = {}));
  19679. //# sourceMappingURL=babylon.boundingBox.js.map
  19680. var BABYLON;
  19681. (function (BABYLON) {
  19682. var _result0 = { min: 0, max: 0 };
  19683. var _result1 = { min: 0, max: 0 };
  19684. var computeBoxExtents = function (axis, box, result) {
  19685. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19686. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19687. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19688. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19689. var r = r0 + r1 + r2;
  19690. result.min = p - r;
  19691. result.max = p + r;
  19692. };
  19693. var axisOverlap = function (axis, box0, box1) {
  19694. computeBoxExtents(axis, box0, _result0);
  19695. computeBoxExtents(axis, box1, _result1);
  19696. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19697. };
  19698. /**
  19699. * Info for a bounding data of a mesh
  19700. */
  19701. var BoundingInfo = /** @class */ (function () {
  19702. /**
  19703. * Constructs bounding info
  19704. * @param minimum min vector of the bounding box/sphere
  19705. * @param maximum max vector of the bounding box/sphere
  19706. * @param worldMatrix defines the new world matrix
  19707. */
  19708. function BoundingInfo(minimum, maximum, worldMatrix) {
  19709. this._isLocked = false;
  19710. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19711. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19712. }
  19713. /**
  19714. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19715. * @param min defines the new minimum vector (in local space)
  19716. * @param max defines the new maximum vector (in local space)
  19717. * @param worldMatrix defines the new world matrix
  19718. */
  19719. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19720. this.boundingBox.reConstruct(min, max, worldMatrix);
  19721. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19722. };
  19723. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19724. /**
  19725. * min vector of the bounding box/sphere
  19726. */
  19727. get: function () {
  19728. return this.boundingBox.minimum;
  19729. },
  19730. enumerable: true,
  19731. configurable: true
  19732. });
  19733. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19734. /**
  19735. * max vector of the bounding box/sphere
  19736. */
  19737. get: function () {
  19738. return this.boundingBox.maximum;
  19739. },
  19740. enumerable: true,
  19741. configurable: true
  19742. });
  19743. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19744. /**
  19745. * If the info is locked and won't be updated to avoid perf overhead
  19746. */
  19747. get: function () {
  19748. return this._isLocked;
  19749. },
  19750. set: function (value) {
  19751. this._isLocked = value;
  19752. },
  19753. enumerable: true,
  19754. configurable: true
  19755. });
  19756. // Methods
  19757. /**
  19758. * Updates the bounding sphere and box
  19759. * @param world world matrix to be used to update
  19760. */
  19761. BoundingInfo.prototype.update = function (world) {
  19762. if (this._isLocked) {
  19763. return;
  19764. }
  19765. this.boundingBox._update(world);
  19766. this.boundingSphere._update(world);
  19767. };
  19768. /**
  19769. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19770. * @param center New center of the bounding info
  19771. * @param extend New extend of the bounding info
  19772. * @returns the current bounding info
  19773. */
  19774. BoundingInfo.prototype.centerOn = function (center, extend) {
  19775. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19776. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19777. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19778. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19779. return this;
  19780. };
  19781. /**
  19782. * Scale the current bounding info by applying a scale factor
  19783. * @param factor defines the scale factor to apply
  19784. * @returns the current bounding info
  19785. */
  19786. BoundingInfo.prototype.scale = function (factor) {
  19787. this.boundingBox.scale(factor);
  19788. this.boundingSphere.scale(factor);
  19789. return this;
  19790. };
  19791. /**
  19792. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19793. * @param frustumPlanes defines the frustum to test
  19794. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19795. * @returns true if the bounding info is in the frustum planes
  19796. */
  19797. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19798. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19799. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19800. return false;
  19801. }
  19802. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19803. return true;
  19804. }
  19805. return this.boundingBox.isInFrustum(frustumPlanes);
  19806. };
  19807. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19808. /**
  19809. * Gets the world distance between the min and max points of the bounding box
  19810. */
  19811. get: function () {
  19812. var boundingBox = this.boundingBox;
  19813. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  19814. return diag.length();
  19815. },
  19816. enumerable: true,
  19817. configurable: true
  19818. });
  19819. /**
  19820. * Checks if a cullable object (mesh...) is in the camera frustum
  19821. * Unlike isInFrustum this cheks the full bounding box
  19822. * @param frustumPlanes Camera near/planes
  19823. * @returns true if the object is in frustum otherwise false
  19824. */
  19825. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19826. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19827. };
  19828. /** @hidden */
  19829. BoundingInfo.prototype._checkCollision = function (collider) {
  19830. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19831. };
  19832. /**
  19833. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19834. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19835. * @param point the point to check intersection with
  19836. * @returns if the point intersects
  19837. */
  19838. BoundingInfo.prototype.intersectsPoint = function (point) {
  19839. if (!this.boundingSphere.centerWorld) {
  19840. return false;
  19841. }
  19842. if (!this.boundingSphere.intersectsPoint(point)) {
  19843. return false;
  19844. }
  19845. if (!this.boundingBox.intersectsPoint(point)) {
  19846. return false;
  19847. }
  19848. return true;
  19849. };
  19850. /**
  19851. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19852. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19853. * @param boundingInfo the bounding info to check intersection with
  19854. * @param precise if the intersection should be done using OBB
  19855. * @returns if the bounding info intersects
  19856. */
  19857. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19858. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19859. return false;
  19860. }
  19861. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19862. return false;
  19863. }
  19864. if (!precise) {
  19865. return true;
  19866. }
  19867. var box0 = this.boundingBox;
  19868. var box1 = boundingInfo.boundingBox;
  19869. if (!axisOverlap(box0.directions[0], box0, box1)) {
  19870. return false;
  19871. }
  19872. if (!axisOverlap(box0.directions[1], box0, box1)) {
  19873. return false;
  19874. }
  19875. if (!axisOverlap(box0.directions[2], box0, box1)) {
  19876. return false;
  19877. }
  19878. if (!axisOverlap(box1.directions[0], box0, box1)) {
  19879. return false;
  19880. }
  19881. if (!axisOverlap(box1.directions[1], box0, box1)) {
  19882. return false;
  19883. }
  19884. if (!axisOverlap(box1.directions[2], box0, box1)) {
  19885. return false;
  19886. }
  19887. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  19888. return false;
  19889. }
  19890. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  19891. return false;
  19892. }
  19893. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  19894. return false;
  19895. }
  19896. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  19897. return false;
  19898. }
  19899. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  19900. return false;
  19901. }
  19902. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  19903. return false;
  19904. }
  19905. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  19906. return false;
  19907. }
  19908. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  19909. return false;
  19910. }
  19911. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  19912. return false;
  19913. }
  19914. return true;
  19915. };
  19916. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  19917. return BoundingInfo;
  19918. }());
  19919. BABYLON.BoundingInfo = BoundingInfo;
  19920. })(BABYLON || (BABYLON = {}));
  19921. //# sourceMappingURL=babylon.boundingInfo.js.map
  19922. var BABYLON;
  19923. (function (BABYLON) {
  19924. /**
  19925. * 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.
  19926. * @see https://doc.babylonjs.com/how_to/transformnode
  19927. */
  19928. var TransformNode = /** @class */ (function (_super) {
  19929. __extends(TransformNode, _super);
  19930. function TransformNode(name, scene, isPure) {
  19931. if (scene === void 0) { scene = null; }
  19932. if (isPure === void 0) { isPure = true; }
  19933. var _this = _super.call(this, name, scene) || this;
  19934. _this._forward = new BABYLON.Vector3(0, 0, 1);
  19935. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  19936. _this._up = new BABYLON.Vector3(0, 1, 0);
  19937. _this._right = new BABYLON.Vector3(1, 0, 0);
  19938. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  19939. // Properties
  19940. _this._position = BABYLON.Vector3.Zero();
  19941. _this._rotation = BABYLON.Vector3.Zero();
  19942. _this._scaling = BABYLON.Vector3.One();
  19943. _this._isDirty = false;
  19944. /**
  19945. * Set the billboard mode. Default is 0.
  19946. *
  19947. * | Value | Type | Description |
  19948. * | --- | --- | --- |
  19949. * | 0 | BILLBOARDMODE_NONE | |
  19950. * | 1 | BILLBOARDMODE_X | |
  19951. * | 2 | BILLBOARDMODE_Y | |
  19952. * | 4 | BILLBOARDMODE_Z | |
  19953. * | 7 | BILLBOARDMODE_ALL | |
  19954. *
  19955. */
  19956. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  19957. /**
  19958. * 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
  19959. */
  19960. _this.scalingDeterminant = 1;
  19961. /**
  19962. * Sets the distance of the object to max, often used by skybox
  19963. */
  19964. _this.infiniteDistance = false;
  19965. /**
  19966. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  19967. * By default the system will update normals to compensate
  19968. */
  19969. _this.ignoreNonUniformScaling = false;
  19970. _this._localWorld = BABYLON.Matrix.Zero();
  19971. _this._absolutePosition = BABYLON.Vector3.Zero();
  19972. _this._pivotMatrix = BABYLON.Matrix.Identity();
  19973. _this._postMultiplyPivotMatrix = false;
  19974. _this._isWorldMatrixFrozen = false;
  19975. /** @hidden */
  19976. _this._indexInSceneTransformNodesArray = -1;
  19977. /**
  19978. * An event triggered after the world matrix is updated
  19979. */
  19980. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  19981. _this._nonUniformScaling = false;
  19982. if (isPure) {
  19983. _this.getScene().addTransformNode(_this);
  19984. }
  19985. return _this;
  19986. }
  19987. /**
  19988. * Gets a string identifying the name of the class
  19989. * @returns "TransformNode" string
  19990. */
  19991. TransformNode.prototype.getClassName = function () {
  19992. return "TransformNode";
  19993. };
  19994. Object.defineProperty(TransformNode.prototype, "position", {
  19995. /**
  19996. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  19997. */
  19998. get: function () {
  19999. return this._position;
  20000. },
  20001. set: function (newPosition) {
  20002. this._position = newPosition;
  20003. this._isDirty = true;
  20004. },
  20005. enumerable: true,
  20006. configurable: true
  20007. });
  20008. Object.defineProperty(TransformNode.prototype, "rotation", {
  20009. /**
  20010. * 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)).
  20011. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  20012. */
  20013. get: function () {
  20014. return this._rotation;
  20015. },
  20016. set: function (newRotation) {
  20017. this._rotation = newRotation;
  20018. this._isDirty = true;
  20019. },
  20020. enumerable: true,
  20021. configurable: true
  20022. });
  20023. Object.defineProperty(TransformNode.prototype, "scaling", {
  20024. /**
  20025. * 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)).
  20026. */
  20027. get: function () {
  20028. return this._scaling;
  20029. },
  20030. set: function (newScaling) {
  20031. this._scaling = newScaling;
  20032. this._isDirty = true;
  20033. },
  20034. enumerable: true,
  20035. configurable: true
  20036. });
  20037. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  20038. /**
  20039. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  20040. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  20041. */
  20042. get: function () {
  20043. return this._rotationQuaternion;
  20044. },
  20045. set: function (quaternion) {
  20046. this._rotationQuaternion = quaternion;
  20047. //reset the rotation vector.
  20048. if (quaternion) {
  20049. this.rotation.setAll(0.0);
  20050. }
  20051. },
  20052. enumerable: true,
  20053. configurable: true
  20054. });
  20055. Object.defineProperty(TransformNode.prototype, "forward", {
  20056. /**
  20057. * The forward direction of that transform in world space.
  20058. */
  20059. get: function () {
  20060. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  20061. },
  20062. enumerable: true,
  20063. configurable: true
  20064. });
  20065. Object.defineProperty(TransformNode.prototype, "up", {
  20066. /**
  20067. * The up direction of that transform in world space.
  20068. */
  20069. get: function () {
  20070. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  20071. },
  20072. enumerable: true,
  20073. configurable: true
  20074. });
  20075. Object.defineProperty(TransformNode.prototype, "right", {
  20076. /**
  20077. * The right direction of that transform in world space.
  20078. */
  20079. get: function () {
  20080. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  20081. },
  20082. enumerable: true,
  20083. configurable: true
  20084. });
  20085. /**
  20086. * Copies the parameter passed Matrix into the mesh Pose matrix.
  20087. * @param matrix the matrix to copy the pose from
  20088. * @returns this TransformNode.
  20089. */
  20090. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  20091. this._poseMatrix.copyFrom(matrix);
  20092. return this;
  20093. };
  20094. /**
  20095. * Returns the mesh Pose matrix.
  20096. * @returns the pose matrix
  20097. */
  20098. TransformNode.prototype.getPoseMatrix = function () {
  20099. return this._poseMatrix;
  20100. };
  20101. /** @hidden */
  20102. TransformNode.prototype._isSynchronized = function () {
  20103. if (this._isDirty) {
  20104. return false;
  20105. }
  20106. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20107. return false;
  20108. }
  20109. if (this._cache.pivotMatrixUpdated) {
  20110. return false;
  20111. }
  20112. if (this.infiniteDistance) {
  20113. return false;
  20114. }
  20115. if (!this._cache.position.equals(this._position)) {
  20116. return false;
  20117. }
  20118. if (this._rotationQuaternion) {
  20119. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20120. return false;
  20121. }
  20122. }
  20123. if (!this._cache.rotation.equals(this._rotation)) {
  20124. return false;
  20125. }
  20126. if (!this._cache.scaling.equals(this._scaling)) {
  20127. return false;
  20128. }
  20129. return true;
  20130. };
  20131. /** @hidden */
  20132. TransformNode.prototype._initCache = function () {
  20133. _super.prototype._initCache.call(this);
  20134. this._cache.localMatrixUpdated = false;
  20135. this._cache.position = BABYLON.Vector3.Zero();
  20136. this._cache.scaling = BABYLON.Vector3.Zero();
  20137. this._cache.rotation = BABYLON.Vector3.Zero();
  20138. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20139. this._cache.billboardMode = -1;
  20140. };
  20141. /**
  20142. * Flag the transform node as dirty (Forcing it to update everything)
  20143. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20144. * @returns this transform node
  20145. */
  20146. TransformNode.prototype.markAsDirty = function (property) {
  20147. if (property === "rotation") {
  20148. this.rotationQuaternion = null;
  20149. }
  20150. this._currentRenderId = Number.MAX_VALUE;
  20151. this._isDirty = true;
  20152. return this;
  20153. };
  20154. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20155. /**
  20156. * Returns the current mesh absolute position.
  20157. * Returns a Vector3.
  20158. */
  20159. get: function () {
  20160. return this._absolutePosition;
  20161. },
  20162. enumerable: true,
  20163. configurable: true
  20164. });
  20165. /**
  20166. * Sets a new matrix to apply before all other transformation
  20167. * @param matrix defines the transform matrix
  20168. * @returns the current TransformNode
  20169. */
  20170. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20171. return this.setPivotMatrix(matrix, false);
  20172. };
  20173. /**
  20174. * Sets a new pivot matrix to the current node
  20175. * @param matrix defines the new pivot matrix to use
  20176. * @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
  20177. * @returns the current TransformNode
  20178. */
  20179. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20180. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20181. this._pivotMatrix.copyFrom(matrix);
  20182. this._cache.pivotMatrixUpdated = true;
  20183. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20184. if (this._postMultiplyPivotMatrix) {
  20185. if (!this._pivotMatrixInverse) {
  20186. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20187. }
  20188. else {
  20189. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20190. }
  20191. }
  20192. return this;
  20193. };
  20194. /**
  20195. * Returns the mesh pivot matrix.
  20196. * Default : Identity.
  20197. * @returns the matrix
  20198. */
  20199. TransformNode.prototype.getPivotMatrix = function () {
  20200. return this._pivotMatrix;
  20201. };
  20202. /**
  20203. * Prevents the World matrix to be computed any longer.
  20204. * @returns the TransformNode.
  20205. */
  20206. TransformNode.prototype.freezeWorldMatrix = function () {
  20207. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20208. this.computeWorldMatrix(true);
  20209. this._isWorldMatrixFrozen = true;
  20210. return this;
  20211. };
  20212. /**
  20213. * Allows back the World matrix computation.
  20214. * @returns the TransformNode.
  20215. */
  20216. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20217. this._isWorldMatrixFrozen = false;
  20218. this.computeWorldMatrix(true);
  20219. return this;
  20220. };
  20221. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20222. /**
  20223. * True if the World matrix has been frozen.
  20224. */
  20225. get: function () {
  20226. return this._isWorldMatrixFrozen;
  20227. },
  20228. enumerable: true,
  20229. configurable: true
  20230. });
  20231. /**
  20232. * Retuns the mesh absolute position in the World.
  20233. * @returns a Vector3.
  20234. */
  20235. TransformNode.prototype.getAbsolutePosition = function () {
  20236. this.computeWorldMatrix();
  20237. return this._absolutePosition;
  20238. };
  20239. /**
  20240. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20241. * @param absolutePosition the absolute position to set
  20242. * @returns the TransformNode.
  20243. */
  20244. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20245. if (!absolutePosition) {
  20246. return this;
  20247. }
  20248. var absolutePositionX;
  20249. var absolutePositionY;
  20250. var absolutePositionZ;
  20251. if (absolutePosition.x === undefined) {
  20252. if (arguments.length < 3) {
  20253. return this;
  20254. }
  20255. absolutePositionX = arguments[0];
  20256. absolutePositionY = arguments[1];
  20257. absolutePositionZ = arguments[2];
  20258. }
  20259. else {
  20260. absolutePositionX = absolutePosition.x;
  20261. absolutePositionY = absolutePosition.y;
  20262. absolutePositionZ = absolutePosition.z;
  20263. }
  20264. if (this.parent) {
  20265. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20266. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20267. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20268. }
  20269. else {
  20270. this.position.x = absolutePositionX;
  20271. this.position.y = absolutePositionY;
  20272. this.position.z = absolutePositionZ;
  20273. }
  20274. return this;
  20275. };
  20276. /**
  20277. * Sets the mesh position in its local space.
  20278. * @param vector3 the position to set in localspace
  20279. * @returns the TransformNode.
  20280. */
  20281. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20282. this.computeWorldMatrix();
  20283. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  20284. return this;
  20285. };
  20286. /**
  20287. * Returns the mesh position in the local space from the current World matrix values.
  20288. * @returns a new Vector3.
  20289. */
  20290. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20291. this.computeWorldMatrix();
  20292. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20293. this._localWorld.invertToRef(invLocalWorldMatrix);
  20294. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20295. };
  20296. /**
  20297. * Translates the mesh along the passed Vector3 in its local space.
  20298. * @param vector3 the distance to translate in localspace
  20299. * @returns the TransformNode.
  20300. */
  20301. TransformNode.prototype.locallyTranslate = function (vector3) {
  20302. this.computeWorldMatrix(true);
  20303. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  20304. return this;
  20305. };
  20306. /**
  20307. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20308. * @param targetPoint the position (must be in same space as current mesh) to look at
  20309. * @param yawCor optional yaw (y-axis) correction in radians
  20310. * @param pitchCor optional pitch (x-axis) correction in radians
  20311. * @param rollCor optional roll (z-axis) correction in radians
  20312. * @param space the choosen space of the target
  20313. * @returns the TransformNode.
  20314. */
  20315. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20316. if (yawCor === void 0) { yawCor = 0; }
  20317. if (pitchCor === void 0) { pitchCor = 0; }
  20318. if (rollCor === void 0) { rollCor = 0; }
  20319. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20320. var dv = TransformNode._lookAtVectorCache;
  20321. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20322. targetPoint.subtractToRef(pos, dv);
  20323. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  20324. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  20325. var pitch = Math.atan2(dv.y, len);
  20326. if (this.rotationQuaternion) {
  20327. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20328. }
  20329. else {
  20330. this.rotation.x = pitch + pitchCor;
  20331. this.rotation.y = yaw + yawCor;
  20332. this.rotation.z = rollCor;
  20333. }
  20334. return this;
  20335. };
  20336. /**
  20337. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20338. * This Vector3 is expressed in the World space.
  20339. * @param localAxis axis to rotate
  20340. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20341. */
  20342. TransformNode.prototype.getDirection = function (localAxis) {
  20343. var result = BABYLON.Vector3.Zero();
  20344. this.getDirectionToRef(localAxis, result);
  20345. return result;
  20346. };
  20347. /**
  20348. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20349. * localAxis is expressed in the mesh local space.
  20350. * result is computed in the Wordl space from the mesh World matrix.
  20351. * @param localAxis axis to rotate
  20352. * @param result the resulting transformnode
  20353. * @returns this TransformNode.
  20354. */
  20355. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20356. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20357. return this;
  20358. };
  20359. /**
  20360. * Sets a new pivot point to the current node
  20361. * @param point defines the new pivot point to use
  20362. * @param space defines if the point is in world or local space (local by default)
  20363. * @returns the current TransformNode
  20364. */
  20365. TransformNode.prototype.setPivotPoint = function (point, space) {
  20366. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20367. if (this.getScene().getRenderId() == 0) {
  20368. this.computeWorldMatrix(true);
  20369. }
  20370. var wm = this.getWorldMatrix();
  20371. if (space == BABYLON.Space.WORLD) {
  20372. var tmat = BABYLON.Tmp.Matrix[0];
  20373. wm.invertToRef(tmat);
  20374. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20375. }
  20376. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20377. };
  20378. /**
  20379. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20380. * @returns the pivot point
  20381. */
  20382. TransformNode.prototype.getPivotPoint = function () {
  20383. var point = BABYLON.Vector3.Zero();
  20384. this.getPivotPointToRef(point);
  20385. return point;
  20386. };
  20387. /**
  20388. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20389. * @param result the vector3 to store the result
  20390. * @returns this TransformNode.
  20391. */
  20392. TransformNode.prototype.getPivotPointToRef = function (result) {
  20393. result.x = -this._pivotMatrix.m[12];
  20394. result.y = -this._pivotMatrix.m[13];
  20395. result.z = -this._pivotMatrix.m[14];
  20396. return this;
  20397. };
  20398. /**
  20399. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20400. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20401. */
  20402. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20403. var point = BABYLON.Vector3.Zero();
  20404. this.getAbsolutePivotPointToRef(point);
  20405. return point;
  20406. };
  20407. /**
  20408. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20409. * @param result vector3 to store the result
  20410. * @returns this TransformNode.
  20411. */
  20412. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20413. result.x = this._pivotMatrix.m[12];
  20414. result.y = this._pivotMatrix.m[13];
  20415. result.z = this._pivotMatrix.m[14];
  20416. this.getPivotPointToRef(result);
  20417. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20418. return this;
  20419. };
  20420. /**
  20421. * Defines the passed node as the parent of the current node.
  20422. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20423. * @param node the node ot set as the parent
  20424. * @returns this TransformNode.
  20425. */
  20426. TransformNode.prototype.setParent = function (node) {
  20427. if (!node && !this.parent) {
  20428. return this;
  20429. }
  20430. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20431. var position = BABYLON.Tmp.Vector3[0];
  20432. var scale = BABYLON.Tmp.Vector3[1];
  20433. if (!node) {
  20434. if (this.parent && this.parent.computeWorldMatrix) {
  20435. this.parent.computeWorldMatrix(true);
  20436. }
  20437. this.computeWorldMatrix(true);
  20438. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20439. }
  20440. else {
  20441. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20442. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20443. this.computeWorldMatrix(true);
  20444. node.computeWorldMatrix(true);
  20445. node.getWorldMatrix().invertToRef(invParentMatrix);
  20446. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20447. diffMatrix.decompose(scale, quatRotation, position);
  20448. }
  20449. if (this.rotationQuaternion) {
  20450. this.rotationQuaternion.copyFrom(quatRotation);
  20451. }
  20452. else {
  20453. quatRotation.toEulerAnglesToRef(this.rotation);
  20454. }
  20455. this.scaling.copyFrom(scale);
  20456. this.position.copyFrom(position);
  20457. this.parent = node;
  20458. return this;
  20459. };
  20460. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20461. /**
  20462. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20463. */
  20464. get: function () {
  20465. return this._nonUniformScaling;
  20466. },
  20467. enumerable: true,
  20468. configurable: true
  20469. });
  20470. /** @hidden */
  20471. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20472. if (this._nonUniformScaling === value) {
  20473. return false;
  20474. }
  20475. this._nonUniformScaling = value;
  20476. return true;
  20477. };
  20478. /**
  20479. * Attach the current TransformNode to another TransformNode associated with a bone
  20480. * @param bone Bone affecting the TransformNode
  20481. * @param affectedTransformNode TransformNode associated with the bone
  20482. * @returns this object
  20483. */
  20484. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20485. this._transformToBoneReferal = affectedTransformNode;
  20486. this.parent = bone;
  20487. if (bone.getWorldMatrix().determinant() < 0) {
  20488. this.scalingDeterminant *= -1;
  20489. }
  20490. return this;
  20491. };
  20492. /**
  20493. * Detach the transform node if its associated with a bone
  20494. * @returns this object
  20495. */
  20496. TransformNode.prototype.detachFromBone = function () {
  20497. if (!this.parent) {
  20498. return this;
  20499. }
  20500. if (this.parent.getWorldMatrix().determinant() < 0) {
  20501. this.scalingDeterminant *= -1;
  20502. }
  20503. this._transformToBoneReferal = null;
  20504. this.parent = null;
  20505. return this;
  20506. };
  20507. /**
  20508. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20509. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20510. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20511. * The passed axis is also normalized.
  20512. * @param axis the axis to rotate around
  20513. * @param amount the amount to rotate in radians
  20514. * @param space Space to rotate in (Default: local)
  20515. * @returns the TransformNode.
  20516. */
  20517. TransformNode.prototype.rotate = function (axis, amount, space) {
  20518. axis.normalize();
  20519. if (!this.rotationQuaternion) {
  20520. this.rotationQuaternion = this.rotation.toQuaternion();
  20521. this.rotation.setAll(0);
  20522. }
  20523. var rotationQuaternion;
  20524. if (!space || space === BABYLON.Space.LOCAL) {
  20525. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20526. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20527. }
  20528. else {
  20529. if (this.parent) {
  20530. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20531. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20532. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20533. }
  20534. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20535. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20536. }
  20537. return this;
  20538. };
  20539. /**
  20540. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20541. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20542. * The passed axis is also normalized. .
  20543. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20544. * @param point the point to rotate around
  20545. * @param axis the axis to rotate around
  20546. * @param amount the amount to rotate in radians
  20547. * @returns the TransformNode
  20548. */
  20549. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20550. axis.normalize();
  20551. if (!this.rotationQuaternion) {
  20552. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20553. this.rotation.setAll(0);
  20554. }
  20555. var tmpVector = BABYLON.Tmp.Vector3[0];
  20556. var finalScale = BABYLON.Tmp.Vector3[1];
  20557. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20558. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20559. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20560. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20561. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20562. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20563. point.subtractToRef(this.position, tmpVector);
  20564. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20565. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20566. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20567. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20568. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20569. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20570. this.position.addInPlace(finalTranslation);
  20571. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20572. return this;
  20573. };
  20574. /**
  20575. * Translates the mesh along the axis vector for the passed distance in the given space.
  20576. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20577. * @param axis the axis to translate in
  20578. * @param distance the distance to translate
  20579. * @param space Space to rotate in (Default: local)
  20580. * @returns the TransformNode.
  20581. */
  20582. TransformNode.prototype.translate = function (axis, distance, space) {
  20583. var displacementVector = axis.scale(distance);
  20584. if (!space || space === BABYLON.Space.LOCAL) {
  20585. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20586. this.setPositionWithLocalVector(tempV3);
  20587. }
  20588. else {
  20589. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20590. }
  20591. return this;
  20592. };
  20593. /**
  20594. * Adds a rotation step to the mesh current rotation.
  20595. * x, y, z are Euler angles expressed in radians.
  20596. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20597. * This means this rotation is made in the mesh local space only.
  20598. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20599. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20600. * ```javascript
  20601. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20602. * ```
  20603. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20604. * 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.
  20605. * @param x Rotation to add
  20606. * @param y Rotation to add
  20607. * @param z Rotation to add
  20608. * @returns the TransformNode.
  20609. */
  20610. TransformNode.prototype.addRotation = function (x, y, z) {
  20611. var rotationQuaternion;
  20612. if (this.rotationQuaternion) {
  20613. rotationQuaternion = this.rotationQuaternion;
  20614. }
  20615. else {
  20616. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20617. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20618. }
  20619. var accumulation = BABYLON.Tmp.Quaternion[0];
  20620. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20621. rotationQuaternion.multiplyInPlace(accumulation);
  20622. if (!this.rotationQuaternion) {
  20623. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20624. }
  20625. return this;
  20626. };
  20627. /**
  20628. * Computes the world matrix of the node
  20629. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20630. * @returns the world matrix
  20631. */
  20632. TransformNode.prototype.computeWorldMatrix = function (force) {
  20633. if (this._isWorldMatrixFrozen) {
  20634. return this._worldMatrix;
  20635. }
  20636. if (!force && this.isSynchronized()) {
  20637. this._currentRenderId = this.getScene().getRenderId();
  20638. return this._worldMatrix;
  20639. }
  20640. this._updateCache();
  20641. this._cache.position.copyFrom(this.position);
  20642. this._cache.scaling.copyFrom(this.scaling);
  20643. this._cache.pivotMatrixUpdated = false;
  20644. this._cache.billboardMode = this.billboardMode;
  20645. this._currentRenderId = this.getScene().getRenderId();
  20646. this._childRenderId = this.getScene().getRenderId();
  20647. this._isDirty = false;
  20648. // Scaling
  20649. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20650. // Rotation
  20651. //rotate, if quaternion is set and rotation was used
  20652. if (this.rotationQuaternion) {
  20653. var len = this.rotation.length();
  20654. if (len) {
  20655. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20656. this.rotation.copyFromFloats(0, 0, 0);
  20657. }
  20658. }
  20659. if (this.rotationQuaternion) {
  20660. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20661. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20662. }
  20663. else {
  20664. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20665. this._cache.rotation.copyFrom(this.rotation);
  20666. }
  20667. // Translation
  20668. var camera = this.getScene().activeCamera;
  20669. if (this.infiniteDistance && !this.parent && camera) {
  20670. var cameraWorldMatrix = camera.getWorldMatrix();
  20671. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20672. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20673. }
  20674. else {
  20675. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20676. }
  20677. // Composing transformations
  20678. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20679. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20680. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20681. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20682. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20683. // Need to decompose each rotation here
  20684. var currentPosition = BABYLON.Tmp.Vector3[3];
  20685. if (this.parent && this.parent.getWorldMatrix) {
  20686. if (this._transformToBoneReferal) {
  20687. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20688. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20689. }
  20690. else {
  20691. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20692. }
  20693. }
  20694. else {
  20695. currentPosition.copyFrom(this.position);
  20696. }
  20697. currentPosition.subtractInPlace(camera.globalPosition);
  20698. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20699. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20700. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20701. }
  20702. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20703. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20704. }
  20705. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20706. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20707. }
  20708. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20709. }
  20710. else {
  20711. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20712. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20713. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20714. }
  20715. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20716. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20717. }
  20718. // Post multiply inverse of pivotMatrix
  20719. if (this._postMultiplyPivotMatrix) {
  20720. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20721. }
  20722. // Local world
  20723. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
  20724. // Parent
  20725. if (this.parent && this.parent.getWorldMatrix) {
  20726. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20727. if (this._transformToBoneReferal) {
  20728. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20729. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20730. }
  20731. else {
  20732. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20733. }
  20734. this._localWorld.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20735. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20736. this._worldMatrix.copyFrom(this._localWorld);
  20737. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20738. }
  20739. else {
  20740. if (this._transformToBoneReferal) {
  20741. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20742. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20743. }
  20744. else {
  20745. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20746. }
  20747. }
  20748. this._markSyncedWithParent();
  20749. }
  20750. else {
  20751. this._worldMatrix.copyFrom(this._localWorld);
  20752. }
  20753. // Normal matrix
  20754. if (!this.ignoreNonUniformScaling) {
  20755. if (this.scaling.isNonUniform) {
  20756. this._updateNonUniformScalingState(true);
  20757. }
  20758. else if (this.parent && this.parent._nonUniformScaling) {
  20759. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20760. }
  20761. else {
  20762. this._updateNonUniformScalingState(false);
  20763. }
  20764. }
  20765. else {
  20766. this._updateNonUniformScalingState(false);
  20767. }
  20768. this._afterComputeWorldMatrix();
  20769. // Absolute position
  20770. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20771. // Callbacks
  20772. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20773. if (!this._poseMatrix) {
  20774. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20775. }
  20776. // Cache the determinant
  20777. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20778. return this._worldMatrix;
  20779. };
  20780. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20781. };
  20782. /**
  20783. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20784. * @param func callback function to add
  20785. *
  20786. * @returns the TransformNode.
  20787. */
  20788. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20789. this.onAfterWorldMatrixUpdateObservable.add(func);
  20790. return this;
  20791. };
  20792. /**
  20793. * Removes a registered callback function.
  20794. * @param func callback function to remove
  20795. * @returns the TransformNode.
  20796. */
  20797. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20798. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20799. return this;
  20800. };
  20801. /**
  20802. * Gets the position of the current mesh in camera space
  20803. * @param camera defines the camera to use
  20804. * @returns a position
  20805. */
  20806. TransformNode.prototype.getPositionInCameraSpace = function (camera) {
  20807. if (camera === void 0) { camera = null; }
  20808. if (!camera) {
  20809. camera = this.getScene().activeCamera;
  20810. }
  20811. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  20812. };
  20813. /**
  20814. * Returns the distance from the mesh to the active camera
  20815. * @param camera defines the camera to use
  20816. * @returns the distance
  20817. */
  20818. TransformNode.prototype.getDistanceToCamera = function (camera) {
  20819. if (camera === void 0) { camera = null; }
  20820. if (!camera) {
  20821. camera = this.getScene().activeCamera;
  20822. }
  20823. return this.absolutePosition.subtract(camera.position).length();
  20824. };
  20825. /**
  20826. * Clone the current transform node
  20827. * @param name Name of the new clone
  20828. * @param newParent New parent for the clone
  20829. * @param doNotCloneChildren Do not clone children hierarchy
  20830. * @returns the new transform node
  20831. */
  20832. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  20833. var _this = this;
  20834. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  20835. result.name = name;
  20836. result.id = name;
  20837. if (newParent) {
  20838. result.parent = newParent;
  20839. }
  20840. if (!doNotCloneChildren) {
  20841. // Children
  20842. var directDescendants = this.getDescendants(true);
  20843. for (var index = 0; index < directDescendants.length; index++) {
  20844. var child = directDescendants[index];
  20845. if (child.clone) {
  20846. child.clone(name + "." + child.name, result);
  20847. }
  20848. }
  20849. }
  20850. return result;
  20851. };
  20852. /**
  20853. * Serializes the objects information.
  20854. * @param currentSerializationObject defines the object to serialize in
  20855. * @returns the serialized object
  20856. */
  20857. TransformNode.prototype.serialize = function (currentSerializationObject) {
  20858. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  20859. serializationObject.type = this.getClassName();
  20860. // Parent
  20861. if (this.parent) {
  20862. serializationObject.parentId = this.parent.id;
  20863. }
  20864. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  20865. serializationObject.tags = BABYLON.Tags.GetTags(this);
  20866. }
  20867. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  20868. serializationObject.isEnabled = this.isEnabled();
  20869. // Parent
  20870. if (this.parent) {
  20871. serializationObject.parentId = this.parent.id;
  20872. }
  20873. return serializationObject;
  20874. };
  20875. // Statics
  20876. /**
  20877. * Returns a new TransformNode object parsed from the source provided.
  20878. * @param parsedTransformNode is the source.
  20879. * @param scene the scne the object belongs to
  20880. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  20881. * @returns a new TransformNode object parsed from the source provided.
  20882. */
  20883. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  20884. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  20885. if (BABYLON.Tags) {
  20886. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  20887. }
  20888. if (parsedTransformNode.localMatrix) {
  20889. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  20890. }
  20891. else if (parsedTransformNode.pivotMatrix) {
  20892. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  20893. }
  20894. transformNode.setEnabled(parsedTransformNode.isEnabled);
  20895. // Parent
  20896. if (parsedTransformNode.parentId) {
  20897. transformNode._waitingParentId = parsedTransformNode.parentId;
  20898. }
  20899. return transformNode;
  20900. };
  20901. /**
  20902. * Releases resources associated with this transform node.
  20903. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  20904. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  20905. */
  20906. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  20907. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  20908. // Animations
  20909. this.getScene().stopAnimation(this);
  20910. // Remove from scene
  20911. this.getScene().removeTransformNode(this);
  20912. this.onAfterWorldMatrixUpdateObservable.clear();
  20913. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  20914. };
  20915. // Statics
  20916. /**
  20917. * Object will not rotate to face the camera
  20918. */
  20919. TransformNode.BILLBOARDMODE_NONE = 0;
  20920. /**
  20921. * Object will rotate to face the camera but only on the x axis
  20922. */
  20923. TransformNode.BILLBOARDMODE_X = 1;
  20924. /**
  20925. * Object will rotate to face the camera but only on the y axis
  20926. */
  20927. TransformNode.BILLBOARDMODE_Y = 2;
  20928. /**
  20929. * Object will rotate to face the camera but only on the z axis
  20930. */
  20931. TransformNode.BILLBOARDMODE_Z = 4;
  20932. /**
  20933. * Object will rotate to face the camera
  20934. */
  20935. TransformNode.BILLBOARDMODE_ALL = 7;
  20936. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  20937. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  20938. __decorate([
  20939. BABYLON.serializeAsVector3("position")
  20940. ], TransformNode.prototype, "_position", void 0);
  20941. __decorate([
  20942. BABYLON.serializeAsVector3("rotation")
  20943. ], TransformNode.prototype, "_rotation", void 0);
  20944. __decorate([
  20945. BABYLON.serializeAsQuaternion("rotationQuaternion")
  20946. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  20947. __decorate([
  20948. BABYLON.serializeAsVector3("scaling")
  20949. ], TransformNode.prototype, "_scaling", void 0);
  20950. __decorate([
  20951. BABYLON.serialize()
  20952. ], TransformNode.prototype, "billboardMode", void 0);
  20953. __decorate([
  20954. BABYLON.serialize()
  20955. ], TransformNode.prototype, "scalingDeterminant", void 0);
  20956. __decorate([
  20957. BABYLON.serialize()
  20958. ], TransformNode.prototype, "infiniteDistance", void 0);
  20959. __decorate([
  20960. BABYLON.serialize()
  20961. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  20962. return TransformNode;
  20963. }(BABYLON.Node));
  20964. BABYLON.TransformNode = TransformNode;
  20965. })(BABYLON || (BABYLON = {}));
  20966. //# sourceMappingURL=babylon.transformNode.js.map
  20967. var BABYLON;
  20968. (function (BABYLON) {
  20969. /** @hidden */
  20970. var _FacetDataStorage = /** @class */ (function () {
  20971. function _FacetDataStorage() {
  20972. this.facetNb = 0; // facet number
  20973. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  20974. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  20975. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  20976. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  20977. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  20978. this.subDiv = {
  20979. max: 1,
  20980. X: 1,
  20981. Y: 1,
  20982. Z: 1
  20983. };
  20984. this.facetDepthSort = false; // is the facet depth sort to be computed
  20985. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  20986. }
  20987. return _FacetDataStorage;
  20988. }());
  20989. /**
  20990. * Class used to store all common mesh properties
  20991. */
  20992. var AbstractMesh = /** @class */ (function (_super) {
  20993. __extends(AbstractMesh, _super);
  20994. // Constructor
  20995. /**
  20996. * Creates a new AbstractMesh
  20997. * @param name defines the name of the mesh
  20998. * @param scene defines the hosting scene
  20999. */
  21000. function AbstractMesh(name, scene) {
  21001. if (scene === void 0) { scene = null; }
  21002. var _this = _super.call(this, name, scene, false) || this;
  21003. _this._facetData = new _FacetDataStorage();
  21004. /** Gets ot sets the culling strategy to use to find visible meshes */
  21005. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  21006. // Events
  21007. /**
  21008. * An event triggered when this mesh collides with another one
  21009. */
  21010. _this.onCollideObservable = new BABYLON.Observable();
  21011. /**
  21012. * An event triggered when the collision's position changes
  21013. */
  21014. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  21015. /**
  21016. * An event triggered when material is changed
  21017. */
  21018. _this.onMaterialChangedObservable = new BABYLON.Observable();
  21019. // Properties
  21020. /**
  21021. * Gets or sets the orientation for POV movement & rotation
  21022. */
  21023. _this.definedFacingForward = true;
  21024. _this._visibility = 1.0;
  21025. /** Gets or sets the alpha index used to sort transparent meshes
  21026. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  21027. */
  21028. _this.alphaIndex = Number.MAX_VALUE;
  21029. /**
  21030. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  21031. */
  21032. _this.isVisible = true;
  21033. /**
  21034. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  21035. */
  21036. _this.isPickable = true;
  21037. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  21038. _this.showSubMeshesBoundingBox = false;
  21039. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  21040. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  21041. */
  21042. _this.isBlocker = false;
  21043. /**
  21044. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  21045. */
  21046. _this.enablePointerMoveEvents = false;
  21047. /**
  21048. * Specifies the rendering group id for this mesh (0 by default)
  21049. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  21050. */
  21051. _this.renderingGroupId = 0;
  21052. _this._receiveShadows = false;
  21053. /** Defines color to use when rendering outline */
  21054. _this.outlineColor = BABYLON.Color3.Red();
  21055. /** Define width to use when rendering outline */
  21056. _this.outlineWidth = 0.02;
  21057. /** Defines color to use when rendering overlay */
  21058. _this.overlayColor = BABYLON.Color3.Red();
  21059. /** Defines alpha to use when rendering overlay */
  21060. _this.overlayAlpha = 0.5;
  21061. _this._hasVertexAlpha = false;
  21062. _this._useVertexColors = true;
  21063. _this._computeBonesUsingShaders = true;
  21064. _this._numBoneInfluencers = 4;
  21065. _this._applyFog = true;
  21066. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  21067. _this.useOctreeForRenderingSelection = true;
  21068. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  21069. _this.useOctreeForPicking = true;
  21070. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  21071. _this.useOctreeForCollisions = true;
  21072. _this._layerMask = 0x0FFFFFFF;
  21073. /**
  21074. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  21075. */
  21076. _this.alwaysSelectAsActiveMesh = false;
  21077. /**
  21078. * Gets or sets the current action manager
  21079. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  21080. */
  21081. _this.actionManager = null;
  21082. // Collisions
  21083. _this._checkCollisions = false;
  21084. _this._collisionMask = -1;
  21085. _this._collisionGroup = -1;
  21086. /**
  21087. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  21088. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21089. */
  21090. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  21091. /**
  21092. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  21093. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21094. */
  21095. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  21096. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21097. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21098. // Edges
  21099. /**
  21100. * Defines edge width used when edgesRenderer is enabled
  21101. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21102. */
  21103. _this.edgesWidth = 1;
  21104. /**
  21105. * Defines edge color used when edgesRenderer is enabled
  21106. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21107. */
  21108. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  21109. /** @hidden */
  21110. _this._renderId = 0;
  21111. /** @hidden */
  21112. _this._intersectionsInProgress = new Array();
  21113. /** @hidden */
  21114. _this._unIndexed = false;
  21115. /** @hidden */
  21116. _this._lightSources = new Array();
  21117. /**
  21118. * An event triggered when the mesh is rebuilt.
  21119. */
  21120. _this.onRebuildObservable = new BABYLON.Observable();
  21121. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  21122. if (collidedMesh === void 0) { collidedMesh = null; }
  21123. //TODO move this to the collision coordinator!
  21124. if (_this.getScene().workerCollisions) {
  21125. newPosition.multiplyInPlace(_this._collider._radius);
  21126. }
  21127. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21128. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21129. _this.position.addInPlace(_this._diffPositionForCollisions);
  21130. }
  21131. if (collidedMesh) {
  21132. _this.onCollideObservable.notifyObservers(collidedMesh);
  21133. }
  21134. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21135. };
  21136. _this.getScene().addMesh(_this);
  21137. _this._resyncLightSources();
  21138. return _this;
  21139. }
  21140. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21141. /**
  21142. * No billboard
  21143. */
  21144. get: function () {
  21145. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21146. },
  21147. enumerable: true,
  21148. configurable: true
  21149. });
  21150. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21151. /** Billboard on X axis */
  21152. get: function () {
  21153. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21154. },
  21155. enumerable: true,
  21156. configurable: true
  21157. });
  21158. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21159. /** Billboard on Y axis */
  21160. get: function () {
  21161. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21162. },
  21163. enumerable: true,
  21164. configurable: true
  21165. });
  21166. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21167. /** Billboard on Z axis */
  21168. get: function () {
  21169. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21170. },
  21171. enumerable: true,
  21172. configurable: true
  21173. });
  21174. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21175. /** Billboard on all axes */
  21176. get: function () {
  21177. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21178. },
  21179. enumerable: true,
  21180. configurable: true
  21181. });
  21182. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21183. /**
  21184. * Gets the number of facets in the mesh
  21185. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21186. */
  21187. get: function () {
  21188. return this._facetData.facetNb;
  21189. },
  21190. enumerable: true,
  21191. configurable: true
  21192. });
  21193. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21194. /**
  21195. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21196. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21197. */
  21198. get: function () {
  21199. return this._facetData.partitioningSubdivisions;
  21200. },
  21201. set: function (nb) {
  21202. this._facetData.partitioningSubdivisions = nb;
  21203. },
  21204. enumerable: true,
  21205. configurable: true
  21206. });
  21207. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21208. /**
  21209. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21210. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21211. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21212. */
  21213. get: function () {
  21214. return this._facetData.partitioningBBoxRatio;
  21215. },
  21216. set: function (ratio) {
  21217. this._facetData.partitioningBBoxRatio = ratio;
  21218. },
  21219. enumerable: true,
  21220. configurable: true
  21221. });
  21222. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21223. /**
  21224. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21225. * Works only for updatable meshes.
  21226. * Doesn't work with multi-materials
  21227. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21228. */
  21229. get: function () {
  21230. return this._facetData.facetDepthSort;
  21231. },
  21232. set: function (sort) {
  21233. this._facetData.facetDepthSort = sort;
  21234. },
  21235. enumerable: true,
  21236. configurable: true
  21237. });
  21238. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21239. /**
  21240. * The location (Vector3) where the facet depth sort must be computed from.
  21241. * By default, the active camera position.
  21242. * Used only when facet depth sort is enabled
  21243. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21244. */
  21245. get: function () {
  21246. return this._facetData.facetDepthSortFrom;
  21247. },
  21248. set: function (location) {
  21249. this._facetData.facetDepthSortFrom = location;
  21250. },
  21251. enumerable: true,
  21252. configurable: true
  21253. });
  21254. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21255. /**
  21256. * gets a boolean indicating if facetData is enabled
  21257. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21258. */
  21259. get: function () {
  21260. return this._facetData.facetDataEnabled;
  21261. },
  21262. enumerable: true,
  21263. configurable: true
  21264. });
  21265. /** @hidden */
  21266. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21267. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21268. return false;
  21269. }
  21270. this._markSubMeshesAsMiscDirty();
  21271. return true;
  21272. };
  21273. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21274. /** Set a function to call when this mesh collides with another one */
  21275. set: function (callback) {
  21276. if (this._onCollideObserver) {
  21277. this.onCollideObservable.remove(this._onCollideObserver);
  21278. }
  21279. this._onCollideObserver = this.onCollideObservable.add(callback);
  21280. },
  21281. enumerable: true,
  21282. configurable: true
  21283. });
  21284. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21285. /** Set a function to call when the collision's position changes */
  21286. set: function (callback) {
  21287. if (this._onCollisionPositionChangeObserver) {
  21288. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21289. }
  21290. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21291. },
  21292. enumerable: true,
  21293. configurable: true
  21294. });
  21295. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21296. /**
  21297. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21298. */
  21299. get: function () {
  21300. return this._visibility;
  21301. },
  21302. /**
  21303. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21304. */
  21305. set: function (value) {
  21306. if (this._visibility === value) {
  21307. return;
  21308. }
  21309. this._visibility = value;
  21310. this._markSubMeshesAsMiscDirty();
  21311. },
  21312. enumerable: true,
  21313. configurable: true
  21314. });
  21315. Object.defineProperty(AbstractMesh.prototype, "material", {
  21316. /** Gets or sets current material */
  21317. get: function () {
  21318. return this._material;
  21319. },
  21320. set: function (value) {
  21321. if (this._material === value) {
  21322. return;
  21323. }
  21324. // remove from material mesh map id needed
  21325. if (this._material && this._material.meshMap) {
  21326. this._material.meshMap[this.uniqueId] = undefined;
  21327. }
  21328. this._material = value;
  21329. if (value && value.meshMap) {
  21330. value.meshMap[this.uniqueId] = this;
  21331. }
  21332. if (this.onMaterialChangedObservable.hasObservers) {
  21333. this.onMaterialChangedObservable.notifyObservers(this);
  21334. }
  21335. if (!this.subMeshes) {
  21336. return;
  21337. }
  21338. this._unBindEffect();
  21339. },
  21340. enumerable: true,
  21341. configurable: true
  21342. });
  21343. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21344. /**
  21345. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21346. * @see http://doc.babylonjs.com/babylon101/shadows
  21347. */
  21348. get: function () {
  21349. return this._receiveShadows;
  21350. },
  21351. set: function (value) {
  21352. if (this._receiveShadows === value) {
  21353. return;
  21354. }
  21355. this._receiveShadows = value;
  21356. this._markSubMeshesAsLightDirty();
  21357. },
  21358. enumerable: true,
  21359. configurable: true
  21360. });
  21361. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21362. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21363. get: function () {
  21364. return this._hasVertexAlpha;
  21365. },
  21366. set: function (value) {
  21367. if (this._hasVertexAlpha === value) {
  21368. return;
  21369. }
  21370. this._hasVertexAlpha = value;
  21371. this._markSubMeshesAsAttributesDirty();
  21372. this._markSubMeshesAsMiscDirty();
  21373. },
  21374. enumerable: true,
  21375. configurable: true
  21376. });
  21377. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21378. /** 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) */
  21379. get: function () {
  21380. return this._useVertexColors;
  21381. },
  21382. set: function (value) {
  21383. if (this._useVertexColors === value) {
  21384. return;
  21385. }
  21386. this._useVertexColors = value;
  21387. this._markSubMeshesAsAttributesDirty();
  21388. },
  21389. enumerable: true,
  21390. configurable: true
  21391. });
  21392. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21393. /**
  21394. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21395. */
  21396. get: function () {
  21397. return this._computeBonesUsingShaders;
  21398. },
  21399. set: function (value) {
  21400. if (this._computeBonesUsingShaders === value) {
  21401. return;
  21402. }
  21403. this._computeBonesUsingShaders = value;
  21404. this._markSubMeshesAsAttributesDirty();
  21405. },
  21406. enumerable: true,
  21407. configurable: true
  21408. });
  21409. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21410. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21411. get: function () {
  21412. return this._numBoneInfluencers;
  21413. },
  21414. set: function (value) {
  21415. if (this._numBoneInfluencers === value) {
  21416. return;
  21417. }
  21418. this._numBoneInfluencers = value;
  21419. this._markSubMeshesAsAttributesDirty();
  21420. },
  21421. enumerable: true,
  21422. configurable: true
  21423. });
  21424. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21425. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21426. get: function () {
  21427. return this._applyFog;
  21428. },
  21429. set: function (value) {
  21430. if (this._applyFog === value) {
  21431. return;
  21432. }
  21433. this._applyFog = value;
  21434. this._markSubMeshesAsMiscDirty();
  21435. },
  21436. enumerable: true,
  21437. configurable: true
  21438. });
  21439. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21440. /**
  21441. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21442. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21443. */
  21444. get: function () {
  21445. return this._layerMask;
  21446. },
  21447. set: function (value) {
  21448. if (value === this._layerMask) {
  21449. return;
  21450. }
  21451. this._layerMask = value;
  21452. this._resyncLightSources();
  21453. },
  21454. enumerable: true,
  21455. configurable: true
  21456. });
  21457. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21458. /**
  21459. * Gets or sets a collision mask used to mask collisions (default is -1).
  21460. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21461. */
  21462. get: function () {
  21463. return this._collisionMask;
  21464. },
  21465. set: function (mask) {
  21466. this._collisionMask = !isNaN(mask) ? mask : -1;
  21467. },
  21468. enumerable: true,
  21469. configurable: true
  21470. });
  21471. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21472. /**
  21473. * Gets or sets the current collision group mask (-1 by default).
  21474. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21475. */
  21476. get: function () {
  21477. return this._collisionGroup;
  21478. },
  21479. set: function (mask) {
  21480. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21481. },
  21482. enumerable: true,
  21483. configurable: true
  21484. });
  21485. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21486. /** @hidden */
  21487. get: function () {
  21488. return null;
  21489. },
  21490. enumerable: true,
  21491. configurable: true
  21492. });
  21493. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21494. get: function () {
  21495. return this._skeleton;
  21496. },
  21497. /**
  21498. * Gets or sets a skeleton to apply skining transformations
  21499. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21500. */
  21501. set: function (value) {
  21502. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21503. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21504. }
  21505. if (value && value.needInitialSkinMatrix) {
  21506. value._registerMeshWithPoseMatrix(this);
  21507. }
  21508. this._skeleton = value;
  21509. if (!this._skeleton) {
  21510. this._bonesTransformMatrices = null;
  21511. }
  21512. this._markSubMeshesAsAttributesDirty();
  21513. },
  21514. enumerable: true,
  21515. configurable: true
  21516. });
  21517. /**
  21518. * Returns the string "AbstractMesh"
  21519. * @returns "AbstractMesh"
  21520. */
  21521. AbstractMesh.prototype.getClassName = function () {
  21522. return "AbstractMesh";
  21523. };
  21524. /**
  21525. * Gets a string representation of the current mesh
  21526. * @param fullDetails defines a boolean indicating if full details must be included
  21527. * @returns a string representation of the current mesh
  21528. */
  21529. AbstractMesh.prototype.toString = function (fullDetails) {
  21530. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21531. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21532. if (this._skeleton) {
  21533. ret += ", skeleton: " + this._skeleton.name;
  21534. }
  21535. if (fullDetails) {
  21536. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21537. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21538. }
  21539. return ret;
  21540. };
  21541. /** @hidden */
  21542. AbstractMesh.prototype._rebuild = function () {
  21543. this.onRebuildObservable.notifyObservers(this);
  21544. if (this._occlusionQuery) {
  21545. this._occlusionQuery = null;
  21546. }
  21547. if (!this.subMeshes) {
  21548. return;
  21549. }
  21550. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21551. var subMesh = _a[_i];
  21552. subMesh._rebuild();
  21553. }
  21554. };
  21555. /** @hidden */
  21556. AbstractMesh.prototype._resyncLightSources = function () {
  21557. this._lightSources.length = 0;
  21558. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21559. var light = _a[_i];
  21560. if (!light.isEnabled()) {
  21561. continue;
  21562. }
  21563. if (light.canAffectMesh(this)) {
  21564. this._lightSources.push(light);
  21565. }
  21566. }
  21567. this._markSubMeshesAsLightDirty();
  21568. };
  21569. /** @hidden */
  21570. AbstractMesh.prototype._resyncLighSource = function (light) {
  21571. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21572. var index = this._lightSources.indexOf(light);
  21573. if (index === -1) {
  21574. if (!isIn) {
  21575. return;
  21576. }
  21577. this._lightSources.push(light);
  21578. }
  21579. else {
  21580. if (isIn) {
  21581. return;
  21582. }
  21583. this._lightSources.splice(index, 1);
  21584. }
  21585. this._markSubMeshesAsLightDirty();
  21586. };
  21587. /** @hidden */
  21588. AbstractMesh.prototype._unBindEffect = function () {
  21589. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21590. var subMesh = _a[_i];
  21591. subMesh.setEffect(null);
  21592. }
  21593. };
  21594. /** @hidden */
  21595. AbstractMesh.prototype._removeLightSource = function (light) {
  21596. var index = this._lightSources.indexOf(light);
  21597. if (index === -1) {
  21598. return;
  21599. }
  21600. this._lightSources.splice(index, 1);
  21601. this._markSubMeshesAsLightDirty();
  21602. };
  21603. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21604. if (!this.subMeshes) {
  21605. return;
  21606. }
  21607. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21608. var subMesh = _a[_i];
  21609. if (subMesh._materialDefines) {
  21610. func(subMesh._materialDefines);
  21611. }
  21612. }
  21613. };
  21614. /** @hidden */
  21615. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21616. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21617. };
  21618. /** @hidden */
  21619. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21620. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21621. };
  21622. /** @hidden */
  21623. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21624. if (!this.subMeshes) {
  21625. return;
  21626. }
  21627. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21628. var subMesh = _a[_i];
  21629. var material = subMesh.getMaterial();
  21630. if (material) {
  21631. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21632. }
  21633. }
  21634. };
  21635. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21636. /**
  21637. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21638. */
  21639. get: function () {
  21640. return this._scaling;
  21641. },
  21642. set: function (newScaling) {
  21643. this._scaling = newScaling;
  21644. if (this.physicsImpostor) {
  21645. this.physicsImpostor.forceUpdate();
  21646. }
  21647. },
  21648. enumerable: true,
  21649. configurable: true
  21650. });
  21651. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21652. // Methods
  21653. /**
  21654. * Returns true if the mesh is blocked. Implemented by child classes
  21655. */
  21656. get: function () {
  21657. return false;
  21658. },
  21659. enumerable: true,
  21660. configurable: true
  21661. });
  21662. /**
  21663. * Returns the mesh itself by default. Implemented by child classes
  21664. * @param camera defines the camera to use to pick the right LOD level
  21665. * @returns the currentAbstractMesh
  21666. */
  21667. AbstractMesh.prototype.getLOD = function (camera) {
  21668. return this;
  21669. };
  21670. /**
  21671. * Returns 0 by default. Implemented by child classes
  21672. * @returns an integer
  21673. */
  21674. AbstractMesh.prototype.getTotalVertices = function () {
  21675. return 0;
  21676. };
  21677. /**
  21678. * Returns null by default. Implemented by child classes
  21679. * @returns null
  21680. */
  21681. AbstractMesh.prototype.getIndices = function () {
  21682. return null;
  21683. };
  21684. /**
  21685. * Returns the array of the requested vertex data kind. Implemented by child classes
  21686. * @param kind defines the vertex data kind to use
  21687. * @returns null
  21688. */
  21689. AbstractMesh.prototype.getVerticesData = function (kind) {
  21690. return null;
  21691. };
  21692. /**
  21693. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21694. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21695. * Note that a new underlying VertexBuffer object is created each call.
  21696. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21697. * @param kind defines vertex data kind:
  21698. * * BABYLON.VertexBuffer.PositionKind
  21699. * * BABYLON.VertexBuffer.UVKind
  21700. * * BABYLON.VertexBuffer.UV2Kind
  21701. * * BABYLON.VertexBuffer.UV3Kind
  21702. * * BABYLON.VertexBuffer.UV4Kind
  21703. * * BABYLON.VertexBuffer.UV5Kind
  21704. * * BABYLON.VertexBuffer.UV6Kind
  21705. * * BABYLON.VertexBuffer.ColorKind
  21706. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21707. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21708. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21709. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21710. * @param data defines the data source
  21711. * @param updatable defines if the data must be flagged as updatable (or static)
  21712. * @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
  21713. * @returns the current mesh
  21714. */
  21715. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21716. return this;
  21717. };
  21718. /**
  21719. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21720. * If the mesh has no geometry, it is simply returned as it is.
  21721. * @param kind defines vertex data kind:
  21722. * * BABYLON.VertexBuffer.PositionKind
  21723. * * BABYLON.VertexBuffer.UVKind
  21724. * * BABYLON.VertexBuffer.UV2Kind
  21725. * * BABYLON.VertexBuffer.UV3Kind
  21726. * * BABYLON.VertexBuffer.UV4Kind
  21727. * * BABYLON.VertexBuffer.UV5Kind
  21728. * * BABYLON.VertexBuffer.UV6Kind
  21729. * * BABYLON.VertexBuffer.ColorKind
  21730. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21731. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21732. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21733. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21734. * @param data defines the data source
  21735. * @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
  21736. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21737. * @returns the current mesh
  21738. */
  21739. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21740. return this;
  21741. };
  21742. /**
  21743. * Sets the mesh indices,
  21744. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21745. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21746. * @param totalVertices Defines the total number of vertices
  21747. * @returns the current mesh
  21748. */
  21749. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21750. return this;
  21751. };
  21752. /**
  21753. * Gets a boolean indicating if specific vertex data is present
  21754. * @param kind defines the vertex data kind to use
  21755. * @returns true is data kind is present
  21756. */
  21757. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21758. return false;
  21759. };
  21760. /**
  21761. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21762. * @returns a BoundingInfo
  21763. */
  21764. AbstractMesh.prototype.getBoundingInfo = function () {
  21765. if (this._masterMesh) {
  21766. return this._masterMesh.getBoundingInfo();
  21767. }
  21768. if (!this._boundingInfo) {
  21769. // this._boundingInfo is being created here
  21770. this._updateBoundingInfo();
  21771. }
  21772. // cannot be null.
  21773. return this._boundingInfo;
  21774. };
  21775. /**
  21776. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21777. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21778. * @returns the current mesh
  21779. */
  21780. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21781. if (includeDescendants === void 0) { includeDescendants = true; }
  21782. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21783. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21784. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21785. if (maxDimension === 0) {
  21786. return this;
  21787. }
  21788. var scale = 1 / maxDimension;
  21789. this.scaling.scaleInPlace(scale);
  21790. return this;
  21791. };
  21792. /**
  21793. * Overwrite the current bounding info
  21794. * @param boundingInfo defines the new bounding info
  21795. * @returns the current mesh
  21796. */
  21797. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21798. this._boundingInfo = boundingInfo;
  21799. return this;
  21800. };
  21801. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21802. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21803. get: function () {
  21804. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21805. },
  21806. enumerable: true,
  21807. configurable: true
  21808. });
  21809. /** @hidden */
  21810. AbstractMesh.prototype._preActivate = function () {
  21811. };
  21812. /** @hidden */
  21813. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  21814. };
  21815. /** @hidden */
  21816. AbstractMesh.prototype._activate = function (renderId) {
  21817. this._renderId = renderId;
  21818. };
  21819. /**
  21820. * Gets the current world matrix
  21821. * @returns a Matrix
  21822. */
  21823. AbstractMesh.prototype.getWorldMatrix = function () {
  21824. if (this._masterMesh) {
  21825. return this._masterMesh.getWorldMatrix();
  21826. }
  21827. return _super.prototype.getWorldMatrix.call(this);
  21828. };
  21829. /** @hidden */
  21830. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  21831. if (this._masterMesh) {
  21832. return this._masterMesh._getWorldMatrixDeterminant();
  21833. }
  21834. return _super.prototype._getWorldMatrixDeterminant.call(this);
  21835. };
  21836. // ================================== Point of View Movement =================================
  21837. /**
  21838. * Perform relative position change from the point of view of behind the front of the mesh.
  21839. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21840. * Supports definition of mesh facing forward or backward
  21841. * @param amountRight defines the distance on the right axis
  21842. * @param amountUp defines the distance on the up axis
  21843. * @param amountForward defines the distance on the forward axis
  21844. * @returns the current mesh
  21845. */
  21846. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  21847. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  21848. return this;
  21849. };
  21850. /**
  21851. * Calculate relative position change from the point of view of behind the front of the mesh.
  21852. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21853. * Supports definition of mesh facing forward or backward
  21854. * @param amountRight defines the distance on the right axis
  21855. * @param amountUp defines the distance on the up axis
  21856. * @param amountForward defines the distance on the forward axis
  21857. * @returns the new displacement vector
  21858. */
  21859. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  21860. var rotMatrix = new BABYLON.Matrix();
  21861. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  21862. rotQuaternion.toRotationMatrix(rotMatrix);
  21863. var translationDelta = BABYLON.Vector3.Zero();
  21864. var defForwardMult = this.definedFacingForward ? -1 : 1;
  21865. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  21866. return translationDelta;
  21867. };
  21868. // ================================== Point of View Rotation =================================
  21869. /**
  21870. * Perform relative rotation change from the point of view of behind the front of the mesh.
  21871. * Supports definition of mesh facing forward or backward
  21872. * @param flipBack defines the flip
  21873. * @param twirlClockwise defines the twirl
  21874. * @param tiltRight defines the tilt
  21875. * @returns the current mesh
  21876. */
  21877. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21878. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  21879. return this;
  21880. };
  21881. /**
  21882. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  21883. * Supports definition of mesh facing forward or backward.
  21884. * @param flipBack defines the flip
  21885. * @param twirlClockwise defines the twirl
  21886. * @param tiltRight defines the tilt
  21887. * @returns the new rotation vector
  21888. */
  21889. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21890. var defForwardMult = this.definedFacingForward ? 1 : -1;
  21891. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  21892. };
  21893. /**
  21894. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  21895. * @param includeDescendants Include bounding info from descendants as well (true by default)
  21896. * @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
  21897. * @returns the new bounding vectors
  21898. */
  21899. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  21900. if (includeDescendants === void 0) { includeDescendants = true; }
  21901. if (predicate === void 0) { predicate = null; }
  21902. // Ensures that all world matrix will be recomputed.
  21903. this.getScene().incrementRenderId();
  21904. this.computeWorldMatrix(true);
  21905. var min;
  21906. var max;
  21907. var boundingInfo = this.getBoundingInfo();
  21908. if (!this.subMeshes) {
  21909. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  21910. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  21911. }
  21912. else {
  21913. min = boundingInfo.boundingBox.minimumWorld;
  21914. max = boundingInfo.boundingBox.maximumWorld;
  21915. }
  21916. if (includeDescendants) {
  21917. var descendants = this.getDescendants(false);
  21918. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  21919. var descendant = descendants_1[_i];
  21920. var childMesh = descendant;
  21921. childMesh.computeWorldMatrix(true);
  21922. // Filters meshes based on custom predicate function.
  21923. if (predicate && !predicate(childMesh)) {
  21924. continue;
  21925. }
  21926. //make sure we have the needed params to get mix and max
  21927. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  21928. continue;
  21929. }
  21930. var childBoundingInfo = childMesh.getBoundingInfo();
  21931. var boundingBox = childBoundingInfo.boundingBox;
  21932. var minBox = boundingBox.minimumWorld;
  21933. var maxBox = boundingBox.maximumWorld;
  21934. BABYLON.Tools.CheckExtends(minBox, min, max);
  21935. BABYLON.Tools.CheckExtends(maxBox, min, max);
  21936. }
  21937. }
  21938. return {
  21939. min: min,
  21940. max: max
  21941. };
  21942. };
  21943. /**
  21944. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  21945. * This means the mesh underlying bounding box and sphere are recomputed.
  21946. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  21947. * @returns the current mesh
  21948. */
  21949. AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  21950. if (applySkeleton === void 0) { applySkeleton = false; }
  21951. if (this._boundingInfo && this._boundingInfo.isLocked) {
  21952. return this;
  21953. }
  21954. this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
  21955. return this;
  21956. };
  21957. /** @hidden */
  21958. AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {
  21959. if (data) {
  21960. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  21961. if (this._boundingInfo) {
  21962. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  21963. }
  21964. else {
  21965. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  21966. }
  21967. }
  21968. if (this.subMeshes) {
  21969. for (var index = 0; index < this.subMeshes.length; index++) {
  21970. this.subMeshes[index].refreshBoundingInfo();
  21971. }
  21972. }
  21973. this._updateBoundingInfo();
  21974. };
  21975. /** @hidden */
  21976. AbstractMesh.prototype._getPositionData = function (applySkeleton) {
  21977. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  21978. if (data && applySkeleton && this.skeleton) {
  21979. data = BABYLON.Tools.Slice(data);
  21980. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  21981. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  21982. if (matricesWeightsData && matricesIndicesData) {
  21983. var needExtras = this.numBoneInfluencers > 4;
  21984. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  21985. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  21986. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  21987. var tempVector = BABYLON.Tmp.Vector3[0];
  21988. var finalMatrix = BABYLON.Tmp.Matrix[0];
  21989. var tempMatrix = BABYLON.Tmp.Matrix[1];
  21990. var matWeightIdx = 0;
  21991. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  21992. finalMatrix.reset();
  21993. var inf;
  21994. var weight;
  21995. for (inf = 0; inf < 4; inf++) {
  21996. weight = matricesWeightsData[matWeightIdx + inf];
  21997. if (weight > 0) {
  21998. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  21999. finalMatrix.addToSelf(tempMatrix);
  22000. }
  22001. }
  22002. if (needExtras) {
  22003. for (inf = 0; inf < 4; inf++) {
  22004. weight = matricesWeightsExtraData[matWeightIdx + inf];
  22005. if (weight > 0) {
  22006. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22007. finalMatrix.addToSelf(tempMatrix);
  22008. }
  22009. }
  22010. }
  22011. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  22012. tempVector.toArray(data, index);
  22013. }
  22014. }
  22015. }
  22016. return data;
  22017. };
  22018. /** @hidden */
  22019. AbstractMesh.prototype._updateBoundingInfo = function () {
  22020. if (this._boundingInfo) {
  22021. this._boundingInfo.update(this.worldMatrixFromCache);
  22022. }
  22023. else {
  22024. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);
  22025. }
  22026. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  22027. return this;
  22028. };
  22029. /** @hidden */
  22030. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  22031. if (!this.subMeshes) {
  22032. return this;
  22033. }
  22034. var count = this.subMeshes.length;
  22035. for (var subIndex = 0; subIndex < count; subIndex++) {
  22036. var subMesh = this.subMeshes[subIndex];
  22037. if (count > 1 || !subMesh.IsGlobal) {
  22038. subMesh.updateBoundingInfo(matrix);
  22039. }
  22040. }
  22041. return this;
  22042. };
  22043. /** @hidden */
  22044. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  22045. // Bounding info
  22046. this._updateBoundingInfo();
  22047. };
  22048. /**
  22049. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  22050. * A mesh is in the frustum if its bounding box intersects the frustum
  22051. * @param frustumPlanes defines the frustum to test
  22052. * @returns true if the mesh is in the frustum planes
  22053. */
  22054. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  22055. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  22056. };
  22057. /**
  22058. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  22059. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  22060. * @param frustumPlanes defines the frustum to test
  22061. * @returns true if the mesh is completely in the frustum planes
  22062. */
  22063. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  22064. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  22065. };
  22066. /**
  22067. * True if the mesh intersects another mesh or a SolidParticle object
  22068. * @param mesh defines a target mesh or SolidParticle to test
  22069. * @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)
  22070. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  22071. * @returns true if there is an intersection
  22072. */
  22073. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  22074. if (precise === void 0) { precise = false; }
  22075. if (!this._boundingInfo || !mesh._boundingInfo) {
  22076. return false;
  22077. }
  22078. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  22079. return true;
  22080. }
  22081. if (includeDescendants) {
  22082. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  22083. var child = _a[_i];
  22084. if (child.intersectsMesh(mesh, precise, true)) {
  22085. return true;
  22086. }
  22087. }
  22088. }
  22089. return false;
  22090. };
  22091. /**
  22092. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  22093. * @param point defines the point to test
  22094. * @returns true if there is an intersection
  22095. */
  22096. AbstractMesh.prototype.intersectsPoint = function (point) {
  22097. if (!this._boundingInfo) {
  22098. return false;
  22099. }
  22100. return this._boundingInfo.intersectsPoint(point);
  22101. };
  22102. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  22103. // Collisions
  22104. /**
  22105. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  22106. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22107. */
  22108. get: function () {
  22109. return this._checkCollisions;
  22110. },
  22111. set: function (collisionEnabled) {
  22112. this._checkCollisions = collisionEnabled;
  22113. if (this.getScene().workerCollisions) {
  22114. this.getScene().collisionCoordinator.onMeshUpdated(this);
  22115. }
  22116. },
  22117. enumerable: true,
  22118. configurable: true
  22119. });
  22120. Object.defineProperty(AbstractMesh.prototype, "collider", {
  22121. /**
  22122. * Gets Collider object used to compute collisions (not physics)
  22123. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22124. */
  22125. get: function () {
  22126. return this._collider;
  22127. },
  22128. enumerable: true,
  22129. configurable: true
  22130. });
  22131. /**
  22132. * Move the mesh using collision engine
  22133. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22134. * @param displacement defines the requested displacement vector
  22135. * @returns the current mesh
  22136. */
  22137. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  22138. var globalPosition = this.getAbsolutePosition();
  22139. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  22140. if (!this._collider) {
  22141. this._collider = new BABYLON.Collider();
  22142. }
  22143. this._collider._radius = this.ellipsoid;
  22144. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  22145. return this;
  22146. };
  22147. // Collisions
  22148. /** @hidden */
  22149. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  22150. this._generatePointsArray();
  22151. if (!this._positions) {
  22152. return this;
  22153. }
  22154. // Transformation
  22155. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  22156. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  22157. subMesh._lastColliderWorldVertices = [];
  22158. subMesh._trianglePlanes = [];
  22159. var start = subMesh.verticesStart;
  22160. var end = (subMesh.verticesStart + subMesh.verticesCount);
  22161. for (var i = start; i < end; i++) {
  22162. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  22163. }
  22164. }
  22165. // Collide
  22166. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  22167. if (collider.collisionFound) {
  22168. collider.collidedMesh = this;
  22169. }
  22170. return this;
  22171. };
  22172. /** @hidden */
  22173. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  22174. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  22175. var len = subMeshes.length;
  22176. for (var index = 0; index < len; index++) {
  22177. var subMesh = subMeshes.data[index];
  22178. // Bounding test
  22179. if (len > 1 && !subMesh._checkCollision(collider)) {
  22180. continue;
  22181. }
  22182. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22183. }
  22184. return this;
  22185. };
  22186. /** @hidden */
  22187. AbstractMesh.prototype._checkCollision = function (collider) {
  22188. // Bounding box test
  22189. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22190. return this;
  22191. }
  22192. // Transformation matrix
  22193. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22194. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22195. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22196. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22197. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22198. return this;
  22199. };
  22200. // Picking
  22201. /** @hidden */
  22202. AbstractMesh.prototype._generatePointsArray = function () {
  22203. return false;
  22204. };
  22205. /**
  22206. * Checks if the passed Ray intersects with the mesh
  22207. * @param ray defines the ray to use
  22208. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22209. * @returns the picking info
  22210. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22211. */
  22212. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22213. var pickingInfo = new BABYLON.PickingInfo();
  22214. var intersectionTreshold = this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22215. var boundingInfo = this._boundingInfo;
  22216. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionTreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionTreshold)) {
  22217. return pickingInfo;
  22218. }
  22219. if (!this._generatePointsArray()) {
  22220. return pickingInfo;
  22221. }
  22222. var intersectInfo = null;
  22223. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22224. var len = subMeshes.length;
  22225. for (var index = 0; index < len; index++) {
  22226. var subMesh = subMeshes.data[index];
  22227. // Bounding test
  22228. if (len > 1 && !subMesh.canIntersects(ray)) {
  22229. continue;
  22230. }
  22231. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22232. if (currentIntersectInfo) {
  22233. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22234. intersectInfo = currentIntersectInfo;
  22235. intersectInfo.subMeshId = index;
  22236. if (fastCheck) {
  22237. break;
  22238. }
  22239. }
  22240. }
  22241. }
  22242. if (intersectInfo) {
  22243. // Get picked point
  22244. var world = this.getWorldMatrix();
  22245. var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
  22246. var direction = ray.direction.scaleToRef(intersectInfo.distance, BABYLON.Tmp.Vector3[0]);
  22247. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22248. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22249. // Return result
  22250. pickingInfo.hit = true;
  22251. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22252. pickingInfo.pickedPoint = pickedPoint;
  22253. pickingInfo.pickedMesh = this;
  22254. pickingInfo.bu = intersectInfo.bu || 0;
  22255. pickingInfo.bv = intersectInfo.bv || 0;
  22256. pickingInfo.faceId = intersectInfo.faceId;
  22257. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22258. return pickingInfo;
  22259. }
  22260. return pickingInfo;
  22261. };
  22262. /**
  22263. * Clones the current mesh
  22264. * @param name defines the mesh name
  22265. * @param newParent defines the new mesh parent
  22266. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22267. * @returns the new mesh
  22268. */
  22269. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22270. return null;
  22271. };
  22272. /**
  22273. * Disposes all the submeshes of the current meshnp
  22274. * @returns the current mesh
  22275. */
  22276. AbstractMesh.prototype.releaseSubMeshes = function () {
  22277. if (this.subMeshes) {
  22278. while (this.subMeshes.length) {
  22279. this.subMeshes[0].dispose();
  22280. }
  22281. }
  22282. else {
  22283. this.subMeshes = new Array();
  22284. }
  22285. return this;
  22286. };
  22287. /**
  22288. * Releases resources associated with this abstract mesh.
  22289. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22290. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22291. */
  22292. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22293. var _this = this;
  22294. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22295. var index;
  22296. // Smart Array Retainers.
  22297. this.getScene().freeActiveMeshes();
  22298. this.getScene().freeRenderingGroups();
  22299. // Action manager
  22300. if (this.actionManager !== undefined && this.actionManager !== null) {
  22301. this.actionManager.dispose();
  22302. this.actionManager = null;
  22303. }
  22304. // Skeleton
  22305. this._skeleton = null;
  22306. // Intersections in progress
  22307. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22308. var other = this._intersectionsInProgress[index];
  22309. var pos = other._intersectionsInProgress.indexOf(this);
  22310. other._intersectionsInProgress.splice(pos, 1);
  22311. }
  22312. this._intersectionsInProgress = [];
  22313. // Lights
  22314. var lights = this.getScene().lights;
  22315. lights.forEach(function (light) {
  22316. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22317. if (meshIndex !== -1) {
  22318. light.includedOnlyMeshes.splice(meshIndex, 1);
  22319. }
  22320. meshIndex = light.excludedMeshes.indexOf(_this);
  22321. if (meshIndex !== -1) {
  22322. light.excludedMeshes.splice(meshIndex, 1);
  22323. }
  22324. // Shadow generators
  22325. var generator = light.getShadowGenerator();
  22326. if (generator) {
  22327. var shadowMap = generator.getShadowMap();
  22328. if (shadowMap && shadowMap.renderList) {
  22329. meshIndex = shadowMap.renderList.indexOf(_this);
  22330. if (meshIndex !== -1) {
  22331. shadowMap.renderList.splice(meshIndex, 1);
  22332. }
  22333. }
  22334. }
  22335. });
  22336. // SubMeshes
  22337. if (this.getClassName() !== "InstancedMesh") {
  22338. this.releaseSubMeshes();
  22339. }
  22340. // Query
  22341. var engine = this.getScene().getEngine();
  22342. if (this._occlusionQuery) {
  22343. this.isOcclusionQueryInProgress = false;
  22344. engine.deleteQuery(this._occlusionQuery);
  22345. this._occlusionQuery = null;
  22346. }
  22347. // Engine
  22348. engine.wipeCaches();
  22349. // Remove from scene
  22350. this.getScene().removeMesh(this);
  22351. if (disposeMaterialAndTextures) {
  22352. if (this.material) {
  22353. this.material.dispose(false, true);
  22354. }
  22355. }
  22356. if (!doNotRecurse) {
  22357. // Particles
  22358. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22359. if (this.getScene().particleSystems[index].emitter === this) {
  22360. this.getScene().particleSystems[index].dispose();
  22361. index--;
  22362. }
  22363. }
  22364. }
  22365. // facet data
  22366. if (this._facetData.facetDataEnabled) {
  22367. this.disableFacetData();
  22368. }
  22369. this.onAfterWorldMatrixUpdateObservable.clear();
  22370. this.onCollideObservable.clear();
  22371. this.onCollisionPositionChangeObservable.clear();
  22372. this.onRebuildObservable.clear();
  22373. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22374. };
  22375. /**
  22376. * Adds the passed mesh as a child to the current mesh
  22377. * @param mesh defines the child mesh
  22378. * @returns the current mesh
  22379. */
  22380. AbstractMesh.prototype.addChild = function (mesh) {
  22381. mesh.setParent(this);
  22382. return this;
  22383. };
  22384. /**
  22385. * Removes the passed mesh from the current mesh children list
  22386. * @param mesh defines the child mesh
  22387. * @returns the current mesh
  22388. */
  22389. AbstractMesh.prototype.removeChild = function (mesh) {
  22390. mesh.setParent(null);
  22391. return this;
  22392. };
  22393. // Facet data
  22394. /** @hidden */
  22395. AbstractMesh.prototype._initFacetData = function () {
  22396. var data = this._facetData;
  22397. if (!data.facetNormals) {
  22398. data.facetNormals = new Array();
  22399. }
  22400. if (!data.facetPositions) {
  22401. data.facetPositions = new Array();
  22402. }
  22403. if (!data.facetPartitioning) {
  22404. data.facetPartitioning = new Array();
  22405. }
  22406. data.facetNb = (this.getIndices().length / 3) | 0;
  22407. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22408. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22409. for (var f = 0; f < data.facetNb; f++) {
  22410. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22411. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22412. }
  22413. data.facetDataEnabled = true;
  22414. return this;
  22415. };
  22416. /**
  22417. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22418. * This method can be called within the render loop.
  22419. * 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
  22420. * @returns the current mesh
  22421. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22422. */
  22423. AbstractMesh.prototype.updateFacetData = function () {
  22424. var data = this._facetData;
  22425. if (!data.facetDataEnabled) {
  22426. this._initFacetData();
  22427. }
  22428. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22429. var indices = this.getIndices();
  22430. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22431. var bInfo = this.getBoundingInfo();
  22432. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22433. // init arrays, matrix and sort function on first call
  22434. data.facetDepthSortEnabled = true;
  22435. if (indices instanceof Uint16Array) {
  22436. data.depthSortedIndices = new Uint16Array(indices);
  22437. }
  22438. else if (indices instanceof Uint32Array) {
  22439. data.depthSortedIndices = new Uint32Array(indices);
  22440. }
  22441. else {
  22442. var needs32bits = false;
  22443. for (var i = 0; i < indices.length; i++) {
  22444. if (indices[i] > 65535) {
  22445. needs32bits = true;
  22446. break;
  22447. }
  22448. }
  22449. if (needs32bits) {
  22450. data.depthSortedIndices = new Uint32Array(indices);
  22451. }
  22452. else {
  22453. data.depthSortedIndices = new Uint16Array(indices);
  22454. }
  22455. }
  22456. data.facetDepthSortFunction = function (f1, f2) {
  22457. return (f2.sqDistance - f1.sqDistance);
  22458. };
  22459. if (!data.facetDepthSortFrom) {
  22460. var camera = this.getScene().activeCamera;
  22461. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22462. }
  22463. data.depthSortedFacets = [];
  22464. for (var f = 0; f < data.facetNb; f++) {
  22465. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22466. data.depthSortedFacets.push(depthSortedFacet);
  22467. }
  22468. data.invertedMatrix = BABYLON.Matrix.Identity();
  22469. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22470. }
  22471. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22472. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22473. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22474. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22475. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22476. data.subDiv.max = data.partitioningSubdivisions;
  22477. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22478. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22479. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22480. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22481. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22482. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22483. // set the parameters for ComputeNormals()
  22484. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22485. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22486. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22487. data.facetParameters.bInfo = bInfo;
  22488. data.facetParameters.bbSize = data.bbSize;
  22489. data.facetParameters.subDiv = data.subDiv;
  22490. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22491. data.facetParameters.depthSort = data.facetDepthSort;
  22492. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22493. this.computeWorldMatrix(true);
  22494. this._worldMatrix.invertToRef(data.invertedMatrix);
  22495. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22496. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22497. }
  22498. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22499. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22500. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22501. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22502. var l = (data.depthSortedIndices.length / 3) | 0;
  22503. for (var f = 0; f < l; f++) {
  22504. var sind = data.depthSortedFacets[f].ind;
  22505. data.depthSortedIndices[f * 3] = indices[sind];
  22506. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22507. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22508. }
  22509. this.updateIndices(data.depthSortedIndices);
  22510. }
  22511. return this;
  22512. };
  22513. /**
  22514. * Returns the facetLocalNormals array.
  22515. * The normals are expressed in the mesh local spac
  22516. * @returns an array of Vector3
  22517. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22518. */
  22519. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22520. if (!this._facetData.facetNormals) {
  22521. this.updateFacetData();
  22522. }
  22523. return this._facetData.facetNormals;
  22524. };
  22525. /**
  22526. * Returns the facetLocalPositions array.
  22527. * The facet positions are expressed in the mesh local space
  22528. * @returns an array of Vector3
  22529. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22530. */
  22531. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22532. if (!this._facetData.facetPositions) {
  22533. this.updateFacetData();
  22534. }
  22535. return this._facetData.facetPositions;
  22536. };
  22537. /**
  22538. * Returns the facetLocalPartioning array
  22539. * @returns an array of array of numbers
  22540. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22541. */
  22542. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22543. if (!this._facetData.facetPartitioning) {
  22544. this.updateFacetData();
  22545. }
  22546. return this._facetData.facetPartitioning;
  22547. };
  22548. /**
  22549. * Returns the i-th facet position in the world system.
  22550. * This method allocates a new Vector3 per call
  22551. * @param i defines the facet index
  22552. * @returns a new Vector3
  22553. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22554. */
  22555. AbstractMesh.prototype.getFacetPosition = function (i) {
  22556. var pos = BABYLON.Vector3.Zero();
  22557. this.getFacetPositionToRef(i, pos);
  22558. return pos;
  22559. };
  22560. /**
  22561. * Sets the reference Vector3 with the i-th facet position in the world system
  22562. * @param i defines the facet index
  22563. * @param ref defines the target vector
  22564. * @returns the current mesh
  22565. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22566. */
  22567. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22568. var localPos = (this.getFacetLocalPositions())[i];
  22569. var world = this.getWorldMatrix();
  22570. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22571. return this;
  22572. };
  22573. /**
  22574. * Returns the i-th facet normal in the world system.
  22575. * This method allocates a new Vector3 per call
  22576. * @param i defines the facet index
  22577. * @returns a new Vector3
  22578. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22579. */
  22580. AbstractMesh.prototype.getFacetNormal = function (i) {
  22581. var norm = BABYLON.Vector3.Zero();
  22582. this.getFacetNormalToRef(i, norm);
  22583. return norm;
  22584. };
  22585. /**
  22586. * Sets the reference Vector3 with the i-th facet normal in the world system
  22587. * @param i defines the facet index
  22588. * @param ref defines the target vector
  22589. * @returns the current mesh
  22590. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22591. */
  22592. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22593. var localNorm = (this.getFacetLocalNormals())[i];
  22594. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22595. return this;
  22596. };
  22597. /**
  22598. * 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)
  22599. * @param x defines x coordinate
  22600. * @param y defines y coordinate
  22601. * @param z defines z coordinate
  22602. * @returns the array of facet indexes
  22603. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22604. */
  22605. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22606. var bInfo = this.getBoundingInfo();
  22607. var data = this._facetData;
  22608. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22609. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22610. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22611. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22612. return null;
  22613. }
  22614. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22615. };
  22616. /**
  22617. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22618. * @param projected sets as the (x,y,z) world projection on the facet
  22619. * @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
  22620. * @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
  22621. * @param x defines x coordinate
  22622. * @param y defines y coordinate
  22623. * @param z defines z coordinate
  22624. * @returns the face index if found (or null instead)
  22625. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22626. */
  22627. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22628. if (checkFace === void 0) { checkFace = false; }
  22629. if (facing === void 0) { facing = true; }
  22630. var world = this.getWorldMatrix();
  22631. var invMat = BABYLON.Tmp.Matrix[5];
  22632. world.invertToRef(invMat);
  22633. var invVect = BABYLON.Tmp.Vector3[8];
  22634. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22635. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22636. if (projected) {
  22637. // tranform the local computed projected vector to world coordinates
  22638. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22639. }
  22640. return closest;
  22641. };
  22642. /**
  22643. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22644. * @param projected sets as the (x,y,z) local projection on the facet
  22645. * @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
  22646. * @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
  22647. * @param x defines x coordinate
  22648. * @param y defines y coordinate
  22649. * @param z defines z coordinate
  22650. * @returns the face index if found (or null instead)
  22651. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22652. */
  22653. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22654. if (checkFace === void 0) { checkFace = false; }
  22655. if (facing === void 0) { facing = true; }
  22656. var closest = null;
  22657. var tmpx = 0.0;
  22658. var tmpy = 0.0;
  22659. var tmpz = 0.0;
  22660. var d = 0.0; // tmp dot facet normal * facet position
  22661. var t0 = 0.0;
  22662. var projx = 0.0;
  22663. var projy = 0.0;
  22664. var projz = 0.0;
  22665. // Get all the facets in the same partitioning block than (x, y, z)
  22666. var facetPositions = this.getFacetLocalPositions();
  22667. var facetNormals = this.getFacetLocalNormals();
  22668. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22669. if (!facetsInBlock) {
  22670. return null;
  22671. }
  22672. // Get the closest facet to (x, y, z)
  22673. var shortest = Number.MAX_VALUE; // init distance vars
  22674. var tmpDistance = shortest;
  22675. var fib; // current facet in the block
  22676. var norm; // current facet normal
  22677. var p0; // current facet barycenter position
  22678. // loop on all the facets in the current partitioning block
  22679. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22680. fib = facetsInBlock[idx];
  22681. norm = facetNormals[fib];
  22682. p0 = facetPositions[fib];
  22683. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22684. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22685. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22686. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22687. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22688. projx = x + norm.x * t0;
  22689. projy = y + norm.y * t0;
  22690. projz = z + norm.z * t0;
  22691. tmpx = projx - x;
  22692. tmpy = projy - y;
  22693. tmpz = projz - z;
  22694. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22695. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22696. shortest = tmpDistance;
  22697. closest = fib;
  22698. if (projected) {
  22699. projected.x = projx;
  22700. projected.y = projy;
  22701. projected.z = projz;
  22702. }
  22703. }
  22704. }
  22705. }
  22706. return closest;
  22707. };
  22708. /**
  22709. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22710. * @returns the parameters
  22711. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22712. */
  22713. AbstractMesh.prototype.getFacetDataParameters = function () {
  22714. return this._facetData.facetParameters;
  22715. };
  22716. /**
  22717. * Disables the feature FacetData and frees the related memory
  22718. * @returns the current mesh
  22719. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22720. */
  22721. AbstractMesh.prototype.disableFacetData = function () {
  22722. if (this._facetData.facetDataEnabled) {
  22723. this._facetData.facetDataEnabled = false;
  22724. this._facetData.facetPositions = new Array();
  22725. this._facetData.facetNormals = new Array();
  22726. this._facetData.facetPartitioning = new Array();
  22727. this._facetData.facetParameters = null;
  22728. this._facetData.depthSortedIndices = new Uint32Array(0);
  22729. }
  22730. return this;
  22731. };
  22732. /**
  22733. * Updates the AbstractMesh indices array
  22734. * @param indices defines the data source
  22735. * @returns the current mesh
  22736. */
  22737. AbstractMesh.prototype.updateIndices = function (indices) {
  22738. return this;
  22739. };
  22740. /**
  22741. * Creates new normals data for the mesh
  22742. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22743. * @returns the current mesh
  22744. */
  22745. AbstractMesh.prototype.createNormals = function (updatable) {
  22746. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22747. var indices = this.getIndices();
  22748. var normals;
  22749. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22750. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22751. }
  22752. else {
  22753. normals = [];
  22754. }
  22755. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22756. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22757. return this;
  22758. };
  22759. /**
  22760. * Align the mesh with a normal
  22761. * @param normal defines the normal to use
  22762. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22763. * @returns the current mesh
  22764. */
  22765. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22766. if (!upDirection) {
  22767. upDirection = BABYLON.Axis.Y;
  22768. }
  22769. var axisX = BABYLON.Tmp.Vector3[0];
  22770. var axisZ = BABYLON.Tmp.Vector3[1];
  22771. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22772. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22773. if (this.rotationQuaternion) {
  22774. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22775. }
  22776. else {
  22777. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22778. }
  22779. return this;
  22780. };
  22781. /** @hidden */
  22782. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22783. return false;
  22784. };
  22785. /** No occlusion */
  22786. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22787. /** Occlusion set to optimisitic */
  22788. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22789. /** Occlusion set to strict */
  22790. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22791. /** Use an accurante occlusion algorithm */
  22792. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22793. /** Use a conservative occlusion algorithm */
  22794. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22795. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22796. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22797. /** Culling strategy with bounding sphere only and then frustum culling */
  22798. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22799. return AbstractMesh;
  22800. }(BABYLON.TransformNode));
  22801. BABYLON.AbstractMesh = AbstractMesh;
  22802. })(BABYLON || (BABYLON = {}));
  22803. //# sourceMappingURL=babylon.abstractMesh.js.map
  22804. var BABYLON;
  22805. (function (BABYLON) {
  22806. /**
  22807. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22808. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22809. * 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.
  22810. */
  22811. var Light = /** @class */ (function (_super) {
  22812. __extends(Light, _super);
  22813. /**
  22814. * Creates a Light object in the scene.
  22815. * Documentation : http://doc.babylonjs.com/tutorials/lights
  22816. * @param name The firendly name of the light
  22817. * @param scene The scene the light belongs too
  22818. */
  22819. function Light(name, scene) {
  22820. var _this = _super.call(this, name, scene) || this;
  22821. /**
  22822. * Diffuse gives the basic color to an object.
  22823. */
  22824. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  22825. /**
  22826. * Specular produces a highlight color on an object.
  22827. * Note: This is note affecting PBR materials.
  22828. */
  22829. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  22830. /**
  22831. * Defines the falloff type for this light. This lets overrriding how punctual light are
  22832. * falling off base on range or angle.
  22833. * This can be set to any values in Light.FALLOFF_x.
  22834. *
  22835. * Note: This is only usefull for PBR Materials at the moment. This could be extended if required to
  22836. * other types of materials.
  22837. */
  22838. _this.falloffType = Light.FALLOFF_DEFAULT;
  22839. /**
  22840. * Strength of the light.
  22841. * Note: By default it is define in the framework own unit.
  22842. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  22843. */
  22844. _this.intensity = 1.0;
  22845. _this._range = Number.MAX_VALUE;
  22846. _this._inverseSquaredRange = 0;
  22847. /**
  22848. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  22849. * of light.
  22850. */
  22851. _this._photometricScale = 1.0;
  22852. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  22853. _this._radius = 0.00001;
  22854. /**
  22855. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  22856. * exceeding the number allowed of the materials.
  22857. */
  22858. _this.renderPriority = 0;
  22859. _this._shadowEnabled = true;
  22860. _this._excludeWithLayerMask = 0;
  22861. _this._includeOnlyWithLayerMask = 0;
  22862. _this._lightmapMode = 0;
  22863. /**
  22864. * @hidden Internal use only.
  22865. */
  22866. _this._excludedMeshesIds = new Array();
  22867. /**
  22868. * @hidden Internal use only.
  22869. */
  22870. _this._includedOnlyMeshesIds = new Array();
  22871. _this.getScene().addLight(_this);
  22872. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  22873. _this._buildUniformLayout();
  22874. _this.includedOnlyMeshes = new Array();
  22875. _this.excludedMeshes = new Array();
  22876. _this._resyncMeshes();
  22877. return _this;
  22878. }
  22879. Object.defineProperty(Light.prototype, "range", {
  22880. /**
  22881. * Defines how far from the source the light is impacting in scene units.
  22882. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22883. */
  22884. get: function () {
  22885. return this._range;
  22886. },
  22887. /**
  22888. * Defines how far from the source the light is impacting in scene units.
  22889. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22890. */
  22891. set: function (value) {
  22892. this._range = value;
  22893. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  22894. },
  22895. enumerable: true,
  22896. configurable: true
  22897. });
  22898. Object.defineProperty(Light.prototype, "intensityMode", {
  22899. /**
  22900. * Gets the photometric scale used to interpret the intensity.
  22901. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22902. */
  22903. get: function () {
  22904. return this._intensityMode;
  22905. },
  22906. /**
  22907. * Sets the photometric scale used to interpret the intensity.
  22908. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22909. */
  22910. set: function (value) {
  22911. this._intensityMode = value;
  22912. this._computePhotometricScale();
  22913. },
  22914. enumerable: true,
  22915. configurable: true
  22916. });
  22917. Object.defineProperty(Light.prototype, "radius", {
  22918. /**
  22919. * Gets the light radius used by PBR Materials to simulate soft area lights.
  22920. */
  22921. get: function () {
  22922. return this._radius;
  22923. },
  22924. /**
  22925. * sets the light radius used by PBR Materials to simulate soft area lights.
  22926. */
  22927. set: function (value) {
  22928. this._radius = value;
  22929. this._computePhotometricScale();
  22930. },
  22931. enumerable: true,
  22932. configurable: true
  22933. });
  22934. Object.defineProperty(Light.prototype, "shadowEnabled", {
  22935. /**
  22936. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22937. * the current shadow generator.
  22938. */
  22939. get: function () {
  22940. return this._shadowEnabled;
  22941. },
  22942. /**
  22943. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22944. * the current shadow generator.
  22945. */
  22946. set: function (value) {
  22947. if (this._shadowEnabled === value) {
  22948. return;
  22949. }
  22950. this._shadowEnabled = value;
  22951. this._markMeshesAsLightDirty();
  22952. },
  22953. enumerable: true,
  22954. configurable: true
  22955. });
  22956. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  22957. /**
  22958. * Gets the only meshes impacted by this light.
  22959. */
  22960. get: function () {
  22961. return this._includedOnlyMeshes;
  22962. },
  22963. /**
  22964. * Sets the only meshes impacted by this light.
  22965. */
  22966. set: function (value) {
  22967. this._includedOnlyMeshes = value;
  22968. this._hookArrayForIncludedOnly(value);
  22969. },
  22970. enumerable: true,
  22971. configurable: true
  22972. });
  22973. Object.defineProperty(Light.prototype, "excludedMeshes", {
  22974. /**
  22975. * Gets the meshes not impacted by this light.
  22976. */
  22977. get: function () {
  22978. return this._excludedMeshes;
  22979. },
  22980. /**
  22981. * Sets the meshes not impacted by this light.
  22982. */
  22983. set: function (value) {
  22984. this._excludedMeshes = value;
  22985. this._hookArrayForExcluded(value);
  22986. },
  22987. enumerable: true,
  22988. configurable: true
  22989. });
  22990. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  22991. /**
  22992. * Gets the layer id use to find what meshes are not impacted by the light.
  22993. * Inactive if 0
  22994. */
  22995. get: function () {
  22996. return this._excludeWithLayerMask;
  22997. },
  22998. /**
  22999. * Sets the layer id use to find what meshes are not impacted by the light.
  23000. * Inactive if 0
  23001. */
  23002. set: function (value) {
  23003. this._excludeWithLayerMask = value;
  23004. this._resyncMeshes();
  23005. },
  23006. enumerable: true,
  23007. configurable: true
  23008. });
  23009. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  23010. /**
  23011. * Gets the layer id use to find what meshes are impacted by the light.
  23012. * Inactive if 0
  23013. */
  23014. get: function () {
  23015. return this._includeOnlyWithLayerMask;
  23016. },
  23017. /**
  23018. * Sets the layer id use to find what meshes are impacted by the light.
  23019. * Inactive if 0
  23020. */
  23021. set: function (value) {
  23022. this._includeOnlyWithLayerMask = value;
  23023. this._resyncMeshes();
  23024. },
  23025. enumerable: true,
  23026. configurable: true
  23027. });
  23028. Object.defineProperty(Light.prototype, "lightmapMode", {
  23029. /**
  23030. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23031. */
  23032. get: function () {
  23033. return this._lightmapMode;
  23034. },
  23035. /**
  23036. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23037. */
  23038. set: function (value) {
  23039. if (this._lightmapMode === value) {
  23040. return;
  23041. }
  23042. this._lightmapMode = value;
  23043. this._markMeshesAsLightDirty();
  23044. },
  23045. enumerable: true,
  23046. configurable: true
  23047. });
  23048. /**
  23049. * Returns the string "Light".
  23050. * @returns the class name
  23051. */
  23052. Light.prototype.getClassName = function () {
  23053. return "Light";
  23054. };
  23055. /**
  23056. * Converts the light information to a readable string for debug purpose.
  23057. * @param fullDetails Supports for multiple levels of logging within scene loading
  23058. * @returns the human readable light info
  23059. */
  23060. Light.prototype.toString = function (fullDetails) {
  23061. var ret = "Name: " + this.name;
  23062. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  23063. if (this.animations) {
  23064. for (var i = 0; i < this.animations.length; i++) {
  23065. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23066. }
  23067. }
  23068. if (fullDetails) {
  23069. }
  23070. return ret;
  23071. };
  23072. /** @hidden */
  23073. Light.prototype._syncParentEnabledState = function () {
  23074. _super.prototype._syncParentEnabledState.call(this);
  23075. this._resyncMeshes();
  23076. };
  23077. /**
  23078. * Set the enabled state of this node.
  23079. * @param value - the new enabled state
  23080. */
  23081. Light.prototype.setEnabled = function (value) {
  23082. _super.prototype.setEnabled.call(this, value);
  23083. this._resyncMeshes();
  23084. };
  23085. /**
  23086. * Returns the Light associated shadow generator if any.
  23087. * @return the associated shadow generator.
  23088. */
  23089. Light.prototype.getShadowGenerator = function () {
  23090. return this._shadowGenerator;
  23091. };
  23092. /**
  23093. * Returns a Vector3, the absolute light position in the World.
  23094. * @returns the world space position of the light
  23095. */
  23096. Light.prototype.getAbsolutePosition = function () {
  23097. return BABYLON.Vector3.Zero();
  23098. };
  23099. /**
  23100. * Specifies if the light will affect the passed mesh.
  23101. * @param mesh The mesh to test against the light
  23102. * @return true the mesh is affected otherwise, false.
  23103. */
  23104. Light.prototype.canAffectMesh = function (mesh) {
  23105. if (!mesh) {
  23106. return true;
  23107. }
  23108. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  23109. return false;
  23110. }
  23111. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  23112. return false;
  23113. }
  23114. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  23115. return false;
  23116. }
  23117. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  23118. return false;
  23119. }
  23120. return true;
  23121. };
  23122. /**
  23123. * Sort function to order lights for rendering.
  23124. * @param a First Light object to compare to second.
  23125. * @param b Second Light object to compare first.
  23126. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  23127. */
  23128. Light.CompareLightsPriority = function (a, b) {
  23129. //shadow-casting lights have priority over non-shadow-casting lights
  23130. //the renderPrioirty is a secondary sort criterion
  23131. if (a.shadowEnabled !== b.shadowEnabled) {
  23132. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  23133. }
  23134. return b.renderPriority - a.renderPriority;
  23135. };
  23136. /**
  23137. * Releases resources associated with this node.
  23138. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23139. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23140. */
  23141. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23142. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23143. if (this._shadowGenerator) {
  23144. this._shadowGenerator.dispose();
  23145. this._shadowGenerator = null;
  23146. }
  23147. // Animations
  23148. this.getScene().stopAnimation(this);
  23149. // Remove from meshes
  23150. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23151. var mesh = _a[_i];
  23152. mesh._removeLightSource(this);
  23153. }
  23154. this._uniformBuffer.dispose();
  23155. // Remove from scene
  23156. this.getScene().removeLight(this);
  23157. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23158. };
  23159. /**
  23160. * Returns the light type ID (integer).
  23161. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  23162. */
  23163. Light.prototype.getTypeID = function () {
  23164. return 0;
  23165. };
  23166. /**
  23167. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  23168. * @returns the scaled intensity in intensity mode unit
  23169. */
  23170. Light.prototype.getScaledIntensity = function () {
  23171. return this._photometricScale * this.intensity;
  23172. };
  23173. /**
  23174. * Returns a new Light object, named "name", from the current one.
  23175. * @param name The name of the cloned light
  23176. * @returns the new created light
  23177. */
  23178. Light.prototype.clone = function (name) {
  23179. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23180. if (!constructor) {
  23181. return null;
  23182. }
  23183. return BABYLON.SerializationHelper.Clone(constructor, this);
  23184. };
  23185. /**
  23186. * Serializes the current light into a Serialization object.
  23187. * @returns the serialized object.
  23188. */
  23189. Light.prototype.serialize = function () {
  23190. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23191. // Type
  23192. serializationObject.type = this.getTypeID();
  23193. // Parent
  23194. if (this.parent) {
  23195. serializationObject.parentId = this.parent.id;
  23196. }
  23197. // Inclusion / exclusions
  23198. if (this.excludedMeshes.length > 0) {
  23199. serializationObject.excludedMeshesIds = [];
  23200. this.excludedMeshes.forEach(function (mesh) {
  23201. serializationObject.excludedMeshesIds.push(mesh.id);
  23202. });
  23203. }
  23204. if (this.includedOnlyMeshes.length > 0) {
  23205. serializationObject.includedOnlyMeshesIds = [];
  23206. this.includedOnlyMeshes.forEach(function (mesh) {
  23207. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23208. });
  23209. }
  23210. // Animations
  23211. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23212. serializationObject.ranges = this.serializeAnimationRanges();
  23213. return serializationObject;
  23214. };
  23215. /**
  23216. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23217. * This new light is named "name" and added to the passed scene.
  23218. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23219. * @param name The friendly name of the light
  23220. * @param scene The scene the new light will belong to
  23221. * @returns the constructor function
  23222. */
  23223. Light.GetConstructorFromName = function (type, name, scene) {
  23224. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23225. if (constructorFunc) {
  23226. return constructorFunc;
  23227. }
  23228. // Default to no light for none present once.
  23229. return null;
  23230. };
  23231. /**
  23232. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23233. * @param parsedLight The JSON representation of the light
  23234. * @param scene The scene to create the parsed light in
  23235. * @returns the created light after parsing
  23236. */
  23237. Light.Parse = function (parsedLight, scene) {
  23238. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23239. if (!constructor) {
  23240. return null;
  23241. }
  23242. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23243. // Inclusion / exclusions
  23244. if (parsedLight.excludedMeshesIds) {
  23245. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23246. }
  23247. if (parsedLight.includedOnlyMeshesIds) {
  23248. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23249. }
  23250. // Parent
  23251. if (parsedLight.parentId) {
  23252. light._waitingParentId = parsedLight.parentId;
  23253. }
  23254. // Animations
  23255. if (parsedLight.animations) {
  23256. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23257. var parsedAnimation = parsedLight.animations[animationIndex];
  23258. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23259. }
  23260. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23261. }
  23262. if (parsedLight.autoAnimate) {
  23263. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23264. }
  23265. return light;
  23266. };
  23267. Light.prototype._hookArrayForExcluded = function (array) {
  23268. var _this = this;
  23269. var oldPush = array.push;
  23270. array.push = function () {
  23271. var items = [];
  23272. for (var _i = 0; _i < arguments.length; _i++) {
  23273. items[_i] = arguments[_i];
  23274. }
  23275. var result = oldPush.apply(array, items);
  23276. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23277. var item = items_1[_a];
  23278. item._resyncLighSource(_this);
  23279. }
  23280. return result;
  23281. };
  23282. var oldSplice = array.splice;
  23283. array.splice = function (index, deleteCount) {
  23284. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23285. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23286. var item = deleted_1[_i];
  23287. item._resyncLighSource(_this);
  23288. }
  23289. return deleted;
  23290. };
  23291. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23292. var item = array_1[_i];
  23293. item._resyncLighSource(this);
  23294. }
  23295. };
  23296. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23297. var _this = this;
  23298. var oldPush = array.push;
  23299. array.push = function () {
  23300. var items = [];
  23301. for (var _i = 0; _i < arguments.length; _i++) {
  23302. items[_i] = arguments[_i];
  23303. }
  23304. var result = oldPush.apply(array, items);
  23305. _this._resyncMeshes();
  23306. return result;
  23307. };
  23308. var oldSplice = array.splice;
  23309. array.splice = function (index, deleteCount) {
  23310. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23311. _this._resyncMeshes();
  23312. return deleted;
  23313. };
  23314. this._resyncMeshes();
  23315. };
  23316. Light.prototype._resyncMeshes = function () {
  23317. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23318. var mesh = _a[_i];
  23319. mesh._resyncLighSource(this);
  23320. }
  23321. };
  23322. /**
  23323. * Forces the meshes to update their light related information in their rendering used effects
  23324. * @hidden Internal Use Only
  23325. */
  23326. Light.prototype._markMeshesAsLightDirty = function () {
  23327. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23328. var mesh = _a[_i];
  23329. if (mesh._lightSources.indexOf(this) !== -1) {
  23330. mesh._markSubMeshesAsLightDirty();
  23331. }
  23332. }
  23333. };
  23334. /**
  23335. * Recomputes the cached photometric scale if needed.
  23336. */
  23337. Light.prototype._computePhotometricScale = function () {
  23338. this._photometricScale = this._getPhotometricScale();
  23339. this.getScene().resetCachedMaterial();
  23340. };
  23341. /**
  23342. * Returns the Photometric Scale according to the light type and intensity mode.
  23343. */
  23344. Light.prototype._getPhotometricScale = function () {
  23345. var photometricScale = 0.0;
  23346. var lightTypeID = this.getTypeID();
  23347. //get photometric mode
  23348. var photometricMode = this.intensityMode;
  23349. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23350. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23351. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23352. }
  23353. else {
  23354. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23355. }
  23356. }
  23357. //compute photometric scale
  23358. switch (lightTypeID) {
  23359. case Light.LIGHTTYPEID_POINTLIGHT:
  23360. case Light.LIGHTTYPEID_SPOTLIGHT:
  23361. switch (photometricMode) {
  23362. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23363. photometricScale = 1.0 / (4.0 * Math.PI);
  23364. break;
  23365. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23366. photometricScale = 1.0;
  23367. break;
  23368. case Light.INTENSITYMODE_LUMINANCE:
  23369. photometricScale = this.radius * this.radius;
  23370. break;
  23371. }
  23372. break;
  23373. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23374. switch (photometricMode) {
  23375. case Light.INTENSITYMODE_ILLUMINANCE:
  23376. photometricScale = 1.0;
  23377. break;
  23378. case Light.INTENSITYMODE_LUMINANCE:
  23379. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23380. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23381. var apexAngleRadians = this.radius;
  23382. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23383. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23384. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23385. photometricScale = solidAngle;
  23386. break;
  23387. }
  23388. break;
  23389. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23390. // No fall off in hemisperic light.
  23391. photometricScale = 1.0;
  23392. break;
  23393. }
  23394. return photometricScale;
  23395. };
  23396. /**
  23397. * Reorder the light in the scene according to their defined priority.
  23398. * @hidden Internal Use Only
  23399. */
  23400. Light.prototype._reorderLightsInScene = function () {
  23401. var scene = this.getScene();
  23402. if (this._renderPriority != 0) {
  23403. scene.requireLightSorting = true;
  23404. }
  23405. this.getScene().sortLightsByPriority();
  23406. };
  23407. /**
  23408. * Falloff Default: light is falling off following the material specification:
  23409. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23410. */
  23411. Light.FALLOFF_DEFAULT = 0;
  23412. /**
  23413. * Falloff Physical: light is falling off following the inverse squared distance law.
  23414. */
  23415. Light.FALLOFF_PHYSICAL = 1;
  23416. /**
  23417. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23418. * to enhance interoperability with other engines.
  23419. */
  23420. Light.FALLOFF_GLTF = 2;
  23421. /**
  23422. * Falloff Standard: light is falling off like in the standard material
  23423. * to enhance interoperability with other materials.
  23424. */
  23425. Light.FALLOFF_STANDARD = 3;
  23426. //lightmapMode Consts
  23427. /**
  23428. * If every light affecting the material is in this lightmapMode,
  23429. * material.lightmapTexture adds or multiplies
  23430. * (depends on material.useLightmapAsShadowmap)
  23431. * after every other light calculations.
  23432. */
  23433. Light.LIGHTMAP_DEFAULT = 0;
  23434. /**
  23435. * material.lightmapTexture as only diffuse lighting from this light
  23436. * adds only specular lighting from this light
  23437. * adds dynamic shadows
  23438. */
  23439. Light.LIGHTMAP_SPECULAR = 1;
  23440. /**
  23441. * material.lightmapTexture as only lighting
  23442. * no light calculation from this light
  23443. * only adds dynamic shadows from this light
  23444. */
  23445. Light.LIGHTMAP_SHADOWSONLY = 2;
  23446. // Intensity Mode Consts
  23447. /**
  23448. * Each light type uses the default quantity according to its type:
  23449. * point/spot lights use luminous intensity
  23450. * directional lights use illuminance
  23451. */
  23452. Light.INTENSITYMODE_AUTOMATIC = 0;
  23453. /**
  23454. * lumen (lm)
  23455. */
  23456. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23457. /**
  23458. * candela (lm/sr)
  23459. */
  23460. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23461. /**
  23462. * lux (lm/m^2)
  23463. */
  23464. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23465. /**
  23466. * nit (cd/m^2)
  23467. */
  23468. Light.INTENSITYMODE_LUMINANCE = 4;
  23469. // Light types ids const.
  23470. /**
  23471. * Light type const id of the point light.
  23472. */
  23473. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23474. /**
  23475. * Light type const id of the directional light.
  23476. */
  23477. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23478. /**
  23479. * Light type const id of the spot light.
  23480. */
  23481. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23482. /**
  23483. * Light type const id of the hemispheric light.
  23484. */
  23485. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23486. __decorate([
  23487. BABYLON.serializeAsColor3()
  23488. ], Light.prototype, "diffuse", void 0);
  23489. __decorate([
  23490. BABYLON.serializeAsColor3()
  23491. ], Light.prototype, "specular", void 0);
  23492. __decorate([
  23493. BABYLON.serialize()
  23494. ], Light.prototype, "falloffType", void 0);
  23495. __decorate([
  23496. BABYLON.serialize()
  23497. ], Light.prototype, "intensity", void 0);
  23498. __decorate([
  23499. BABYLON.serialize()
  23500. ], Light.prototype, "range", null);
  23501. __decorate([
  23502. BABYLON.serialize()
  23503. ], Light.prototype, "intensityMode", null);
  23504. __decorate([
  23505. BABYLON.serialize()
  23506. ], Light.prototype, "radius", null);
  23507. __decorate([
  23508. BABYLON.serialize()
  23509. ], Light.prototype, "_renderPriority", void 0);
  23510. __decorate([
  23511. BABYLON.expandToProperty("_reorderLightsInScene")
  23512. ], Light.prototype, "renderPriority", void 0);
  23513. __decorate([
  23514. BABYLON.serialize("shadowEnabled")
  23515. ], Light.prototype, "_shadowEnabled", void 0);
  23516. __decorate([
  23517. BABYLON.serialize("excludeWithLayerMask")
  23518. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23519. __decorate([
  23520. BABYLON.serialize("includeOnlyWithLayerMask")
  23521. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23522. __decorate([
  23523. BABYLON.serialize("lightmapMode")
  23524. ], Light.prototype, "_lightmapMode", void 0);
  23525. return Light;
  23526. }(BABYLON.Node));
  23527. BABYLON.Light = Light;
  23528. })(BABYLON || (BABYLON = {}));
  23529. //# sourceMappingURL=babylon.light.js.map
  23530. var BABYLON;
  23531. (function (BABYLON) {
  23532. /**
  23533. * This is the base class of all the camera used in the application.
  23534. * @see http://doc.babylonjs.com/features/cameras
  23535. */
  23536. var Camera = /** @class */ (function (_super) {
  23537. __extends(Camera, _super);
  23538. /**
  23539. * Instantiates a new camera object.
  23540. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23541. * @see http://doc.babylonjs.com/features/cameras
  23542. * @param name Defines the name of the camera in the scene
  23543. * @param position Defines the position of the camera
  23544. * @param scene Defines the scene the camera belongs too
  23545. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23546. */
  23547. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23548. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23549. var _this = _super.call(this, name, scene) || this;
  23550. /**
  23551. * The vector the camera should consider as up.
  23552. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23553. */
  23554. _this.upVector = BABYLON.Vector3.Up();
  23555. /**
  23556. * Define the current limit on the left side for an orthographic camera
  23557. * In scene unit
  23558. */
  23559. _this.orthoLeft = null;
  23560. /**
  23561. * Define the current limit on the right side for an orthographic camera
  23562. * In scene unit
  23563. */
  23564. _this.orthoRight = null;
  23565. /**
  23566. * Define the current limit on the bottom side for an orthographic camera
  23567. * In scene unit
  23568. */
  23569. _this.orthoBottom = null;
  23570. /**
  23571. * Define the current limit on the top side for an orthographic camera
  23572. * In scene unit
  23573. */
  23574. _this.orthoTop = null;
  23575. /**
  23576. * Field Of View is set in Radians. (default is 0.8)
  23577. */
  23578. _this.fov = 0.8;
  23579. /**
  23580. * Define the minimum distance the camera can see from.
  23581. * This is important to note that the depth buffer are not infinite and the closer it starts
  23582. * the more your scene might encounter depth fighting issue.
  23583. */
  23584. _this.minZ = 1;
  23585. /**
  23586. * Define the maximum distance the camera can see to.
  23587. * This is important to note that the depth buffer are not infinite and the further it end
  23588. * the more your scene might encounter depth fighting issue.
  23589. */
  23590. _this.maxZ = 10000.0;
  23591. /**
  23592. * Define the default inertia of the camera.
  23593. * This helps giving a smooth feeling to the camera movement.
  23594. */
  23595. _this.inertia = 0.9;
  23596. /**
  23597. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23598. */
  23599. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23600. /**
  23601. * Define wether the camera is intermediate.
  23602. * This is usefull to not present the output directly to the screen in case of rig without post process for instance
  23603. */
  23604. _this.isIntermediate = false;
  23605. /**
  23606. * Define the viewport of the camera.
  23607. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23608. */
  23609. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23610. /**
  23611. * Restricts the camera to viewing objects with the same layerMask.
  23612. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23613. */
  23614. _this.layerMask = 0x0FFFFFFF;
  23615. /**
  23616. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23617. */
  23618. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23619. /**
  23620. * Rig mode of the camera.
  23621. * This is usefull to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23622. * This is normally controlled byt the camera themselves as internal use.
  23623. */
  23624. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23625. /**
  23626. * 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
  23627. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23628. * else in the scene.
  23629. */
  23630. _this.customRenderTargets = new Array();
  23631. /**
  23632. * When set, the camera will render to this render target instead of the default canvas
  23633. */
  23634. _this.outputRenderTarget = null;
  23635. /**
  23636. * Observable triggered when the camera view matrix has changed.
  23637. */
  23638. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23639. /**
  23640. * Observable triggered when the camera Projection matrix has changed.
  23641. */
  23642. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23643. /**
  23644. * Observable triggered when the inputs have been processed.
  23645. */
  23646. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23647. /**
  23648. * Observable triggered when reset has been called and applied to the camera.
  23649. */
  23650. _this.onRestoreStateObservable = new BABYLON.Observable();
  23651. /** @hidden */
  23652. _this._rigCameras = new Array();
  23653. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23654. /** @hidden */
  23655. _this._skipRendering = false;
  23656. /** @hidden */
  23657. _this._projectionMatrix = new BABYLON.Matrix();
  23658. /** @hidden */
  23659. _this._postProcesses = new Array();
  23660. /** @hidden */
  23661. _this._activeMeshes = new BABYLON.SmartArray(256);
  23662. _this._globalPosition = BABYLON.Vector3.Zero();
  23663. /** hidden */
  23664. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23665. _this._doNotComputeProjectionMatrix = false;
  23666. _this._transformMatrix = BABYLON.Matrix.Zero();
  23667. _this._refreshFrustumPlanes = true;
  23668. _this.getScene().addCamera(_this);
  23669. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23670. _this.getScene().activeCamera = _this;
  23671. }
  23672. _this.position = position;
  23673. return _this;
  23674. }
  23675. /**
  23676. * Store current camera state (fov, position, etc..)
  23677. * @returns the camera
  23678. */
  23679. Camera.prototype.storeState = function () {
  23680. this._stateStored = true;
  23681. this._storedFov = this.fov;
  23682. return this;
  23683. };
  23684. /**
  23685. * Restores the camera state values if it has been stored. You must call storeState() first
  23686. */
  23687. Camera.prototype._restoreStateValues = function () {
  23688. if (!this._stateStored) {
  23689. return false;
  23690. }
  23691. this.fov = this._storedFov;
  23692. return true;
  23693. };
  23694. /**
  23695. * Restored camera state. You must call storeState() first.
  23696. * @returns true if restored and false otherwise
  23697. */
  23698. Camera.prototype.restoreState = function () {
  23699. if (this._restoreStateValues()) {
  23700. this.onRestoreStateObservable.notifyObservers(this);
  23701. return true;
  23702. }
  23703. return false;
  23704. };
  23705. /**
  23706. * Gets the class name of the camera.
  23707. * @returns the class name
  23708. */
  23709. Camera.prototype.getClassName = function () {
  23710. return "Camera";
  23711. };
  23712. /**
  23713. * Gets a string representation of the camera usefull for debug purpose.
  23714. * @param fullDetails Defines that a more verboe level of logging is required
  23715. * @returns the string representation
  23716. */
  23717. Camera.prototype.toString = function (fullDetails) {
  23718. var ret = "Name: " + this.name;
  23719. ret += ", type: " + this.getClassName();
  23720. if (this.animations) {
  23721. for (var i = 0; i < this.animations.length; i++) {
  23722. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23723. }
  23724. }
  23725. if (fullDetails) {
  23726. }
  23727. return ret;
  23728. };
  23729. Object.defineProperty(Camera.prototype, "globalPosition", {
  23730. /**
  23731. * Gets the current world space position of the camera.
  23732. */
  23733. get: function () {
  23734. return this._globalPosition;
  23735. },
  23736. enumerable: true,
  23737. configurable: true
  23738. });
  23739. /**
  23740. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23741. * @returns the active meshe list
  23742. */
  23743. Camera.prototype.getActiveMeshes = function () {
  23744. return this._activeMeshes;
  23745. };
  23746. /**
  23747. * Check wether a mesh is part of the current active mesh list of the camera
  23748. * @param mesh Defines the mesh to check
  23749. * @returns true if active, false otherwise
  23750. */
  23751. Camera.prototype.isActiveMesh = function (mesh) {
  23752. return (this._activeMeshes.indexOf(mesh) !== -1);
  23753. };
  23754. /**
  23755. * Is this camera ready to be used/rendered
  23756. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23757. * @return true if the camera is ready
  23758. */
  23759. Camera.prototype.isReady = function (completeCheck) {
  23760. if (completeCheck === void 0) { completeCheck = false; }
  23761. if (completeCheck) {
  23762. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23763. var pp = _a[_i];
  23764. if (pp && !pp.isReady()) {
  23765. return false;
  23766. }
  23767. }
  23768. }
  23769. return _super.prototype.isReady.call(this, completeCheck);
  23770. };
  23771. /** @hidden */
  23772. Camera.prototype._initCache = function () {
  23773. _super.prototype._initCache.call(this);
  23774. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23775. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23776. this._cache.mode = undefined;
  23777. this._cache.minZ = undefined;
  23778. this._cache.maxZ = undefined;
  23779. this._cache.fov = undefined;
  23780. this._cache.fovMode = undefined;
  23781. this._cache.aspectRatio = undefined;
  23782. this._cache.orthoLeft = undefined;
  23783. this._cache.orthoRight = undefined;
  23784. this._cache.orthoBottom = undefined;
  23785. this._cache.orthoTop = undefined;
  23786. this._cache.renderWidth = undefined;
  23787. this._cache.renderHeight = undefined;
  23788. };
  23789. /** @hidden */
  23790. Camera.prototype._updateCache = function (ignoreParentClass) {
  23791. if (!ignoreParentClass) {
  23792. _super.prototype._updateCache.call(this);
  23793. }
  23794. this._cache.position.copyFrom(this.position);
  23795. this._cache.upVector.copyFrom(this.upVector);
  23796. };
  23797. /** @hidden */
  23798. Camera.prototype._isSynchronized = function () {
  23799. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23800. };
  23801. /** @hidden */
  23802. Camera.prototype._isSynchronizedViewMatrix = function () {
  23803. if (!_super.prototype._isSynchronized.call(this)) {
  23804. return false;
  23805. }
  23806. return this._cache.position.equals(this.position)
  23807. && this._cache.upVector.equals(this.upVector)
  23808. && this.isSynchronizedWithParent();
  23809. };
  23810. /** @hidden */
  23811. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  23812. var check = this._cache.mode === this.mode
  23813. && this._cache.minZ === this.minZ
  23814. && this._cache.maxZ === this.maxZ;
  23815. if (!check) {
  23816. return false;
  23817. }
  23818. var engine = this.getEngine();
  23819. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23820. check = this._cache.fov === this.fov
  23821. && this._cache.fovMode === this.fovMode
  23822. && this._cache.aspectRatio === engine.getAspectRatio(this);
  23823. }
  23824. else {
  23825. check = this._cache.orthoLeft === this.orthoLeft
  23826. && this._cache.orthoRight === this.orthoRight
  23827. && this._cache.orthoBottom === this.orthoBottom
  23828. && this._cache.orthoTop === this.orthoTop
  23829. && this._cache.renderWidth === engine.getRenderWidth()
  23830. && this._cache.renderHeight === engine.getRenderHeight();
  23831. }
  23832. return check;
  23833. };
  23834. /**
  23835. * Attach the input controls to a specific dom element to get the input from.
  23836. * @param element Defines the element the controls should be listened from
  23837. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  23838. */
  23839. Camera.prototype.attachControl = function (element, noPreventDefault) {
  23840. };
  23841. /**
  23842. * Detach the current controls from the specified dom element.
  23843. * @param element Defines the element to stop listening the inputs from
  23844. */
  23845. Camera.prototype.detachControl = function (element) {
  23846. };
  23847. /**
  23848. * Update the camera state according to the different inputs gathered during the frame.
  23849. */
  23850. Camera.prototype.update = function () {
  23851. this._checkInputs();
  23852. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23853. this._updateRigCameras();
  23854. }
  23855. };
  23856. /** @hidden */
  23857. Camera.prototype._checkInputs = function () {
  23858. this.onAfterCheckInputsObservable.notifyObservers(this);
  23859. };
  23860. Object.defineProperty(Camera.prototype, "rigCameras", {
  23861. /** @hidden */
  23862. get: function () {
  23863. return this._rigCameras;
  23864. },
  23865. enumerable: true,
  23866. configurable: true
  23867. });
  23868. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  23869. /**
  23870. * Gets the post process used by the rig cameras
  23871. */
  23872. get: function () {
  23873. return this._rigPostProcess;
  23874. },
  23875. enumerable: true,
  23876. configurable: true
  23877. });
  23878. /**
  23879. * Internal, gets the first post proces.
  23880. * @returns the first post process to be run on this camera.
  23881. */
  23882. Camera.prototype._getFirstPostProcess = function () {
  23883. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  23884. if (this._postProcesses[ppIndex] !== null) {
  23885. return this._postProcesses[ppIndex];
  23886. }
  23887. }
  23888. return null;
  23889. };
  23890. Camera.prototype._cascadePostProcessesToRigCams = function () {
  23891. // invalidate framebuffer
  23892. var firstPostProcess = this._getFirstPostProcess();
  23893. if (firstPostProcess) {
  23894. firstPostProcess.markTextureDirty();
  23895. }
  23896. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  23897. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  23898. var cam = this._rigCameras[i];
  23899. var rigPostProcess = cam._rigPostProcess;
  23900. // for VR rig, there does not have to be a post process
  23901. if (rigPostProcess) {
  23902. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  23903. if (isPass) {
  23904. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  23905. cam.isIntermediate = this._postProcesses.length === 0;
  23906. }
  23907. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  23908. rigPostProcess.markTextureDirty();
  23909. }
  23910. else {
  23911. cam._postProcesses = this._postProcesses.slice(0);
  23912. }
  23913. }
  23914. };
  23915. /**
  23916. * Attach a post process to the camera.
  23917. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23918. * @param postProcess The post process to attach to the camera
  23919. * @param insertAt The position of the post process in case several of them are in use in the scene
  23920. * @returns the position the post process has been inserted at
  23921. */
  23922. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  23923. if (insertAt === void 0) { insertAt = null; }
  23924. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  23925. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  23926. return 0;
  23927. }
  23928. if (insertAt == null || insertAt < 0) {
  23929. this._postProcesses.push(postProcess);
  23930. }
  23931. else if (this._postProcesses[insertAt] === null) {
  23932. this._postProcesses[insertAt] = postProcess;
  23933. }
  23934. else {
  23935. this._postProcesses.splice(insertAt, 0, postProcess);
  23936. }
  23937. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23938. return this._postProcesses.indexOf(postProcess);
  23939. };
  23940. /**
  23941. * Detach a post process to the camera.
  23942. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23943. * @param postProcess The post process to detach from the camera
  23944. */
  23945. Camera.prototype.detachPostProcess = function (postProcess) {
  23946. var idx = this._postProcesses.indexOf(postProcess);
  23947. if (idx !== -1) {
  23948. this._postProcesses[idx] = null;
  23949. }
  23950. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23951. };
  23952. /**
  23953. * Gets the current world matrix of the camera
  23954. */
  23955. Camera.prototype.getWorldMatrix = function () {
  23956. if (this._isSynchronizedViewMatrix()) {
  23957. return this._worldMatrix;
  23958. }
  23959. // Getting the the view matrix will also compute the world matrix.
  23960. this.getViewMatrix();
  23961. return this._worldMatrix;
  23962. };
  23963. /** @hidden */
  23964. Camera.prototype._getViewMatrix = function () {
  23965. return BABYLON.Matrix.Identity();
  23966. };
  23967. /**
  23968. * Gets the current view matrix of the camera.
  23969. * @param force forces the camera to recompute the matrix without looking at the cached state
  23970. * @returns the view matrix
  23971. */
  23972. Camera.prototype.getViewMatrix = function (force) {
  23973. if (!force && this._isSynchronizedViewMatrix()) {
  23974. return this._computedViewMatrix;
  23975. }
  23976. this.updateCache();
  23977. this._computedViewMatrix = this._getViewMatrix();
  23978. this._currentRenderId = this.getScene().getRenderId();
  23979. this._childRenderId = this._currentRenderId;
  23980. this._refreshFrustumPlanes = true;
  23981. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  23982. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  23983. }
  23984. this.onViewMatrixChangedObservable.notifyObservers(this);
  23985. this._computedViewMatrix.invertToRef(this._worldMatrix);
  23986. return this._computedViewMatrix;
  23987. };
  23988. /**
  23989. * Freeze the projection matrix.
  23990. * It will prevent the cache check of the camera projection compute and can speed up perf
  23991. * if no parameter of the camera are meant to change
  23992. * @param projection Defines manually a projection if necessary
  23993. */
  23994. Camera.prototype.freezeProjectionMatrix = function (projection) {
  23995. this._doNotComputeProjectionMatrix = true;
  23996. if (projection !== undefined) {
  23997. this._projectionMatrix = projection;
  23998. }
  23999. };
  24000. /**
  24001. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  24002. */
  24003. Camera.prototype.unfreezeProjectionMatrix = function () {
  24004. this._doNotComputeProjectionMatrix = false;
  24005. };
  24006. /**
  24007. * Gets the current projection matrix of the camera.
  24008. * @param force forces the camera to recompute the matrix without looking at the cached state
  24009. * @returns the projection matrix
  24010. */
  24011. Camera.prototype.getProjectionMatrix = function (force) {
  24012. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  24013. return this._projectionMatrix;
  24014. }
  24015. // Cache
  24016. this._cache.mode = this.mode;
  24017. this._cache.minZ = this.minZ;
  24018. this._cache.maxZ = this.maxZ;
  24019. // Matrix
  24020. this._refreshFrustumPlanes = true;
  24021. var engine = this.getEngine();
  24022. var scene = this.getScene();
  24023. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24024. this._cache.fov = this.fov;
  24025. this._cache.fovMode = this.fovMode;
  24026. this._cache.aspectRatio = engine.getAspectRatio(this);
  24027. if (this.minZ <= 0) {
  24028. this.minZ = 0.1;
  24029. }
  24030. if (scene.useRightHandedSystem) {
  24031. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24032. }
  24033. else {
  24034. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24035. }
  24036. }
  24037. else {
  24038. var halfWidth = engine.getRenderWidth() / 2.0;
  24039. var halfHeight = engine.getRenderHeight() / 2.0;
  24040. if (scene.useRightHandedSystem) {
  24041. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24042. }
  24043. else {
  24044. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24045. }
  24046. this._cache.orthoLeft = this.orthoLeft;
  24047. this._cache.orthoRight = this.orthoRight;
  24048. this._cache.orthoBottom = this.orthoBottom;
  24049. this._cache.orthoTop = this.orthoTop;
  24050. this._cache.renderWidth = engine.getRenderWidth();
  24051. this._cache.renderHeight = engine.getRenderHeight();
  24052. }
  24053. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  24054. return this._projectionMatrix;
  24055. };
  24056. /**
  24057. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24058. * @returns a Matrix
  24059. */
  24060. Camera.prototype.getTransformationMatrix = function () {
  24061. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  24062. return this._transformMatrix;
  24063. };
  24064. Camera.prototype._updateFrustumPlanes = function () {
  24065. if (!this._refreshFrustumPlanes) {
  24066. return;
  24067. }
  24068. this.getTransformationMatrix();
  24069. if (!this._frustumPlanes) {
  24070. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  24071. }
  24072. else {
  24073. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  24074. }
  24075. this._refreshFrustumPlanes = false;
  24076. };
  24077. /**
  24078. * Checks if a cullable object (mesh...) is in the camera frustum
  24079. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24080. * @param target The object to check
  24081. * @returns true if the object is in frustum otherwise false
  24082. */
  24083. Camera.prototype.isInFrustum = function (target) {
  24084. this._updateFrustumPlanes();
  24085. return target.isInFrustum(this._frustumPlanes);
  24086. };
  24087. /**
  24088. * Checks if a cullable object (mesh...) is in the camera frustum
  24089. * Unlike isInFrustum this cheks the full bounding box
  24090. * @param target The object to check
  24091. * @returns true if the object is in frustum otherwise false
  24092. */
  24093. Camera.prototype.isCompletelyInFrustum = function (target) {
  24094. this._updateFrustumPlanes();
  24095. return target.isCompletelyInFrustum(this._frustumPlanes);
  24096. };
  24097. /**
  24098. * Gets a ray in the forward direction from the camera.
  24099. * @param length Defines the length of the ray to create
  24100. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24101. * @param origin Defines the start point of the ray which defaults to the camera position
  24102. * @returns the forward ray
  24103. */
  24104. Camera.prototype.getForwardRay = function (length, transform, origin) {
  24105. if (length === void 0) { length = 100; }
  24106. if (!transform) {
  24107. transform = this.getWorldMatrix();
  24108. }
  24109. if (!origin) {
  24110. origin = this.position;
  24111. }
  24112. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  24113. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  24114. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  24115. return new BABYLON.Ray(origin, direction, length);
  24116. };
  24117. /**
  24118. * Releases resources associated with this node.
  24119. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24120. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24121. */
  24122. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  24123. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  24124. // Observables
  24125. this.onViewMatrixChangedObservable.clear();
  24126. this.onProjectionMatrixChangedObservable.clear();
  24127. this.onAfterCheckInputsObservable.clear();
  24128. this.onRestoreStateObservable.clear();
  24129. // Inputs
  24130. if (this.inputs) {
  24131. this.inputs.clear();
  24132. }
  24133. // Animations
  24134. this.getScene().stopAnimation(this);
  24135. // Remove from scene
  24136. this.getScene().removeCamera(this);
  24137. while (this._rigCameras.length > 0) {
  24138. var camera = this._rigCameras.pop();
  24139. if (camera) {
  24140. camera.dispose();
  24141. }
  24142. }
  24143. // Postprocesses
  24144. if (this._rigPostProcess) {
  24145. this._rigPostProcess.dispose(this);
  24146. this._rigPostProcess = null;
  24147. this._postProcesses = [];
  24148. }
  24149. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24150. this._rigPostProcess = null;
  24151. this._postProcesses = [];
  24152. }
  24153. else {
  24154. var i = this._postProcesses.length;
  24155. while (--i >= 0) {
  24156. var postProcess = this._postProcesses[i];
  24157. if (postProcess) {
  24158. postProcess.dispose(this);
  24159. }
  24160. }
  24161. }
  24162. // Render targets
  24163. var i = this.customRenderTargets.length;
  24164. while (--i >= 0) {
  24165. this.customRenderTargets[i].dispose();
  24166. }
  24167. this.customRenderTargets = [];
  24168. // Active Meshes
  24169. this._activeMeshes.dispose();
  24170. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  24171. };
  24172. Object.defineProperty(Camera.prototype, "leftCamera", {
  24173. /**
  24174. * Gets the left camera of a rig setup in case of Rigged Camera
  24175. */
  24176. get: function () {
  24177. if (this._rigCameras.length < 1) {
  24178. return null;
  24179. }
  24180. return this._rigCameras[0];
  24181. },
  24182. enumerable: true,
  24183. configurable: true
  24184. });
  24185. Object.defineProperty(Camera.prototype, "rightCamera", {
  24186. /**
  24187. * Gets the right camera of a rig setup in case of Rigged Camera
  24188. */
  24189. get: function () {
  24190. if (this._rigCameras.length < 2) {
  24191. return null;
  24192. }
  24193. return this._rigCameras[1];
  24194. },
  24195. enumerable: true,
  24196. configurable: true
  24197. });
  24198. /**
  24199. * Gets the left camera target of a rig setup in case of Rigged Camera
  24200. * @returns the target position
  24201. */
  24202. Camera.prototype.getLeftTarget = function () {
  24203. if (this._rigCameras.length < 1) {
  24204. return null;
  24205. }
  24206. return this._rigCameras[0].getTarget();
  24207. };
  24208. /**
  24209. * Gets the right camera target of a rig setup in case of Rigged Camera
  24210. * @returns the target position
  24211. */
  24212. Camera.prototype.getRightTarget = function () {
  24213. if (this._rigCameras.length < 2) {
  24214. return null;
  24215. }
  24216. return this._rigCameras[1].getTarget();
  24217. };
  24218. /**
  24219. * @hidden
  24220. */
  24221. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24222. if (this.cameraRigMode === mode) {
  24223. return;
  24224. }
  24225. while (this._rigCameras.length > 0) {
  24226. var camera = this._rigCameras.pop();
  24227. if (camera) {
  24228. camera.dispose();
  24229. }
  24230. }
  24231. this.cameraRigMode = mode;
  24232. this._cameraRigParams = {};
  24233. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24234. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24235. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24236. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24237. // create the rig cameras, unless none
  24238. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24239. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24240. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24241. if (leftCamera && rightCamera) {
  24242. this._rigCameras.push(leftCamera);
  24243. this._rigCameras.push(rightCamera);
  24244. }
  24245. }
  24246. switch (this.cameraRigMode) {
  24247. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24248. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24249. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24250. break;
  24251. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24252. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24253. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24254. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24255. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24256. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24257. break;
  24258. case Camera.RIG_MODE_VR:
  24259. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24260. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24261. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24262. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24263. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24264. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24265. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24266. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24267. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24268. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24269. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24270. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24271. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24272. if (metrics.compensateDistortion) {
  24273. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24274. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24275. }
  24276. break;
  24277. case Camera.RIG_MODE_WEBVR:
  24278. if (rigParams.vrDisplay) {
  24279. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24280. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24281. //Left eye
  24282. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24283. this._rigCameras[0].setCameraRigParameter("left", true);
  24284. //leaving this for future reference
  24285. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24286. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24287. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24288. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24289. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24290. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24291. this._rigCameras[0].parent = this;
  24292. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24293. //Right eye
  24294. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24295. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24296. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24297. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24298. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24299. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24300. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24301. this._rigCameras[1].parent = this;
  24302. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24303. if (Camera.UseAlternateWebVRRendering) {
  24304. this._rigCameras[1]._skipRendering = true;
  24305. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24306. }
  24307. }
  24308. break;
  24309. }
  24310. this._cascadePostProcessesToRigCams();
  24311. this.update();
  24312. };
  24313. Camera.prototype._getVRProjectionMatrix = function () {
  24314. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24315. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24316. return this._projectionMatrix;
  24317. };
  24318. Camera.prototype._updateCameraRotationMatrix = function () {
  24319. //Here for WebVR
  24320. };
  24321. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24322. //Here for WebVR
  24323. };
  24324. /**
  24325. * This function MUST be overwritten by the different WebVR cameras available.
  24326. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24327. */
  24328. Camera.prototype._getWebVRProjectionMatrix = function () {
  24329. return BABYLON.Matrix.Identity();
  24330. };
  24331. /**
  24332. * This function MUST be overwritten by the different WebVR cameras available.
  24333. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24334. */
  24335. Camera.prototype._getWebVRViewMatrix = function () {
  24336. return BABYLON.Matrix.Identity();
  24337. };
  24338. /** @hidden */
  24339. Camera.prototype.setCameraRigParameter = function (name, value) {
  24340. if (!this._cameraRigParams) {
  24341. this._cameraRigParams = {};
  24342. }
  24343. this._cameraRigParams[name] = value;
  24344. //provisionnally:
  24345. if (name === "interaxialDistance") {
  24346. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24347. }
  24348. };
  24349. /**
  24350. * needs to be overridden by children so sub has required properties to be copied
  24351. * @hidden
  24352. */
  24353. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24354. return null;
  24355. };
  24356. /**
  24357. * May need to be overridden by children
  24358. * @hidden
  24359. */
  24360. Camera.prototype._updateRigCameras = function () {
  24361. for (var i = 0; i < this._rigCameras.length; i++) {
  24362. this._rigCameras[i].minZ = this.minZ;
  24363. this._rigCameras[i].maxZ = this.maxZ;
  24364. this._rigCameras[i].fov = this.fov;
  24365. }
  24366. // only update viewport when ANAGLYPH
  24367. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24368. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24369. }
  24370. };
  24371. /** @hidden */
  24372. Camera.prototype._setupInputs = function () {
  24373. };
  24374. /**
  24375. * Serialiaze the camera setup to a json represention
  24376. * @returns the JSON representation
  24377. */
  24378. Camera.prototype.serialize = function () {
  24379. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24380. // Type
  24381. serializationObject.type = this.getClassName();
  24382. // Parent
  24383. if (this.parent) {
  24384. serializationObject.parentId = this.parent.id;
  24385. }
  24386. if (this.inputs) {
  24387. this.inputs.serialize(serializationObject);
  24388. }
  24389. // Animations
  24390. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24391. serializationObject.ranges = this.serializeAnimationRanges();
  24392. return serializationObject;
  24393. };
  24394. /**
  24395. * Clones the current camera.
  24396. * @param name The cloned camera name
  24397. * @returns the cloned camera
  24398. */
  24399. Camera.prototype.clone = function (name) {
  24400. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24401. };
  24402. /**
  24403. * Gets the direction of the camera relative to a given local axis.
  24404. * @param localAxis Defines the reference axis to provide a relative direction.
  24405. * @return the direction
  24406. */
  24407. Camera.prototype.getDirection = function (localAxis) {
  24408. var result = BABYLON.Vector3.Zero();
  24409. this.getDirectionToRef(localAxis, result);
  24410. return result;
  24411. };
  24412. /**
  24413. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24414. * @param localAxis Defines the reference axis to provide a relative direction.
  24415. * @param result Defines the vector to store the result in
  24416. */
  24417. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24418. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24419. };
  24420. /**
  24421. * Gets a camera constructor for a given camera type
  24422. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24423. * @param name The name of the camera the result will be able to instantiate
  24424. * @param scene The scene the result will construct the camera in
  24425. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24426. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24427. * @returns a factory method to construc the camera
  24428. */
  24429. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24430. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24431. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24432. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24433. interaxial_distance: interaxial_distance,
  24434. isStereoscopicSideBySide: isStereoscopicSideBySide
  24435. });
  24436. if (constructorFunc) {
  24437. return constructorFunc;
  24438. }
  24439. // Default to universal camera
  24440. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24441. };
  24442. /**
  24443. * Compute the world matrix of the camera.
  24444. * @returns the camera workd matrix
  24445. */
  24446. Camera.prototype.computeWorldMatrix = function () {
  24447. return this.getWorldMatrix();
  24448. };
  24449. /**
  24450. * Parse a JSON and creates the camera from the parsed information
  24451. * @param parsedCamera The JSON to parse
  24452. * @param scene The scene to instantiate the camera in
  24453. * @returns the newly constructed camera
  24454. */
  24455. Camera.Parse = function (parsedCamera, scene) {
  24456. var type = parsedCamera.type;
  24457. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24458. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24459. // Parent
  24460. if (parsedCamera.parentId) {
  24461. camera._waitingParentId = parsedCamera.parentId;
  24462. }
  24463. //If camera has an input manager, let it parse inputs settings
  24464. if (camera.inputs) {
  24465. camera.inputs.parse(parsedCamera);
  24466. camera._setupInputs();
  24467. }
  24468. if (camera.setPosition) { // need to force position
  24469. camera.position.copyFromFloats(0, 0, 0);
  24470. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24471. }
  24472. // Target
  24473. if (parsedCamera.target) {
  24474. if (camera.setTarget) {
  24475. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24476. }
  24477. }
  24478. // Apply 3d rig, when found
  24479. if (parsedCamera.cameraRigMode) {
  24480. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24481. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24482. }
  24483. // Animations
  24484. if (parsedCamera.animations) {
  24485. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24486. var parsedAnimation = parsedCamera.animations[animationIndex];
  24487. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24488. }
  24489. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24490. }
  24491. if (parsedCamera.autoAnimate) {
  24492. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24493. }
  24494. return camera;
  24495. };
  24496. /**
  24497. * This is the default projection mode used by the cameras.
  24498. * It helps recreating a feeling of perspective and better appreciate depth.
  24499. * This is the best way to simulate real life cameras.
  24500. */
  24501. Camera.PERSPECTIVE_CAMERA = 0;
  24502. /**
  24503. * This helps creating camera with an orthographic mode.
  24504. * 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.
  24505. */
  24506. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24507. /**
  24508. * This is the default FOV mode for perspective cameras.
  24509. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24510. */
  24511. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24512. /**
  24513. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24514. */
  24515. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24516. /**
  24517. * This specifies ther is no need for a camera rig.
  24518. * Basically only one eye is rendered corresponding to the camera.
  24519. */
  24520. Camera.RIG_MODE_NONE = 0;
  24521. /**
  24522. * Simulates a camera Rig with one blue eye and one red eye.
  24523. * This can be use with 3d blue and red glasses.
  24524. */
  24525. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24526. /**
  24527. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24528. */
  24529. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24530. /**
  24531. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24532. */
  24533. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24534. /**
  24535. * Defines that both eyes of the camera will be rendered over under each other.
  24536. */
  24537. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24538. /**
  24539. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24540. */
  24541. Camera.RIG_MODE_VR = 20;
  24542. /**
  24543. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24544. */
  24545. Camera.RIG_MODE_WEBVR = 21;
  24546. /**
  24547. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24548. */
  24549. Camera.RIG_MODE_CUSTOM = 22;
  24550. /**
  24551. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24552. */
  24553. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24554. /**
  24555. * @hidden
  24556. * Might be removed once multiview will be a thing
  24557. */
  24558. Camera.UseAlternateWebVRRendering = false;
  24559. __decorate([
  24560. BABYLON.serializeAsVector3()
  24561. ], Camera.prototype, "position", void 0);
  24562. __decorate([
  24563. BABYLON.serializeAsVector3()
  24564. ], Camera.prototype, "upVector", void 0);
  24565. __decorate([
  24566. BABYLON.serialize()
  24567. ], Camera.prototype, "orthoLeft", void 0);
  24568. __decorate([
  24569. BABYLON.serialize()
  24570. ], Camera.prototype, "orthoRight", void 0);
  24571. __decorate([
  24572. BABYLON.serialize()
  24573. ], Camera.prototype, "orthoBottom", void 0);
  24574. __decorate([
  24575. BABYLON.serialize()
  24576. ], Camera.prototype, "orthoTop", void 0);
  24577. __decorate([
  24578. BABYLON.serialize()
  24579. ], Camera.prototype, "fov", void 0);
  24580. __decorate([
  24581. BABYLON.serialize()
  24582. ], Camera.prototype, "minZ", void 0);
  24583. __decorate([
  24584. BABYLON.serialize()
  24585. ], Camera.prototype, "maxZ", void 0);
  24586. __decorate([
  24587. BABYLON.serialize()
  24588. ], Camera.prototype, "inertia", void 0);
  24589. __decorate([
  24590. BABYLON.serialize()
  24591. ], Camera.prototype, "mode", void 0);
  24592. __decorate([
  24593. BABYLON.serialize()
  24594. ], Camera.prototype, "layerMask", void 0);
  24595. __decorate([
  24596. BABYLON.serialize()
  24597. ], Camera.prototype, "fovMode", void 0);
  24598. __decorate([
  24599. BABYLON.serialize()
  24600. ], Camera.prototype, "cameraRigMode", void 0);
  24601. __decorate([
  24602. BABYLON.serialize()
  24603. ], Camera.prototype, "interaxialDistance", void 0);
  24604. __decorate([
  24605. BABYLON.serialize()
  24606. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24607. return Camera;
  24608. }(BABYLON.Node));
  24609. BABYLON.Camera = Camera;
  24610. })(BABYLON || (BABYLON = {}));
  24611. //# sourceMappingURL=babylon.camera.js.map
  24612. var BABYLON;
  24613. (function (BABYLON) {
  24614. /**
  24615. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24616. * It is enable to manage the different groups as well as the different necessary sort functions.
  24617. * This should not be used directly aside of the few static configurations
  24618. */
  24619. var RenderingManager = /** @class */ (function () {
  24620. /**
  24621. * Instantiates a new rendering group for a particular scene
  24622. * @param scene Defines the scene the groups belongs to
  24623. */
  24624. function RenderingManager(scene) {
  24625. /**
  24626. * @hidden
  24627. */
  24628. this._useSceneAutoClearSetup = false;
  24629. this._renderingGroups = new Array();
  24630. this._autoClearDepthStencil = {};
  24631. this._customOpaqueSortCompareFn = {};
  24632. this._customAlphaTestSortCompareFn = {};
  24633. this._customTransparentSortCompareFn = {};
  24634. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24635. this._scene = scene;
  24636. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24637. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24638. }
  24639. }
  24640. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24641. if (depth === void 0) { depth = true; }
  24642. if (stencil === void 0) { stencil = true; }
  24643. if (this._depthStencilBufferAlreadyCleaned) {
  24644. return;
  24645. }
  24646. this._scene.getEngine().clear(null, false, depth, stencil);
  24647. this._depthStencilBufferAlreadyCleaned = true;
  24648. };
  24649. /**
  24650. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24651. * @hidden
  24652. */
  24653. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24654. // Update the observable context (not null as it only goes away on dispose)
  24655. var info = this._renderingGroupInfo;
  24656. info.scene = this._scene;
  24657. info.camera = this._scene.activeCamera;
  24658. // Dispatch sprites
  24659. if (this._scene.spriteManagers && renderSprites) {
  24660. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24661. var manager = this._scene.spriteManagers[index];
  24662. this.dispatchSprites(manager);
  24663. }
  24664. }
  24665. // Render
  24666. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24667. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24668. var renderingGroup = this._renderingGroups[index];
  24669. if (!renderingGroup) {
  24670. continue;
  24671. }
  24672. var renderingGroupMask = Math.pow(2, index);
  24673. info.renderingGroupId = index;
  24674. // Before Observable
  24675. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24676. // Clear depth/stencil if needed
  24677. if (RenderingManager.AUTOCLEAR) {
  24678. var autoClear = this._useSceneAutoClearSetup ?
  24679. this._scene.getAutoClearDepthStencilSetup(index) :
  24680. this._autoClearDepthStencil[index];
  24681. if (autoClear && autoClear.autoClear) {
  24682. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24683. }
  24684. }
  24685. // Render
  24686. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24687. var step = _a[_i];
  24688. step.action(index);
  24689. }
  24690. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24691. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24692. var step = _c[_b];
  24693. step.action(index);
  24694. }
  24695. // After Observable
  24696. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24697. }
  24698. };
  24699. /**
  24700. * Resets the different information of the group to prepare a new frame
  24701. * @hidden
  24702. */
  24703. RenderingManager.prototype.reset = function () {
  24704. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24705. var renderingGroup = this._renderingGroups[index];
  24706. if (renderingGroup) {
  24707. renderingGroup.prepare();
  24708. }
  24709. }
  24710. };
  24711. /**
  24712. * Dispose and release the group and its associated resources.
  24713. * @hidden
  24714. */
  24715. RenderingManager.prototype.dispose = function () {
  24716. this.freeRenderingGroups();
  24717. this._renderingGroups.length = 0;
  24718. this._renderingGroupInfo = null;
  24719. };
  24720. /**
  24721. * Clear the info related to rendering groups preventing retention points during dispose.
  24722. */
  24723. RenderingManager.prototype.freeRenderingGroups = function () {
  24724. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24725. var renderingGroup = this._renderingGroups[index];
  24726. if (renderingGroup) {
  24727. renderingGroup.dispose();
  24728. }
  24729. }
  24730. };
  24731. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24732. if (this._renderingGroups[renderingGroupId] === undefined) {
  24733. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24734. }
  24735. };
  24736. /**
  24737. * Add a sprite manager to the rendering manager in order to render it this frame.
  24738. * @param spriteManager Define the sprite manager to render
  24739. */
  24740. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24741. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24742. this._prepareRenderingGroup(renderingGroupId);
  24743. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24744. };
  24745. /**
  24746. * Add a particle system to the rendering manager in order to render it this frame.
  24747. * @param particleSystem Define the particle system to render
  24748. */
  24749. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24750. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24751. this._prepareRenderingGroup(renderingGroupId);
  24752. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24753. };
  24754. /**
  24755. * Add a submesh to the manager in order to render it this frame
  24756. * @param subMesh The submesh to dispatch
  24757. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24758. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24759. */
  24760. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24761. if (mesh === undefined) {
  24762. mesh = subMesh.getMesh();
  24763. }
  24764. var renderingGroupId = mesh.renderingGroupId || 0;
  24765. this._prepareRenderingGroup(renderingGroupId);
  24766. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24767. };
  24768. /**
  24769. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24770. * This allowed control for front to back rendering or reversly depending of the special needs.
  24771. *
  24772. * @param renderingGroupId The rendering group id corresponding to its index
  24773. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24774. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24775. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24776. */
  24777. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24778. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24779. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24780. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24781. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24782. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24783. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24784. if (this._renderingGroups[renderingGroupId]) {
  24785. var group = this._renderingGroups[renderingGroupId];
  24786. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24787. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24788. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24789. }
  24790. };
  24791. /**
  24792. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24793. *
  24794. * @param renderingGroupId The rendering group id corresponding to its index
  24795. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24796. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24797. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24798. */
  24799. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24800. if (depth === void 0) { depth = true; }
  24801. if (stencil === void 0) { stencil = true; }
  24802. this._autoClearDepthStencil[renderingGroupId] = {
  24803. autoClear: autoClearDepthStencil,
  24804. depth: depth,
  24805. stencil: stencil
  24806. };
  24807. };
  24808. /**
  24809. * Gets the current auto clear configuration for one rendering group of the rendering
  24810. * manager.
  24811. * @param index the rendering group index to get the information for
  24812. * @returns The auto clear setup for the requested rendering group
  24813. */
  24814. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  24815. return this._autoClearDepthStencil[index];
  24816. };
  24817. /**
  24818. * The max id used for rendering groups (not included)
  24819. */
  24820. RenderingManager.MAX_RENDERINGGROUPS = 4;
  24821. /**
  24822. * The min id used for rendering groups (included)
  24823. */
  24824. RenderingManager.MIN_RENDERINGGROUPS = 0;
  24825. /**
  24826. * Used to globally prevent autoclearing scenes.
  24827. */
  24828. RenderingManager.AUTOCLEAR = true;
  24829. return RenderingManager;
  24830. }());
  24831. BABYLON.RenderingManager = RenderingManager;
  24832. })(BABYLON || (BABYLON = {}));
  24833. //# sourceMappingURL=babylon.renderingManager.js.map
  24834. var BABYLON;
  24835. (function (BABYLON) {
  24836. /**
  24837. * This represents the object necessary to create a rendering group.
  24838. * This is exclusively used and created by the rendering manager.
  24839. * To modify the behavior, you use the available helpers in your scene or meshes.
  24840. * @hidden
  24841. */
  24842. var RenderingGroup = /** @class */ (function () {
  24843. /**
  24844. * Creates a new rendering group.
  24845. * @param index The rendering group index
  24846. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  24847. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  24848. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  24849. */
  24850. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24851. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24852. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24853. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24854. this.index = index;
  24855. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  24856. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  24857. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  24858. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  24859. this._particleSystems = new BABYLON.SmartArray(256);
  24860. this._spriteManagers = new BABYLON.SmartArray(256);
  24861. this._edgesRenderers = new BABYLON.SmartArray(16);
  24862. this._scene = scene;
  24863. this.opaqueSortCompareFn = opaqueSortCompareFn;
  24864. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  24865. this.transparentSortCompareFn = transparentSortCompareFn;
  24866. }
  24867. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  24868. /**
  24869. * Set the opaque sort comparison function.
  24870. * If null the sub meshes will be render in the order they were created
  24871. */
  24872. set: function (value) {
  24873. this._opaqueSortCompareFn = value;
  24874. if (value) {
  24875. this._renderOpaque = this.renderOpaqueSorted;
  24876. }
  24877. else {
  24878. this._renderOpaque = RenderingGroup.renderUnsorted;
  24879. }
  24880. },
  24881. enumerable: true,
  24882. configurable: true
  24883. });
  24884. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  24885. /**
  24886. * Set the alpha test sort comparison function.
  24887. * If null the sub meshes will be render in the order they were created
  24888. */
  24889. set: function (value) {
  24890. this._alphaTestSortCompareFn = value;
  24891. if (value) {
  24892. this._renderAlphaTest = this.renderAlphaTestSorted;
  24893. }
  24894. else {
  24895. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  24896. }
  24897. },
  24898. enumerable: true,
  24899. configurable: true
  24900. });
  24901. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  24902. /**
  24903. * Set the transparent sort comparison function.
  24904. * If null the sub meshes will be render in the order they were created
  24905. */
  24906. set: function (value) {
  24907. if (value) {
  24908. this._transparentSortCompareFn = value;
  24909. }
  24910. else {
  24911. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  24912. }
  24913. this._renderTransparent = this.renderTransparentSorted;
  24914. },
  24915. enumerable: true,
  24916. configurable: true
  24917. });
  24918. /**
  24919. * Render all the sub meshes contained in the group.
  24920. * @param customRenderFunction Used to override the default render behaviour of the group.
  24921. * @returns true if rendered some submeshes.
  24922. */
  24923. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  24924. if (customRenderFunction) {
  24925. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  24926. return;
  24927. }
  24928. var engine = this._scene.getEngine();
  24929. // Depth only
  24930. if (this._depthOnlySubMeshes.length !== 0) {
  24931. engine.setColorWrite(false);
  24932. this._renderAlphaTest(this._depthOnlySubMeshes);
  24933. engine.setColorWrite(true);
  24934. }
  24935. // Opaque
  24936. if (this._opaqueSubMeshes.length !== 0) {
  24937. this._renderOpaque(this._opaqueSubMeshes);
  24938. }
  24939. // Alpha test
  24940. if (this._alphaTestSubMeshes.length !== 0) {
  24941. this._renderAlphaTest(this._alphaTestSubMeshes);
  24942. }
  24943. var stencilState = engine.getStencilBuffer();
  24944. engine.setStencilBuffer(false);
  24945. // Sprites
  24946. if (renderSprites) {
  24947. this._renderSprites();
  24948. }
  24949. // Particles
  24950. if (renderParticles) {
  24951. this._renderParticles(activeMeshes);
  24952. }
  24953. if (this.onBeforeTransparentRendering) {
  24954. this.onBeforeTransparentRendering();
  24955. }
  24956. // Transparent
  24957. if (this._transparentSubMeshes.length !== 0) {
  24958. this._renderTransparent(this._transparentSubMeshes);
  24959. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24960. }
  24961. // Set back stencil to false in case it changes before the edge renderer.
  24962. engine.setStencilBuffer(false);
  24963. // Edges
  24964. if (this._edgesRenderers.length) {
  24965. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  24966. this._edgesRenderers.data[edgesRendererIndex].render();
  24967. }
  24968. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24969. }
  24970. // Restore Stencil state.
  24971. engine.setStencilBuffer(stencilState);
  24972. };
  24973. /**
  24974. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  24975. * @param subMeshes The submeshes to render
  24976. */
  24977. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  24978. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  24979. };
  24980. /**
  24981. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  24982. * @param subMeshes The submeshes to render
  24983. */
  24984. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  24985. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  24986. };
  24987. /**
  24988. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  24989. * @param subMeshes The submeshes to render
  24990. */
  24991. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  24992. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  24993. };
  24994. /**
  24995. * Renders the submeshes in a specified order.
  24996. * @param subMeshes The submeshes to sort before render
  24997. * @param sortCompareFn The comparison function use to sort
  24998. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  24999. * @param transparent Specifies to activate blending if true
  25000. */
  25001. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  25002. var subIndex = 0;
  25003. var subMesh;
  25004. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  25005. for (; subIndex < subMeshes.length; subIndex++) {
  25006. subMesh = subMeshes.data[subIndex];
  25007. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  25008. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  25009. }
  25010. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  25011. if (sortCompareFn) {
  25012. sortedArray.sort(sortCompareFn);
  25013. }
  25014. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  25015. subMesh = sortedArray[subIndex];
  25016. if (transparent) {
  25017. var material = subMesh.getMaterial();
  25018. if (material && material.needDepthPrePass) {
  25019. var engine = material.getScene().getEngine();
  25020. engine.setColorWrite(false);
  25021. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25022. subMesh.render(false);
  25023. engine.setColorWrite(true);
  25024. }
  25025. }
  25026. subMesh.render(transparent);
  25027. }
  25028. };
  25029. /**
  25030. * Renders the submeshes in the order they were dispatched (no sort applied).
  25031. * @param subMeshes The submeshes to render
  25032. */
  25033. RenderingGroup.renderUnsorted = function (subMeshes) {
  25034. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  25035. var submesh = subMeshes.data[subIndex];
  25036. submesh.render(false);
  25037. }
  25038. };
  25039. /**
  25040. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25041. * are rendered back to front if in the same alpha index.
  25042. *
  25043. * @param a The first submesh
  25044. * @param b The second submesh
  25045. * @returns The result of the comparison
  25046. */
  25047. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  25048. // Alpha index first
  25049. if (a._alphaIndex > b._alphaIndex) {
  25050. return 1;
  25051. }
  25052. if (a._alphaIndex < b._alphaIndex) {
  25053. return -1;
  25054. }
  25055. // Then distance to camera
  25056. return RenderingGroup.backToFrontSortCompare(a, b);
  25057. };
  25058. /**
  25059. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25060. * are rendered back to front.
  25061. *
  25062. * @param a The first submesh
  25063. * @param b The second submesh
  25064. * @returns The result of the comparison
  25065. */
  25066. RenderingGroup.backToFrontSortCompare = function (a, b) {
  25067. // Then distance to camera
  25068. if (a._distanceToCamera < b._distanceToCamera) {
  25069. return 1;
  25070. }
  25071. if (a._distanceToCamera > b._distanceToCamera) {
  25072. return -1;
  25073. }
  25074. return 0;
  25075. };
  25076. /**
  25077. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25078. * are rendered front to back (prevent overdraw).
  25079. *
  25080. * @param a The first submesh
  25081. * @param b The second submesh
  25082. * @returns The result of the comparison
  25083. */
  25084. RenderingGroup.frontToBackSortCompare = function (a, b) {
  25085. // Then distance to camera
  25086. if (a._distanceToCamera < b._distanceToCamera) {
  25087. return -1;
  25088. }
  25089. if (a._distanceToCamera > b._distanceToCamera) {
  25090. return 1;
  25091. }
  25092. return 0;
  25093. };
  25094. /**
  25095. * Resets the different lists of submeshes to prepare a new frame.
  25096. */
  25097. RenderingGroup.prototype.prepare = function () {
  25098. this._opaqueSubMeshes.reset();
  25099. this._transparentSubMeshes.reset();
  25100. this._alphaTestSubMeshes.reset();
  25101. this._depthOnlySubMeshes.reset();
  25102. this._particleSystems.reset();
  25103. this._spriteManagers.reset();
  25104. this._edgesRenderers.reset();
  25105. };
  25106. RenderingGroup.prototype.dispose = function () {
  25107. this._opaqueSubMeshes.dispose();
  25108. this._transparentSubMeshes.dispose();
  25109. this._alphaTestSubMeshes.dispose();
  25110. this._depthOnlySubMeshes.dispose();
  25111. this._particleSystems.dispose();
  25112. this._spriteManagers.dispose();
  25113. this._edgesRenderers.dispose();
  25114. };
  25115. /**
  25116. * Inserts the submesh in its correct queue depending on its material.
  25117. * @param subMesh The submesh to dispatch
  25118. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25119. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25120. */
  25121. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  25122. // Get mesh and materials if not provided
  25123. if (mesh === undefined) {
  25124. mesh = subMesh.getMesh();
  25125. }
  25126. if (material === undefined) {
  25127. material = subMesh.getMaterial();
  25128. }
  25129. if (material === null || material === undefined) {
  25130. return;
  25131. }
  25132. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  25133. this._transparentSubMeshes.push(subMesh);
  25134. }
  25135. else if (material.needAlphaTesting()) { // Alpha test
  25136. if (material.needDepthPrePass) {
  25137. this._depthOnlySubMeshes.push(subMesh);
  25138. }
  25139. this._alphaTestSubMeshes.push(subMesh);
  25140. }
  25141. else {
  25142. if (material.needDepthPrePass) {
  25143. this._depthOnlySubMeshes.push(subMesh);
  25144. }
  25145. this._opaqueSubMeshes.push(subMesh); // Opaque
  25146. }
  25147. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  25148. this._edgesRenderers.push(mesh._edgesRenderer);
  25149. }
  25150. };
  25151. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  25152. this._spriteManagers.push(spriteManager);
  25153. };
  25154. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  25155. this._particleSystems.push(particleSystem);
  25156. };
  25157. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  25158. if (this._particleSystems.length === 0) {
  25159. return;
  25160. }
  25161. // Particles
  25162. var activeCamera = this._scene.activeCamera;
  25163. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  25164. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  25165. var particleSystem = this._particleSystems.data[particleIndex];
  25166. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  25167. continue;
  25168. }
  25169. var emitter = particleSystem.emitter;
  25170. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  25171. this._scene._activeParticles.addCount(particleSystem.render(), false);
  25172. }
  25173. }
  25174. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  25175. };
  25176. RenderingGroup.prototype._renderSprites = function () {
  25177. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  25178. return;
  25179. }
  25180. // Sprites
  25181. var activeCamera = this._scene.activeCamera;
  25182. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25183. for (var id = 0; id < this._spriteManagers.length; id++) {
  25184. var spriteManager = this._spriteManagers.data[id];
  25185. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25186. spriteManager.render();
  25187. }
  25188. }
  25189. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25190. };
  25191. return RenderingGroup;
  25192. }());
  25193. BABYLON.RenderingGroup = RenderingGroup;
  25194. })(BABYLON || (BABYLON = {}));
  25195. //# sourceMappingURL=babylon.renderingGroup.js.map
  25196. var BABYLON;
  25197. (function (BABYLON) {
  25198. /**
  25199. * Groups all the scene component constants in one place to ease maintenance.
  25200. * @hidden
  25201. */
  25202. var SceneComponentConstants = /** @class */ (function () {
  25203. function SceneComponentConstants() {
  25204. }
  25205. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25206. SceneComponentConstants.NAME_LAYER = "Layer";
  25207. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25208. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25209. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25210. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25211. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25212. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25213. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25214. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25215. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25216. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25217. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25218. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25219. SceneComponentConstants.NAME_OCTREE = "Octree";
  25220. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25221. SceneComponentConstants.NAME_AUDIO = "Audio";
  25222. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25223. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25224. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25225. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25226. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25227. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25228. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25229. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25230. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25231. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25232. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25233. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25234. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25235. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25236. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25237. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25238. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25239. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25240. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25241. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25242. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25243. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25244. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25245. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25246. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25247. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25248. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25249. return SceneComponentConstants;
  25250. }());
  25251. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25252. /**
  25253. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25254. * @hidden
  25255. */
  25256. var Stage = /** @class */ (function (_super) {
  25257. __extends(Stage, _super);
  25258. /**
  25259. * Hide ctor from the rest of the world.
  25260. * @param items The items to add.
  25261. */
  25262. function Stage(items) {
  25263. return _super.apply(this, items) || this;
  25264. }
  25265. /**
  25266. * Creates a new Stage.
  25267. * @returns A new instance of a Stage
  25268. */
  25269. Stage.Create = function () {
  25270. return Object.create(Stage.prototype);
  25271. };
  25272. /**
  25273. * Registers a step in an ordered way in the targeted stage.
  25274. * @param index Defines the position to register the step in
  25275. * @param component Defines the component attached to the step
  25276. * @param action Defines the action to launch during the step
  25277. */
  25278. Stage.prototype.registerStep = function (index, component, action) {
  25279. var i = 0;
  25280. var maxIndex = Number.MAX_VALUE;
  25281. for (; i < this.length; i++) {
  25282. var step = this[i];
  25283. maxIndex = step.index;
  25284. if (index < maxIndex) {
  25285. break;
  25286. }
  25287. }
  25288. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25289. };
  25290. /**
  25291. * Clears all the steps from the stage.
  25292. */
  25293. Stage.prototype.clear = function () {
  25294. this.length = 0;
  25295. };
  25296. return Stage;
  25297. }(Array));
  25298. BABYLON.Stage = Stage;
  25299. })(BABYLON || (BABYLON = {}));
  25300. //# sourceMappingURL=babylon.sceneComponent.js.map
  25301. var BABYLON;
  25302. (function (BABYLON) {
  25303. /**
  25304. * Base class of the scene acting as a container for the different elements composing a scene.
  25305. * This class is dynamically extended by the different components of the scene increasing
  25306. * flexibility and reducing coupling
  25307. */
  25308. var AbstractScene = /** @class */ (function () {
  25309. function AbstractScene() {
  25310. /**
  25311. * Gets the list of root nodes (ie. nodes with no parent)
  25312. */
  25313. this.rootNodes = new Array();
  25314. /** All of the cameras added to this scene
  25315. * @see http://doc.babylonjs.com/babylon101/cameras
  25316. */
  25317. this.cameras = new Array();
  25318. /**
  25319. * All of the lights added to this scene
  25320. * @see http://doc.babylonjs.com/babylon101/lights
  25321. */
  25322. this.lights = new Array();
  25323. /**
  25324. * All of the (abstract) meshes added to this scene
  25325. */
  25326. this.meshes = new Array();
  25327. /**
  25328. * The list of skeletons added to the scene
  25329. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25330. */
  25331. this.skeletons = new Array();
  25332. /**
  25333. * All of the particle systems added to this scene
  25334. * @see http://doc.babylonjs.com/babylon101/particles
  25335. */
  25336. this.particleSystems = new Array();
  25337. /**
  25338. * Gets a list of Animations associated with the scene
  25339. */
  25340. this.animations = [];
  25341. /**
  25342. * All of the animation groups added to this scene
  25343. * @see http://doc.babylonjs.com/how_to/group
  25344. */
  25345. this.animationGroups = new Array();
  25346. /**
  25347. * All of the multi-materials added to this scene
  25348. * @see http://doc.babylonjs.com/how_to/multi_materials
  25349. */
  25350. this.multiMaterials = new Array();
  25351. /**
  25352. * All of the materials added to this scene
  25353. * In the context of a Scene, it is not supposed to be modified manually.
  25354. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25355. * Note also that the order of the Material wihin the array is not significant and might change.
  25356. * @see http://doc.babylonjs.com/babylon101/materials
  25357. */
  25358. this.materials = new Array();
  25359. /**
  25360. * The list of morph target managers added to the scene
  25361. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25362. */
  25363. this.morphTargetManagers = new Array();
  25364. /**
  25365. * The list of geometries used in the scene.
  25366. */
  25367. this.geometries = new Array();
  25368. /**
  25369. * All of the tranform nodes added to this scene
  25370. * In the context of a Scene, it is not supposed to be modified manually.
  25371. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25372. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25373. * @see http://doc.babylonjs.com/how_to/transformnode
  25374. */
  25375. this.transformNodes = new Array();
  25376. /**
  25377. * ActionManagers available on the scene.
  25378. */
  25379. this.actionManagers = new Array();
  25380. /**
  25381. * Textures to keep.
  25382. */
  25383. this.textures = new Array();
  25384. }
  25385. /**
  25386. * Adds a parser in the list of available ones
  25387. * @param name Defines the name of the parser
  25388. * @param parser Defines the parser to add
  25389. */
  25390. AbstractScene.AddParser = function (name, parser) {
  25391. this._BabylonFileParsers[name] = parser;
  25392. };
  25393. /**
  25394. * Gets a general parser from the list of avaialble ones
  25395. * @param name Defines the name of the parser
  25396. * @returns the requested parser or null
  25397. */
  25398. AbstractScene.GetParser = function (name) {
  25399. if (this._BabylonFileParsers[name]) {
  25400. return this._BabylonFileParsers[name];
  25401. }
  25402. return null;
  25403. };
  25404. /**
  25405. * Adds n individual parser in the list of available ones
  25406. * @param name Defines the name of the parser
  25407. * @param parser Defines the parser to add
  25408. */
  25409. AbstractScene.AddIndividualParser = function (name, parser) {
  25410. this._IndividualBabylonFileParsers[name] = parser;
  25411. };
  25412. /**
  25413. * Gets an individual parser from the list of avaialble ones
  25414. * @param name Defines the name of the parser
  25415. * @returns the requested parser or null
  25416. */
  25417. AbstractScene.GetIndividualParser = function (name) {
  25418. if (this._IndividualBabylonFileParsers[name]) {
  25419. return this._IndividualBabylonFileParsers[name];
  25420. }
  25421. return null;
  25422. };
  25423. /**
  25424. * Parser json data and populate both a scene and its associated container object
  25425. * @param jsonData Defines the data to parse
  25426. * @param scene Defines the scene to parse the data for
  25427. * @param container Defines the container attached to the parsing sequence
  25428. * @param rootUrl Defines the root url of the data
  25429. */
  25430. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25431. for (var parserName in this._BabylonFileParsers) {
  25432. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25433. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25434. }
  25435. }
  25436. };
  25437. /**
  25438. * Stores the list of available parsers in the application.
  25439. */
  25440. AbstractScene._BabylonFileParsers = {};
  25441. /**
  25442. * Stores the list of available individual parsers in the application.
  25443. */
  25444. AbstractScene._IndividualBabylonFileParsers = {};
  25445. return AbstractScene;
  25446. }());
  25447. BABYLON.AbstractScene = AbstractScene;
  25448. })(BABYLON || (BABYLON = {}));
  25449. //# sourceMappingURL=babylon.abstractScene.js.map
  25450. var BABYLON;
  25451. (function (BABYLON) {
  25452. /** @hidden */
  25453. var ClickInfo = /** @class */ (function () {
  25454. function ClickInfo() {
  25455. this._singleClick = false;
  25456. this._doubleClick = false;
  25457. this._hasSwiped = false;
  25458. this._ignore = false;
  25459. }
  25460. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25461. get: function () {
  25462. return this._singleClick;
  25463. },
  25464. set: function (b) {
  25465. this._singleClick = b;
  25466. },
  25467. enumerable: true,
  25468. configurable: true
  25469. });
  25470. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25471. get: function () {
  25472. return this._doubleClick;
  25473. },
  25474. set: function (b) {
  25475. this._doubleClick = b;
  25476. },
  25477. enumerable: true,
  25478. configurable: true
  25479. });
  25480. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25481. get: function () {
  25482. return this._hasSwiped;
  25483. },
  25484. set: function (b) {
  25485. this._hasSwiped = b;
  25486. },
  25487. enumerable: true,
  25488. configurable: true
  25489. });
  25490. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25491. get: function () {
  25492. return this._ignore;
  25493. },
  25494. set: function (b) {
  25495. this._ignore = b;
  25496. },
  25497. enumerable: true,
  25498. configurable: true
  25499. });
  25500. return ClickInfo;
  25501. }());
  25502. /**
  25503. * This class is used by the onRenderingGroupObservable
  25504. */
  25505. var RenderingGroupInfo = /** @class */ (function () {
  25506. function RenderingGroupInfo() {
  25507. }
  25508. return RenderingGroupInfo;
  25509. }());
  25510. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25511. /**
  25512. * Represents a scene to be rendered by the engine.
  25513. * @see http://doc.babylonjs.com/features/scene
  25514. */
  25515. var Scene = /** @class */ (function (_super) {
  25516. __extends(Scene, _super);
  25517. /**
  25518. * Creates a new Scene
  25519. * @param engine defines the engine to use to render this scene
  25520. */
  25521. function Scene(engine, options) {
  25522. var _this = _super.call(this) || this;
  25523. // Members
  25524. /**
  25525. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25526. */
  25527. _this.autoClear = true;
  25528. /**
  25529. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25530. */
  25531. _this.autoClearDepthAndStencil = true;
  25532. /**
  25533. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25534. */
  25535. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25536. /**
  25537. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25538. */
  25539. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25540. _this._forceWireframe = false;
  25541. _this._forcePointsCloud = false;
  25542. /**
  25543. * Gets or sets a boolean indicating if animations are enabled
  25544. */
  25545. _this.animationsEnabled = true;
  25546. _this._animationPropertiesOverride = null;
  25547. /**
  25548. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25549. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25550. */
  25551. _this.useConstantAnimationDeltaTime = false;
  25552. /**
  25553. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25554. * Please note that it requires to run a ray cast through the scene on every frame
  25555. */
  25556. _this.constantlyUpdateMeshUnderPointer = false;
  25557. /**
  25558. * Defines the HTML cursor to use when hovering over interactive elements
  25559. */
  25560. _this.hoverCursor = "pointer";
  25561. /**
  25562. * Defines the HTML default cursor to use (empty by default)
  25563. */
  25564. _this.defaultCursor = "";
  25565. /**
  25566. * This is used to call preventDefault() on pointer down
  25567. * in order to block unwanted artifacts like system double clicks
  25568. */
  25569. _this.preventDefaultOnPointerDown = true;
  25570. /**
  25571. * This is used to call preventDefault() on pointer up
  25572. * in order to block unwanted artifacts like system double clicks
  25573. */
  25574. _this.preventDefaultOnPointerUp = true;
  25575. // Metadata
  25576. /**
  25577. * Gets or sets user defined metadata
  25578. */
  25579. _this.metadata = null;
  25580. /**
  25581. * Use this array to add regular expressions used to disable offline support for specific urls
  25582. */
  25583. _this.disableOfflineSupportExceptionRules = new Array();
  25584. /**
  25585. * An event triggered when the scene is disposed.
  25586. */
  25587. _this.onDisposeObservable = new BABYLON.Observable();
  25588. _this._onDisposeObserver = null;
  25589. /**
  25590. * An event triggered before rendering the scene (right after animations and physics)
  25591. */
  25592. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25593. _this._onBeforeRenderObserver = null;
  25594. /**
  25595. * An event triggered after rendering the scene
  25596. */
  25597. _this.onAfterRenderObservable = new BABYLON.Observable();
  25598. _this._onAfterRenderObserver = null;
  25599. /**
  25600. * An event triggered before animating the scene
  25601. */
  25602. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25603. /**
  25604. * An event triggered after animations processing
  25605. */
  25606. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25607. /**
  25608. * An event triggered before draw calls are ready to be sent
  25609. */
  25610. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25611. /**
  25612. * An event triggered after draw calls have been sent
  25613. */
  25614. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25615. /**
  25616. * An event triggered when the scene is ready
  25617. */
  25618. _this.onReadyObservable = new BABYLON.Observable();
  25619. /**
  25620. * An event triggered before rendering a camera
  25621. */
  25622. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25623. _this._onBeforeCameraRenderObserver = null;
  25624. /**
  25625. * An event triggered after rendering a camera
  25626. */
  25627. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25628. _this._onAfterCameraRenderObserver = null;
  25629. /**
  25630. * An event triggered when active meshes evaluation is about to start
  25631. */
  25632. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25633. /**
  25634. * An event triggered when active meshes evaluation is done
  25635. */
  25636. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25637. /**
  25638. * An event triggered when particles rendering is about to start
  25639. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25640. */
  25641. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25642. /**
  25643. * An event triggered when particles rendering is done
  25644. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25645. */
  25646. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25647. /**
  25648. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25649. */
  25650. _this.onDataLoadedObservable = new BABYLON.Observable();
  25651. /**
  25652. * An event triggered when a camera is created
  25653. */
  25654. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25655. /**
  25656. * An event triggered when a camera is removed
  25657. */
  25658. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25659. /**
  25660. * An event triggered when a light is created
  25661. */
  25662. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25663. /**
  25664. * An event triggered when a light is removed
  25665. */
  25666. _this.onLightRemovedObservable = new BABYLON.Observable();
  25667. /**
  25668. * An event triggered when a geometry is created
  25669. */
  25670. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25671. /**
  25672. * An event triggered when a geometry is removed
  25673. */
  25674. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25675. /**
  25676. * An event triggered when a transform node is created
  25677. */
  25678. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25679. /**
  25680. * An event triggered when a transform node is removed
  25681. */
  25682. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25683. /**
  25684. * An event triggered when a mesh is created
  25685. */
  25686. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25687. /**
  25688. * An event triggered when a mesh is removed
  25689. */
  25690. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25691. /**
  25692. * An event triggered when a material is created
  25693. */
  25694. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25695. /**
  25696. * An event triggered when a material is removed
  25697. */
  25698. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25699. /**
  25700. * An event triggered when a texture is created
  25701. */
  25702. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25703. /**
  25704. * An event triggered when a texture is removed
  25705. */
  25706. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25707. /**
  25708. * An event triggered when render targets are about to be rendered
  25709. * Can happen multiple times per frame.
  25710. */
  25711. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25712. /**
  25713. * An event triggered when render targets were rendered.
  25714. * Can happen multiple times per frame.
  25715. */
  25716. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25717. /**
  25718. * An event triggered before calculating deterministic simulation step
  25719. */
  25720. _this.onBeforeStepObservable = new BABYLON.Observable();
  25721. /**
  25722. * An event triggered after calculating deterministic simulation step
  25723. */
  25724. _this.onAfterStepObservable = new BABYLON.Observable();
  25725. /**
  25726. * An event triggered when the activeCamera property is updated
  25727. */
  25728. _this.onActiveCameraChanged = new BABYLON.Observable();
  25729. /**
  25730. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25731. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25732. * 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)
  25733. */
  25734. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25735. /**
  25736. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25737. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25738. * 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)
  25739. */
  25740. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25741. /**
  25742. * This Observable will when a mesh has been imported into the scene.
  25743. */
  25744. _this.onMeshImportedObservable = new BABYLON.Observable();
  25745. // Animations
  25746. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25747. /**
  25748. * 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).
  25749. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25750. */
  25751. _this.onPrePointerObservable = new BABYLON.Observable();
  25752. /**
  25753. * Observable event triggered each time an input event is received from the rendering canvas
  25754. */
  25755. _this.onPointerObservable = new BABYLON.Observable();
  25756. _this._meshPickProceed = false;
  25757. _this._currentPickResult = null;
  25758. _this._previousPickResult = null;
  25759. _this._totalPointersPressed = 0;
  25760. _this._doubleClickOccured = false;
  25761. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25762. _this.cameraToUseForPointers = null;
  25763. _this._pointerX = 0;
  25764. _this._pointerY = 0;
  25765. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25766. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25767. _this._startingPointerTime = 0;
  25768. _this._previousStartingPointerTime = 0;
  25769. _this._pointerCaptures = {};
  25770. // Deterministic lockstep
  25771. _this._timeAccumulator = 0;
  25772. _this._currentStepId = 0;
  25773. _this._currentInternalStep = 0;
  25774. // Keyboard
  25775. /**
  25776. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25777. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25778. */
  25779. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25780. /**
  25781. * Observable event triggered each time an keyboard event is received from the hosting window
  25782. */
  25783. _this.onKeyboardObservable = new BABYLON.Observable();
  25784. // Coordinates system
  25785. _this._useRightHandedSystem = false;
  25786. // Fog
  25787. _this._fogEnabled = true;
  25788. _this._fogMode = Scene.FOGMODE_NONE;
  25789. /**
  25790. * Gets or sets the fog color to use
  25791. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25792. * (Default is Color3(0.2, 0.2, 0.3))
  25793. */
  25794. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25795. /**
  25796. * Gets or sets the fog density to use
  25797. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25798. * (Default is 0.1)
  25799. */
  25800. _this.fogDensity = 0.1;
  25801. /**
  25802. * Gets or sets the fog start distance to use
  25803. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25804. * (Default is 0)
  25805. */
  25806. _this.fogStart = 0;
  25807. /**
  25808. * Gets or sets the fog end distance to use
  25809. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25810. * (Default is 1000)
  25811. */
  25812. _this.fogEnd = 1000.0;
  25813. // Lights
  25814. _this._shadowsEnabled = true;
  25815. _this._lightsEnabled = true;
  25816. /** All of the active cameras added to this scene. */
  25817. _this.activeCameras = new Array();
  25818. // Textures
  25819. _this._texturesEnabled = true;
  25820. // Particles
  25821. /**
  25822. * Gets or sets a boolean indicating if particles are enabled on this scene
  25823. */
  25824. _this.particlesEnabled = true;
  25825. // Sprites
  25826. /**
  25827. * Gets or sets a boolean indicating if sprites are enabled on this scene
  25828. */
  25829. _this.spritesEnabled = true;
  25830. // Skeletons
  25831. _this._skeletonsEnabled = true;
  25832. // Lens flares
  25833. /**
  25834. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  25835. */
  25836. _this.lensFlaresEnabled = true;
  25837. // Collisions
  25838. /**
  25839. * Gets or sets a boolean indicating if collisions are enabled on this scene
  25840. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25841. */
  25842. _this.collisionsEnabled = true;
  25843. /**
  25844. * Defines the gravity applied to this scene (used only for collisions)
  25845. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25846. */
  25847. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  25848. // Postprocesses
  25849. /**
  25850. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  25851. */
  25852. _this.postProcessesEnabled = true;
  25853. /**
  25854. * The list of postprocesses added to the scene
  25855. */
  25856. _this.postProcesses = new Array();
  25857. // Customs render targets
  25858. /**
  25859. * Gets or sets a boolean indicating if render targets are enabled on this scene
  25860. */
  25861. _this.renderTargetsEnabled = true;
  25862. /**
  25863. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  25864. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  25865. */
  25866. _this.dumpNextRenderTargets = false;
  25867. /**
  25868. * The list of user defined render targets added to the scene
  25869. */
  25870. _this.customRenderTargets = new Array();
  25871. /**
  25872. * Gets the list of meshes imported to the scene through SceneLoader
  25873. */
  25874. _this.importedMeshesFiles = new Array();
  25875. // Probes
  25876. /**
  25877. * Gets or sets a boolean indicating if probes are enabled on this scene
  25878. */
  25879. _this.probesEnabled = true;
  25880. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  25881. // Procedural textures
  25882. /**
  25883. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  25884. */
  25885. _this.proceduralTexturesEnabled = true;
  25886. // Performance counters
  25887. _this._totalVertices = new BABYLON.PerfCounter();
  25888. /** @hidden */
  25889. _this._activeIndices = new BABYLON.PerfCounter();
  25890. /** @hidden */
  25891. _this._activeParticles = new BABYLON.PerfCounter();
  25892. /** @hidden */
  25893. _this._activeBones = new BABYLON.PerfCounter();
  25894. _this._animationTime = 0;
  25895. /**
  25896. * Gets or sets a general scale for animation speed
  25897. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  25898. */
  25899. _this.animationTimeScale = 1;
  25900. _this._renderId = 0;
  25901. _this._frameId = 0;
  25902. _this._executeWhenReadyTimeoutId = -1;
  25903. _this._intermediateRendering = false;
  25904. _this._viewUpdateFlag = -1;
  25905. _this._projectionUpdateFlag = -1;
  25906. _this._alternateViewUpdateFlag = -1;
  25907. _this._alternateProjectionUpdateFlag = -1;
  25908. /** @hidden */
  25909. _this._toBeDisposed = new Array(256);
  25910. _this._activeRequests = new Array();
  25911. _this._pendingData = new Array();
  25912. _this._isDisposed = false;
  25913. /**
  25914. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  25915. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  25916. */
  25917. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  25918. _this._activeMeshes = new BABYLON.SmartArray(256);
  25919. _this._processedMaterials = new BABYLON.SmartArray(256);
  25920. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  25921. /** @hidden */
  25922. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  25923. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  25924. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  25925. /** @hidden */
  25926. _this._activeAnimatables = new Array();
  25927. _this._transformMatrix = BABYLON.Matrix.Zero();
  25928. _this._useAlternateCameraConfiguration = false;
  25929. _this._alternateRendering = false;
  25930. _this._wheelEventName = "";
  25931. /**
  25932. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  25933. * This is useful if there are more lights that the maximum simulteanous authorized
  25934. */
  25935. _this.requireLightSorting = false;
  25936. /**
  25937. * @hidden
  25938. * Backing store of defined scene components.
  25939. */
  25940. _this._components = [];
  25941. /**
  25942. * @hidden
  25943. * Backing store of defined scene components.
  25944. */
  25945. _this._serializableComponents = [];
  25946. /**
  25947. * List of components to register on the next registration step.
  25948. */
  25949. _this._transientComponents = [];
  25950. /**
  25951. * @hidden
  25952. * Defines the actions happening before camera updates.
  25953. */
  25954. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  25955. /**
  25956. * @hidden
  25957. * Defines the actions happening before clear the canvas.
  25958. */
  25959. _this._beforeClearStage = BABYLON.Stage.Create();
  25960. /**
  25961. * @hidden
  25962. * Defines the actions when collecting render targets for the frame.
  25963. */
  25964. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  25965. /**
  25966. * @hidden
  25967. * Defines the actions happening for one camera in the frame.
  25968. */
  25969. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  25970. /**
  25971. * @hidden
  25972. * Defines the actions happening during the per mesh ready checks.
  25973. */
  25974. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  25975. /**
  25976. * @hidden
  25977. * Defines the actions happening before evaluate active mesh checks.
  25978. */
  25979. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  25980. /**
  25981. * @hidden
  25982. * Defines the actions happening during the evaluate sub mesh checks.
  25983. */
  25984. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  25985. /**
  25986. * @hidden
  25987. * Defines the actions happening during the active mesh stage.
  25988. */
  25989. _this._activeMeshStage = BABYLON.Stage.Create();
  25990. /**
  25991. * @hidden
  25992. * Defines the actions happening during the per camera render target step.
  25993. */
  25994. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  25995. /**
  25996. * @hidden
  25997. * Defines the actions happening just before the active camera is drawing.
  25998. */
  25999. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  26000. /**
  26001. * @hidden
  26002. * Defines the actions happening just before a rendering group is drawing.
  26003. */
  26004. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  26005. /**
  26006. * @hidden
  26007. * Defines the actions happening just before a mesh is drawing.
  26008. */
  26009. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  26010. /**
  26011. * @hidden
  26012. * Defines the actions happening just after a mesh has been drawn.
  26013. */
  26014. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  26015. /**
  26016. * @hidden
  26017. * Defines the actions happening just after a rendering group has been drawn.
  26018. */
  26019. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  26020. /**
  26021. * @hidden
  26022. * Defines the actions happening just after the active camera has been drawn.
  26023. */
  26024. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  26025. /**
  26026. * @hidden
  26027. * Defines the actions happening just after rendering all cameras and computing intersections.
  26028. */
  26029. _this._afterRenderStage = BABYLON.Stage.Create();
  26030. /**
  26031. * @hidden
  26032. * Defines the actions happening when a pointer move event happens.
  26033. */
  26034. _this._pointerMoveStage = BABYLON.Stage.Create();
  26035. /**
  26036. * @hidden
  26037. * Defines the actions happening when a pointer down event happens.
  26038. */
  26039. _this._pointerDownStage = BABYLON.Stage.Create();
  26040. /**
  26041. * @hidden
  26042. * Defines the actions happening when a pointer up event happens.
  26043. */
  26044. _this._pointerUpStage = BABYLON.Stage.Create();
  26045. /**
  26046. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  26047. */
  26048. _this.geometriesById = null;
  26049. _this._defaultMeshCandidates = {
  26050. data: [],
  26051. length: 0
  26052. };
  26053. _this._defaultSubMeshCandidates = {
  26054. data: [],
  26055. length: 0
  26056. };
  26057. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  26058. _this._activeMeshesFrozen = false;
  26059. /** @hidden */
  26060. _this._allowPostProcessClearColor = true;
  26061. /**
  26062. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  26063. */
  26064. _this.getDeterministicFrameTime = function () {
  26065. return 1000.0 / 60.0; // frame time in ms
  26066. };
  26067. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  26068. _this._blockMaterialDirtyMechanism = false;
  26069. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  26070. _this._engine.scenes.push(_this);
  26071. _this._uid = null;
  26072. _this._renderingManager = new BABYLON.RenderingManager(_this);
  26073. if (BABYLON.PostProcessManager) {
  26074. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  26075. }
  26076. if (BABYLON.Tools.IsWindowObjectExist()) {
  26077. _this.attachControl();
  26078. }
  26079. //collision coordinator initialization. For now legacy per default.
  26080. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  26081. // Uniform Buffer
  26082. _this._createUbo();
  26083. // Default Image processing definition
  26084. if (BABYLON.ImageProcessingConfiguration) {
  26085. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  26086. }
  26087. _this.setDefaultCandidateProviders();
  26088. if (options && options.useGeometryIdsMap === true) {
  26089. _this.geometriesById = {};
  26090. }
  26091. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  26092. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  26093. return _this;
  26094. }
  26095. Object.defineProperty(Scene.prototype, "environmentTexture", {
  26096. /**
  26097. * Texture used in all pbr material as the reflection texture.
  26098. * As in the majority of the scene they are the same (exception for multi room and so on),
  26099. * this is easier to reference from here than from all the materials.
  26100. */
  26101. get: function () {
  26102. return this._environmentTexture;
  26103. },
  26104. /**
  26105. * Texture used in all pbr material as the reflection texture.
  26106. * As in the majority of the scene they are the same (exception for multi room and so on),
  26107. * this is easier to set here than in all the materials.
  26108. */
  26109. set: function (value) {
  26110. if (this._environmentTexture === value) {
  26111. return;
  26112. }
  26113. this._environmentTexture = value;
  26114. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26115. },
  26116. enumerable: true,
  26117. configurable: true
  26118. });
  26119. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  26120. /**
  26121. * Default image processing configuration used either in the rendering
  26122. * Forward main pass or through the imageProcessingPostProcess if present.
  26123. * As in the majority of the scene they are the same (exception for multi camera),
  26124. * this is easier to reference from here than from all the materials and post process.
  26125. *
  26126. * No setter as we it is a shared configuration, you can set the values instead.
  26127. */
  26128. get: function () {
  26129. return this._imageProcessingConfiguration;
  26130. },
  26131. enumerable: true,
  26132. configurable: true
  26133. });
  26134. Object.defineProperty(Scene.prototype, "forceWireframe", {
  26135. get: function () {
  26136. return this._forceWireframe;
  26137. },
  26138. /**
  26139. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  26140. */
  26141. set: function (value) {
  26142. if (this._forceWireframe === value) {
  26143. return;
  26144. }
  26145. this._forceWireframe = value;
  26146. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26147. },
  26148. enumerable: true,
  26149. configurable: true
  26150. });
  26151. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  26152. get: function () {
  26153. return this._forcePointsCloud;
  26154. },
  26155. /**
  26156. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  26157. */
  26158. set: function (value) {
  26159. if (this._forcePointsCloud === value) {
  26160. return;
  26161. }
  26162. this._forcePointsCloud = value;
  26163. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26164. },
  26165. enumerable: true,
  26166. configurable: true
  26167. });
  26168. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  26169. /**
  26170. * Gets or sets the animation properties override
  26171. */
  26172. get: function () {
  26173. return this._animationPropertiesOverride;
  26174. },
  26175. set: function (value) {
  26176. this._animationPropertiesOverride = value;
  26177. },
  26178. enumerable: true,
  26179. configurable: true
  26180. });
  26181. Object.defineProperty(Scene.prototype, "onDispose", {
  26182. /** Sets a function to be executed when this scene is disposed. */
  26183. set: function (callback) {
  26184. if (this._onDisposeObserver) {
  26185. this.onDisposeObservable.remove(this._onDisposeObserver);
  26186. }
  26187. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26188. },
  26189. enumerable: true,
  26190. configurable: true
  26191. });
  26192. Object.defineProperty(Scene.prototype, "beforeRender", {
  26193. /** Sets a function to be executed before rendering this scene */
  26194. set: function (callback) {
  26195. if (this._onBeforeRenderObserver) {
  26196. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26197. }
  26198. if (callback) {
  26199. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26200. }
  26201. },
  26202. enumerable: true,
  26203. configurable: true
  26204. });
  26205. Object.defineProperty(Scene.prototype, "afterRender", {
  26206. /** Sets a function to be executed after rendering this scene */
  26207. set: function (callback) {
  26208. if (this._onAfterRenderObserver) {
  26209. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26210. }
  26211. if (callback) {
  26212. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26213. }
  26214. },
  26215. enumerable: true,
  26216. configurable: true
  26217. });
  26218. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26219. /** Sets a function to be executed before rendering a camera*/
  26220. set: function (callback) {
  26221. if (this._onBeforeCameraRenderObserver) {
  26222. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26223. }
  26224. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26225. },
  26226. enumerable: true,
  26227. configurable: true
  26228. });
  26229. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26230. /** Sets a function to be executed after rendering a camera*/
  26231. set: function (callback) {
  26232. if (this._onAfterCameraRenderObserver) {
  26233. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26234. }
  26235. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26236. },
  26237. enumerable: true,
  26238. configurable: true
  26239. });
  26240. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26241. /**
  26242. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26243. */
  26244. get: function () {
  26245. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26246. },
  26247. enumerable: true,
  26248. configurable: true
  26249. });
  26250. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26251. get: function () {
  26252. return this._useRightHandedSystem;
  26253. },
  26254. /**
  26255. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26256. */
  26257. set: function (value) {
  26258. if (this._useRightHandedSystem === value) {
  26259. return;
  26260. }
  26261. this._useRightHandedSystem = value;
  26262. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26263. },
  26264. enumerable: true,
  26265. configurable: true
  26266. });
  26267. /**
  26268. * Sets the step Id used by deterministic lock step
  26269. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26270. * @param newStepId defines the step Id
  26271. */
  26272. Scene.prototype.setStepId = function (newStepId) {
  26273. this._currentStepId = newStepId;
  26274. };
  26275. /**
  26276. * Gets the step Id used by deterministic lock step
  26277. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26278. * @returns the step Id
  26279. */
  26280. Scene.prototype.getStepId = function () {
  26281. return this._currentStepId;
  26282. };
  26283. /**
  26284. * Gets the internal step used by deterministic lock step
  26285. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26286. * @returns the internal step
  26287. */
  26288. Scene.prototype.getInternalStep = function () {
  26289. return this._currentInternalStep;
  26290. };
  26291. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26292. get: function () {
  26293. return this._fogEnabled;
  26294. },
  26295. /**
  26296. * Gets or sets a boolean indicating if fog is enabled on this scene
  26297. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26298. * (Default is true)
  26299. */
  26300. set: function (value) {
  26301. if (this._fogEnabled === value) {
  26302. return;
  26303. }
  26304. this._fogEnabled = value;
  26305. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26306. },
  26307. enumerable: true,
  26308. configurable: true
  26309. });
  26310. Object.defineProperty(Scene.prototype, "fogMode", {
  26311. get: function () {
  26312. return this._fogMode;
  26313. },
  26314. /**
  26315. * Gets or sets the fog mode to use
  26316. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26317. * | mode | value |
  26318. * | --- | --- |
  26319. * | FOGMODE_NONE | 0 |
  26320. * | FOGMODE_EXP | 1 |
  26321. * | FOGMODE_EXP2 | 2 |
  26322. * | FOGMODE_LINEAR | 3 |
  26323. */
  26324. set: function (value) {
  26325. if (this._fogMode === value) {
  26326. return;
  26327. }
  26328. this._fogMode = value;
  26329. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26330. },
  26331. enumerable: true,
  26332. configurable: true
  26333. });
  26334. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26335. get: function () {
  26336. return this._shadowsEnabled;
  26337. },
  26338. /**
  26339. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26340. */
  26341. set: function (value) {
  26342. if (this._shadowsEnabled === value) {
  26343. return;
  26344. }
  26345. this._shadowsEnabled = value;
  26346. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26347. },
  26348. enumerable: true,
  26349. configurable: true
  26350. });
  26351. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26352. get: function () {
  26353. return this._lightsEnabled;
  26354. },
  26355. /**
  26356. * Gets or sets a boolean indicating if lights are enabled on this scene
  26357. */
  26358. set: function (value) {
  26359. if (this._lightsEnabled === value) {
  26360. return;
  26361. }
  26362. this._lightsEnabled = value;
  26363. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26364. },
  26365. enumerable: true,
  26366. configurable: true
  26367. });
  26368. Object.defineProperty(Scene.prototype, "activeCamera", {
  26369. /** Gets or sets the current active camera */
  26370. get: function () {
  26371. return this._activeCamera;
  26372. },
  26373. set: function (value) {
  26374. if (value === this._activeCamera) {
  26375. return;
  26376. }
  26377. this._activeCamera = value;
  26378. this.onActiveCameraChanged.notifyObservers(this);
  26379. },
  26380. enumerable: true,
  26381. configurable: true
  26382. });
  26383. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26384. /** The default material used on meshes when no material is affected */
  26385. get: function () {
  26386. if (!this._defaultMaterial) {
  26387. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26388. }
  26389. return this._defaultMaterial;
  26390. },
  26391. /** The default material used on meshes when no material is affected */
  26392. set: function (value) {
  26393. this._defaultMaterial = value;
  26394. },
  26395. enumerable: true,
  26396. configurable: true
  26397. });
  26398. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26399. get: function () {
  26400. return this._texturesEnabled;
  26401. },
  26402. /**
  26403. * Gets or sets a boolean indicating if textures are enabled on this scene
  26404. */
  26405. set: function (value) {
  26406. if (this._texturesEnabled === value) {
  26407. return;
  26408. }
  26409. this._texturesEnabled = value;
  26410. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26411. },
  26412. enumerable: true,
  26413. configurable: true
  26414. });
  26415. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26416. get: function () {
  26417. return this._skeletonsEnabled;
  26418. },
  26419. /**
  26420. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26421. */
  26422. set: function (value) {
  26423. if (this._skeletonsEnabled === value) {
  26424. return;
  26425. }
  26426. this._skeletonsEnabled = value;
  26427. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26428. },
  26429. enumerable: true,
  26430. configurable: true
  26431. });
  26432. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26433. /** @hidden */
  26434. get: function () {
  26435. return this._alternateRendering;
  26436. },
  26437. enumerable: true,
  26438. configurable: true
  26439. });
  26440. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26441. /**
  26442. * Gets the list of frustum planes (built from the active camera)
  26443. */
  26444. get: function () {
  26445. return this._frustumPlanes;
  26446. },
  26447. enumerable: true,
  26448. configurable: true
  26449. });
  26450. /**
  26451. * Registers the transient components if needed.
  26452. */
  26453. Scene.prototype._registerTransientComponents = function () {
  26454. // Register components that have been associated lately to the scene.
  26455. if (this._transientComponents.length > 0) {
  26456. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26457. var component = _a[_i];
  26458. component.register();
  26459. }
  26460. this._transientComponents = [];
  26461. }
  26462. };
  26463. /**
  26464. * @hidden
  26465. * Add a component to the scene.
  26466. * Note that the ccomponent could be registered on th next frame if this is called after
  26467. * the register component stage.
  26468. * @param component Defines the component to add to the scene
  26469. */
  26470. Scene.prototype._addComponent = function (component) {
  26471. this._components.push(component);
  26472. this._transientComponents.push(component);
  26473. var serializableComponent = component;
  26474. if (serializableComponent.addFromContainer) {
  26475. this._serializableComponents.push(serializableComponent);
  26476. }
  26477. };
  26478. /**
  26479. * @hidden
  26480. * Gets a component from the scene.
  26481. * @param name defines the name of the component to retrieve
  26482. * @returns the component or null if not present
  26483. */
  26484. Scene.prototype._getComponent = function (name) {
  26485. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26486. var component = _a[_i];
  26487. if (component.name === name) {
  26488. return component;
  26489. }
  26490. }
  26491. return null;
  26492. };
  26493. /**
  26494. * @hidden
  26495. */
  26496. Scene.prototype._getDefaultMeshCandidates = function () {
  26497. this._defaultMeshCandidates.data = this.meshes;
  26498. this._defaultMeshCandidates.length = this.meshes.length;
  26499. return this._defaultMeshCandidates;
  26500. };
  26501. /**
  26502. * @hidden
  26503. */
  26504. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26505. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26506. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26507. return this._defaultSubMeshCandidates;
  26508. };
  26509. /**
  26510. * Sets the default candidate providers for the scene.
  26511. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26512. * and getCollidingSubMeshCandidates to their default function
  26513. */
  26514. Scene.prototype.setDefaultCandidateProviders = function () {
  26515. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26516. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26517. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26518. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26519. };
  26520. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26521. /**
  26522. * Gets a boolean indicating if collisions are processed on a web worker
  26523. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26524. */
  26525. get: function () {
  26526. return this._workerCollisions;
  26527. },
  26528. set: function (enabled) {
  26529. if (!BABYLON.CollisionCoordinatorLegacy) {
  26530. return;
  26531. }
  26532. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26533. this._workerCollisions = enabled;
  26534. if (this.collisionCoordinator) {
  26535. this.collisionCoordinator.destroy();
  26536. }
  26537. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26538. this.collisionCoordinator.init(this);
  26539. },
  26540. enumerable: true,
  26541. configurable: true
  26542. });
  26543. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26544. /**
  26545. * Gets the mesh that is currently under the pointer
  26546. */
  26547. get: function () {
  26548. return this._pointerOverMesh;
  26549. },
  26550. enumerable: true,
  26551. configurable: true
  26552. });
  26553. Object.defineProperty(Scene.prototype, "pointerX", {
  26554. /**
  26555. * Gets the current on-screen X position of the pointer
  26556. */
  26557. get: function () {
  26558. return this._pointerX;
  26559. },
  26560. enumerable: true,
  26561. configurable: true
  26562. });
  26563. Object.defineProperty(Scene.prototype, "pointerY", {
  26564. /**
  26565. * Gets the current on-screen Y position of the pointer
  26566. */
  26567. get: function () {
  26568. return this._pointerY;
  26569. },
  26570. enumerable: true,
  26571. configurable: true
  26572. });
  26573. /**
  26574. * Gets the cached material (ie. the latest rendered one)
  26575. * @returns the cached material
  26576. */
  26577. Scene.prototype.getCachedMaterial = function () {
  26578. return this._cachedMaterial;
  26579. };
  26580. /**
  26581. * Gets the cached effect (ie. the latest rendered one)
  26582. * @returns the cached effect
  26583. */
  26584. Scene.prototype.getCachedEffect = function () {
  26585. return this._cachedEffect;
  26586. };
  26587. /**
  26588. * Gets the cached visibility state (ie. the latest rendered one)
  26589. * @returns the cached visibility state
  26590. */
  26591. Scene.prototype.getCachedVisibility = function () {
  26592. return this._cachedVisibility;
  26593. };
  26594. /**
  26595. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26596. * @param material defines the current material
  26597. * @param effect defines the current effect
  26598. * @param visibility defines the current visibility state
  26599. * @returns true if one parameter is not cached
  26600. */
  26601. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26602. if (visibility === void 0) { visibility = 1; }
  26603. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26604. };
  26605. /**
  26606. * Gets the engine associated with the scene
  26607. * @returns an Engine
  26608. */
  26609. Scene.prototype.getEngine = function () {
  26610. return this._engine;
  26611. };
  26612. /**
  26613. * Gets the total number of vertices rendered per frame
  26614. * @returns the total number of vertices rendered per frame
  26615. */
  26616. Scene.prototype.getTotalVertices = function () {
  26617. return this._totalVertices.current;
  26618. };
  26619. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26620. /**
  26621. * Gets the performance counter for total vertices
  26622. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26623. */
  26624. get: function () {
  26625. return this._totalVertices;
  26626. },
  26627. enumerable: true,
  26628. configurable: true
  26629. });
  26630. /**
  26631. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26632. * @returns the total number of active indices rendered per frame
  26633. */
  26634. Scene.prototype.getActiveIndices = function () {
  26635. return this._activeIndices.current;
  26636. };
  26637. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26638. /**
  26639. * Gets the performance counter for active indices
  26640. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26641. */
  26642. get: function () {
  26643. return this._activeIndices;
  26644. },
  26645. enumerable: true,
  26646. configurable: true
  26647. });
  26648. /**
  26649. * Gets the total number of active particles rendered per frame
  26650. * @returns the total number of active particles rendered per frame
  26651. */
  26652. Scene.prototype.getActiveParticles = function () {
  26653. return this._activeParticles.current;
  26654. };
  26655. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26656. /**
  26657. * Gets the performance counter for active particles
  26658. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26659. */
  26660. get: function () {
  26661. return this._activeParticles;
  26662. },
  26663. enumerable: true,
  26664. configurable: true
  26665. });
  26666. /**
  26667. * Gets the total number of active bones rendered per frame
  26668. * @returns the total number of active bones rendered per frame
  26669. */
  26670. Scene.prototype.getActiveBones = function () {
  26671. return this._activeBones.current;
  26672. };
  26673. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26674. /**
  26675. * Gets the performance counter for active bones
  26676. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26677. */
  26678. get: function () {
  26679. return this._activeBones;
  26680. },
  26681. enumerable: true,
  26682. configurable: true
  26683. });
  26684. /**
  26685. * Gets the array of active meshes
  26686. * @returns an array of AbstractMesh
  26687. */
  26688. Scene.prototype.getActiveMeshes = function () {
  26689. return this._activeMeshes;
  26690. };
  26691. /**
  26692. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26693. * @returns a number
  26694. */
  26695. Scene.prototype.getAnimationRatio = function () {
  26696. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26697. };
  26698. /**
  26699. * Gets an unique Id for the current render phase
  26700. * @returns a number
  26701. */
  26702. Scene.prototype.getRenderId = function () {
  26703. return this._renderId;
  26704. };
  26705. /**
  26706. * Gets an unique Id for the current frame
  26707. * @returns a number
  26708. */
  26709. Scene.prototype.getFrameId = function () {
  26710. return this._frameId;
  26711. };
  26712. /** Call this function if you want to manually increment the render Id*/
  26713. Scene.prototype.incrementRenderId = function () {
  26714. this._renderId++;
  26715. };
  26716. Scene.prototype._updatePointerPosition = function (evt) {
  26717. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26718. if (!canvasRect) {
  26719. return;
  26720. }
  26721. this._pointerX = evt.clientX - canvasRect.left;
  26722. this._pointerY = evt.clientY - canvasRect.top;
  26723. this._unTranslatedPointerX = this._pointerX;
  26724. this._unTranslatedPointerY = this._pointerY;
  26725. };
  26726. Scene.prototype._createUbo = function () {
  26727. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26728. this._sceneUbo.addUniform("viewProjection", 16);
  26729. this._sceneUbo.addUniform("view", 16);
  26730. };
  26731. Scene.prototype._createAlternateUbo = function () {
  26732. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26733. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26734. this._alternateSceneUbo.addUniform("view", 16);
  26735. };
  26736. // Pointers handling
  26737. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26738. if (pointerInfo.pickInfo) {
  26739. if (!pointerInfo.pickInfo.ray) {
  26740. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26741. }
  26742. }
  26743. };
  26744. /**
  26745. * Use this method to simulate a pointer move on a mesh
  26746. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26747. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26748. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26749. * @returns the current scene
  26750. */
  26751. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26752. var evt = new PointerEvent("pointermove", pointerEventInit);
  26753. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26754. return this;
  26755. }
  26756. return this._processPointerMove(pickResult, evt);
  26757. };
  26758. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26759. var canvas = this._engine.getRenderingCanvas();
  26760. if (!canvas) {
  26761. return this;
  26762. }
  26763. // Restore pointer
  26764. canvas.style.cursor = this.defaultCursor;
  26765. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26766. if (isMeshPicked) {
  26767. this.setPointerOverMesh(pickResult.pickedMesh);
  26768. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26769. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26770. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26771. }
  26772. else {
  26773. canvas.style.cursor = this.hoverCursor;
  26774. }
  26775. }
  26776. }
  26777. else {
  26778. this.setPointerOverMesh(null);
  26779. }
  26780. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26781. var step = _a[_i];
  26782. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26783. }
  26784. if (pickResult) {
  26785. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26786. if (this.onPointerMove) {
  26787. this.onPointerMove(evt, pickResult, type);
  26788. }
  26789. if (this.onPointerObservable.hasObservers()) {
  26790. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26791. this._setRayOnPointerInfo(pi);
  26792. this.onPointerObservable.notifyObservers(pi, type);
  26793. }
  26794. }
  26795. return this;
  26796. };
  26797. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  26798. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  26799. if (pickResult) {
  26800. pi.ray = pickResult.ray;
  26801. }
  26802. this.onPrePointerObservable.notifyObservers(pi, type);
  26803. if (pi.skipOnPointerObservable) {
  26804. return true;
  26805. }
  26806. else {
  26807. return false;
  26808. }
  26809. };
  26810. /**
  26811. * Use this method to simulate a pointer down on a mesh
  26812. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26813. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26814. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26815. * @returns the current scene
  26816. */
  26817. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  26818. var evt = new PointerEvent("pointerdown", pointerEventInit);
  26819. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26820. return this;
  26821. }
  26822. return this._processPointerDown(pickResult, evt);
  26823. };
  26824. Scene.prototype._processPointerDown = function (pickResult, evt) {
  26825. var _this = this;
  26826. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  26827. this._pickedDownMesh = pickResult.pickedMesh;
  26828. var actionManager = pickResult.pickedMesh.actionManager;
  26829. if (actionManager) {
  26830. if (actionManager.hasPickTriggers) {
  26831. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26832. switch (evt.button) {
  26833. case 0:
  26834. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26835. break;
  26836. case 1:
  26837. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26838. break;
  26839. case 2:
  26840. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26841. break;
  26842. }
  26843. }
  26844. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  26845. window.setTimeout(function () {
  26846. 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);
  26847. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  26848. if (_this._totalPointersPressed !== 0 &&
  26849. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  26850. !_this._isPointerSwiping()) {
  26851. _this._startingPointerTime = 0;
  26852. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26853. }
  26854. }
  26855. }, Scene.LongPressDelay);
  26856. }
  26857. }
  26858. }
  26859. else {
  26860. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  26861. var step = _a[_i];
  26862. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26863. }
  26864. }
  26865. if (pickResult) {
  26866. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  26867. if (this.onPointerDown) {
  26868. this.onPointerDown(evt, pickResult, type);
  26869. }
  26870. if (this.onPointerObservable.hasObservers()) {
  26871. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26872. this._setRayOnPointerInfo(pi);
  26873. this.onPointerObservable.notifyObservers(pi, type);
  26874. }
  26875. }
  26876. return this;
  26877. };
  26878. /**
  26879. * Use this method to simulate a pointer up on a mesh
  26880. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26881. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26882. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26883. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  26884. * @returns the current scene
  26885. */
  26886. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  26887. var evt = new PointerEvent("pointerup", pointerEventInit);
  26888. var clickInfo = new ClickInfo();
  26889. if (doubleTap) {
  26890. clickInfo.doubleClick = true;
  26891. }
  26892. else {
  26893. clickInfo.singleClick = true;
  26894. }
  26895. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  26896. return this;
  26897. }
  26898. return this._processPointerUp(pickResult, evt, clickInfo);
  26899. };
  26900. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  26901. if (pickResult && pickResult && pickResult.pickedMesh) {
  26902. this._pickedUpMesh = pickResult.pickedMesh;
  26903. if (this._pickedDownMesh === this._pickedUpMesh) {
  26904. if (this.onPointerPick) {
  26905. this.onPointerPick(evt, pickResult);
  26906. }
  26907. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  26908. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  26909. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  26910. this._setRayOnPointerInfo(pi);
  26911. this.onPointerObservable.notifyObservers(pi, type_1);
  26912. }
  26913. }
  26914. if (pickResult.pickedMesh.actionManager) {
  26915. if (clickInfo.ignore) {
  26916. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26917. }
  26918. if (!clickInfo.hasSwiped && !clickInfo.ignore && clickInfo.singleClick) {
  26919. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26920. }
  26921. if (clickInfo.doubleClick && !clickInfo.ignore && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26922. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26923. }
  26924. }
  26925. }
  26926. else {
  26927. if (!clickInfo.ignore) {
  26928. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  26929. var step = _a[_i];
  26930. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26931. }
  26932. }
  26933. }
  26934. if (this._pickedDownMesh &&
  26935. this._pickedDownMesh.actionManager &&
  26936. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  26937. this._pickedDownMesh !== this._pickedUpMesh) {
  26938. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  26939. }
  26940. var type = 0;
  26941. if (this.onPointerObservable.hasObservers()) {
  26942. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  26943. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  26944. type = BABYLON.PointerEventTypes.POINTERTAP;
  26945. }
  26946. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26947. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  26948. }
  26949. if (type) {
  26950. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26951. this._setRayOnPointerInfo(pi);
  26952. this.onPointerObservable.notifyObservers(pi, type);
  26953. }
  26954. }
  26955. if (!clickInfo.ignore) {
  26956. type = BABYLON.PointerEventTypes.POINTERUP;
  26957. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26958. this._setRayOnPointerInfo(pi);
  26959. this.onPointerObservable.notifyObservers(pi, type);
  26960. }
  26961. }
  26962. if (this.onPointerUp && !clickInfo.ignore) {
  26963. this.onPointerUp(evt, pickResult, type);
  26964. }
  26965. return this;
  26966. };
  26967. /**
  26968. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  26969. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  26970. * @returns true if the pointer was captured
  26971. */
  26972. Scene.prototype.isPointerCaptured = function (pointerId) {
  26973. if (pointerId === void 0) { pointerId = 0; }
  26974. return this._pointerCaptures[pointerId];
  26975. };
  26976. /** @hidden */
  26977. Scene.prototype._isPointerSwiping = function () {
  26978. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  26979. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  26980. };
  26981. /**
  26982. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  26983. * @param attachUp defines if you want to attach events to pointerup
  26984. * @param attachDown defines if you want to attach events to pointerdown
  26985. * @param attachMove defines if you want to attach events to pointermove
  26986. */
  26987. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  26988. var _this = this;
  26989. if (attachUp === void 0) { attachUp = true; }
  26990. if (attachDown === void 0) { attachDown = true; }
  26991. if (attachMove === void 0) { attachMove = true; }
  26992. this._initActionManager = function (act, clickInfo) {
  26993. if (!_this._meshPickProceed) {
  26994. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  26995. _this._currentPickResult = pickResult;
  26996. if (pickResult) {
  26997. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  26998. }
  26999. _this._meshPickProceed = true;
  27000. }
  27001. return act;
  27002. };
  27003. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  27004. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  27005. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  27006. btn !== _this._previousButtonPressed) {
  27007. _this._doubleClickOccured = false;
  27008. clickInfo.singleClick = true;
  27009. clickInfo.ignore = false;
  27010. cb(clickInfo, _this._currentPickResult);
  27011. }
  27012. };
  27013. this._initClickEvent = function (obs1, obs2, evt, cb) {
  27014. var clickInfo = new ClickInfo();
  27015. _this._currentPickResult = null;
  27016. var act = null;
  27017. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  27018. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  27019. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27020. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  27021. act = _this._initActionManager(act, clickInfo);
  27022. if (act) {
  27023. checkPicking = act.hasPickTriggers;
  27024. }
  27025. }
  27026. var needToIgnoreNext = false;
  27027. if (checkPicking) {
  27028. var btn = evt.button;
  27029. clickInfo.hasSwiped = _this._isPointerSwiping();
  27030. if (!clickInfo.hasSwiped) {
  27031. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  27032. if (!checkSingleClickImmediately) {
  27033. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  27034. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27035. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27036. act = _this._initActionManager(act, clickInfo);
  27037. if (act) {
  27038. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27039. }
  27040. }
  27041. }
  27042. if (checkSingleClickImmediately) {
  27043. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  27044. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  27045. btn !== _this._previousButtonPressed) {
  27046. clickInfo.singleClick = true;
  27047. cb(clickInfo, _this._currentPickResult);
  27048. needToIgnoreNext = true;
  27049. }
  27050. }
  27051. // at least one double click is required to be check and exclusive double click is enabled
  27052. else {
  27053. // wait that no double click has been raised during the double click delay
  27054. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27055. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  27056. }
  27057. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  27058. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27059. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27060. act = _this._initActionManager(act, clickInfo);
  27061. if (act) {
  27062. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27063. }
  27064. }
  27065. if (checkDoubleClick) {
  27066. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  27067. if (btn === _this._previousButtonPressed &&
  27068. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  27069. !_this._doubleClickOccured) {
  27070. // pointer has not moved for 2 clicks, it's a double click
  27071. if (!clickInfo.hasSwiped &&
  27072. !_this._isPointerSwiping()) {
  27073. _this._previousStartingPointerTime = 0;
  27074. _this._doubleClickOccured = true;
  27075. clickInfo.doubleClick = true;
  27076. clickInfo.ignore = false;
  27077. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  27078. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27079. }
  27080. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27081. cb(clickInfo, _this._currentPickResult);
  27082. }
  27083. // if the two successive clicks are too far, it's just two simple clicks
  27084. else {
  27085. _this._doubleClickOccured = false;
  27086. _this._previousStartingPointerTime = _this._startingPointerTime;
  27087. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27088. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27089. _this._previousButtonPressed = btn;
  27090. if (Scene.ExclusiveDoubleClickMode) {
  27091. if (_this._previousDelayedSimpleClickTimeout) {
  27092. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27093. }
  27094. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27095. cb(clickInfo, _this._previousPickResult);
  27096. }
  27097. else {
  27098. cb(clickInfo, _this._currentPickResult);
  27099. }
  27100. }
  27101. needToIgnoreNext = true;
  27102. }
  27103. // just the first click of the double has been raised
  27104. else {
  27105. _this._doubleClickOccured = false;
  27106. _this._previousStartingPointerTime = _this._startingPointerTime;
  27107. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27108. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27109. _this._previousButtonPressed = btn;
  27110. }
  27111. }
  27112. }
  27113. }
  27114. if (!needToIgnoreNext) {
  27115. cb(clickInfo, _this._currentPickResult);
  27116. }
  27117. };
  27118. this._onPointerMove = function (evt) {
  27119. _this._updatePointerPosition(evt);
  27120. // PreObservable support
  27121. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27122. return;
  27123. }
  27124. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27125. return;
  27126. }
  27127. if (!_this.pointerMovePredicate) {
  27128. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27129. }
  27130. // Meshes
  27131. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27132. _this._processPointerMove(pickResult, evt);
  27133. };
  27134. this._onPointerDown = function (evt) {
  27135. _this._totalPointersPressed++;
  27136. _this._pickedDownMesh = null;
  27137. _this._meshPickProceed = false;
  27138. _this._updatePointerPosition(evt);
  27139. if (_this.preventDefaultOnPointerDown && canvas) {
  27140. evt.preventDefault();
  27141. canvas.focus();
  27142. }
  27143. _this._startingPointerPosition.x = _this._pointerX;
  27144. _this._startingPointerPosition.y = _this._pointerY;
  27145. _this._startingPointerTime = Date.now();
  27146. // PreObservable support
  27147. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27148. return;
  27149. }
  27150. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27151. return;
  27152. }
  27153. _this._pointerCaptures[evt.pointerId] = true;
  27154. if (!_this.pointerDownPredicate) {
  27155. _this.pointerDownPredicate = function (mesh) {
  27156. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27157. };
  27158. }
  27159. // Meshes
  27160. _this._pickedDownMesh = null;
  27161. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27162. _this._processPointerDown(pickResult, evt);
  27163. };
  27164. this._onPointerUp = function (evt) {
  27165. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27166. return; // So we need to test it the pointer down was pressed before.
  27167. }
  27168. _this._totalPointersPressed--;
  27169. _this._pickedUpMesh = null;
  27170. _this._meshPickProceed = false;
  27171. _this._updatePointerPosition(evt);
  27172. if (_this.preventDefaultOnPointerUp && canvas) {
  27173. evt.preventDefault();
  27174. canvas.focus();
  27175. }
  27176. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27177. _this._pointerCaptures[evt.pointerId] = false;
  27178. // PreObservable support
  27179. if (_this.onPrePointerObservable.hasObservers()) {
  27180. if (!clickInfo.ignore) {
  27181. if (!clickInfo.hasSwiped) {
  27182. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27183. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27184. return;
  27185. }
  27186. }
  27187. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27188. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27189. return;
  27190. }
  27191. }
  27192. }
  27193. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27194. return;
  27195. }
  27196. }
  27197. }
  27198. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27199. return;
  27200. }
  27201. if (!_this.pointerUpPredicate) {
  27202. _this.pointerUpPredicate = function (mesh) {
  27203. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27204. };
  27205. }
  27206. // Meshes
  27207. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27208. _this._initActionManager(null, clickInfo);
  27209. }
  27210. if (!pickResult) {
  27211. pickResult = _this._currentPickResult;
  27212. }
  27213. _this._processPointerUp(pickResult, evt, clickInfo);
  27214. _this._previousPickResult = _this._currentPickResult;
  27215. });
  27216. };
  27217. this._onKeyDown = function (evt) {
  27218. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27219. if (_this.onPreKeyboardObservable.hasObservers()) {
  27220. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27221. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27222. if (pi.skipOnPointerObservable) {
  27223. return;
  27224. }
  27225. }
  27226. if (_this.onKeyboardObservable.hasObservers()) {
  27227. var pi = new BABYLON.KeyboardInfo(type, evt);
  27228. _this.onKeyboardObservable.notifyObservers(pi, type);
  27229. }
  27230. if (_this.actionManager) {
  27231. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27232. }
  27233. };
  27234. this._onKeyUp = function (evt) {
  27235. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27236. if (_this.onPreKeyboardObservable.hasObservers()) {
  27237. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27238. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27239. if (pi.skipOnPointerObservable) {
  27240. return;
  27241. }
  27242. }
  27243. if (_this.onKeyboardObservable.hasObservers()) {
  27244. var pi = new BABYLON.KeyboardInfo(type, evt);
  27245. _this.onKeyboardObservable.notifyObservers(pi, type);
  27246. }
  27247. if (_this.actionManager) {
  27248. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27249. }
  27250. };
  27251. var engine = this.getEngine();
  27252. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27253. if (!canvas) {
  27254. return;
  27255. }
  27256. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27257. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27258. });
  27259. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27260. if (!canvas) {
  27261. return;
  27262. }
  27263. canvas.removeEventListener("keydown", _this._onKeyDown);
  27264. canvas.removeEventListener("keyup", _this._onKeyUp);
  27265. });
  27266. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27267. var canvas = this._engine.getRenderingCanvas();
  27268. if (!canvas) {
  27269. return;
  27270. }
  27271. if (attachMove) {
  27272. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27273. // Wheel
  27274. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27275. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27276. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27277. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27278. }
  27279. if (attachDown) {
  27280. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27281. }
  27282. if (attachUp) {
  27283. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27284. }
  27285. canvas.tabIndex = 1;
  27286. };
  27287. /** Detaches all event handlers*/
  27288. Scene.prototype.detachControl = function () {
  27289. var engine = this.getEngine();
  27290. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27291. var canvas = engine.getRenderingCanvas();
  27292. if (!canvas) {
  27293. return;
  27294. }
  27295. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27296. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27297. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27298. if (this._onCanvasBlurObserver) {
  27299. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27300. }
  27301. if (this._onCanvasFocusObserver) {
  27302. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27303. }
  27304. // Wheel
  27305. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27306. // Keyboard
  27307. canvas.removeEventListener("keydown", this._onKeyDown);
  27308. canvas.removeEventListener("keyup", this._onKeyUp);
  27309. // Observables
  27310. this.onKeyboardObservable.clear();
  27311. this.onPreKeyboardObservable.clear();
  27312. this.onPointerObservable.clear();
  27313. this.onPrePointerObservable.clear();
  27314. };
  27315. /**
  27316. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27317. * Delay loaded resources are not taking in account
  27318. * @return true if all required resources are ready
  27319. */
  27320. Scene.prototype.isReady = function () {
  27321. if (this._isDisposed) {
  27322. return false;
  27323. }
  27324. var index;
  27325. var engine = this.getEngine();
  27326. // Effects
  27327. if (!engine.areAllEffectsReady()) {
  27328. return false;
  27329. }
  27330. // Pending data
  27331. if (this._pendingData.length > 0) {
  27332. return false;
  27333. }
  27334. // Meshes
  27335. for (index = 0; index < this.meshes.length; index++) {
  27336. var mesh = this.meshes[index];
  27337. if (!mesh.isEnabled()) {
  27338. continue;
  27339. }
  27340. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27341. continue;
  27342. }
  27343. if (!mesh.isReady(true)) {
  27344. return false;
  27345. }
  27346. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27347. // Is Ready For Mesh
  27348. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27349. var step = _a[_i];
  27350. if (!step.action(mesh, hardwareInstancedRendering)) {
  27351. return false;
  27352. }
  27353. }
  27354. }
  27355. // Geometries
  27356. for (index = 0; index < this.geometries.length; index++) {
  27357. var geometry = this.geometries[index];
  27358. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27359. return false;
  27360. }
  27361. }
  27362. // Post-processes
  27363. if (this.activeCameras && this.activeCameras.length > 0) {
  27364. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27365. var camera = _c[_b];
  27366. if (!camera.isReady(true)) {
  27367. return false;
  27368. }
  27369. }
  27370. }
  27371. else if (this.activeCamera) {
  27372. if (!this.activeCamera.isReady(true)) {
  27373. return false;
  27374. }
  27375. }
  27376. // Particles
  27377. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27378. var particleSystem = _e[_d];
  27379. if (!particleSystem.isReady()) {
  27380. return false;
  27381. }
  27382. }
  27383. return true;
  27384. };
  27385. /** Resets all cached information relative to material (including effect and visibility) */
  27386. Scene.prototype.resetCachedMaterial = function () {
  27387. this._cachedMaterial = null;
  27388. this._cachedEffect = null;
  27389. this._cachedVisibility = null;
  27390. };
  27391. /**
  27392. * Registers a function to be called before every frame render
  27393. * @param func defines the function to register
  27394. */
  27395. Scene.prototype.registerBeforeRender = function (func) {
  27396. this.onBeforeRenderObservable.add(func);
  27397. };
  27398. /**
  27399. * Unregisters a function called before every frame render
  27400. * @param func defines the function to unregister
  27401. */
  27402. Scene.prototype.unregisterBeforeRender = function (func) {
  27403. this.onBeforeRenderObservable.removeCallback(func);
  27404. };
  27405. /**
  27406. * Registers a function to be called after every frame render
  27407. * @param func defines the function to register
  27408. */
  27409. Scene.prototype.registerAfterRender = function (func) {
  27410. this.onAfterRenderObservable.add(func);
  27411. };
  27412. /**
  27413. * Unregisters a function called after every frame render
  27414. * @param func defines the function to unregister
  27415. */
  27416. Scene.prototype.unregisterAfterRender = function (func) {
  27417. this.onAfterRenderObservable.removeCallback(func);
  27418. };
  27419. Scene.prototype._executeOnceBeforeRender = function (func) {
  27420. var _this = this;
  27421. var execFunc = function () {
  27422. func();
  27423. setTimeout(function () {
  27424. _this.unregisterBeforeRender(execFunc);
  27425. });
  27426. };
  27427. this.registerBeforeRender(execFunc);
  27428. };
  27429. /**
  27430. * The provided function will run before render once and will be disposed afterwards.
  27431. * A timeout delay can be provided so that the function will be executed in N ms.
  27432. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27433. * @param func The function to be executed.
  27434. * @param timeout optional delay in ms
  27435. */
  27436. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27437. var _this = this;
  27438. if (timeout !== undefined) {
  27439. setTimeout(function () {
  27440. _this._executeOnceBeforeRender(func);
  27441. }, timeout);
  27442. }
  27443. else {
  27444. this._executeOnceBeforeRender(func);
  27445. }
  27446. };
  27447. /** @hidden */
  27448. Scene.prototype._addPendingData = function (data) {
  27449. this._pendingData.push(data);
  27450. };
  27451. /** @hidden */
  27452. Scene.prototype._removePendingData = function (data) {
  27453. var wasLoading = this.isLoading;
  27454. var index = this._pendingData.indexOf(data);
  27455. if (index !== -1) {
  27456. this._pendingData.splice(index, 1);
  27457. }
  27458. if (wasLoading && !this.isLoading) {
  27459. this.onDataLoadedObservable.notifyObservers(this);
  27460. }
  27461. };
  27462. /**
  27463. * Returns the number of items waiting to be loaded
  27464. * @returns the number of items waiting to be loaded
  27465. */
  27466. Scene.prototype.getWaitingItemsCount = function () {
  27467. return this._pendingData.length;
  27468. };
  27469. Object.defineProperty(Scene.prototype, "isLoading", {
  27470. /**
  27471. * Returns a boolean indicating if the scene is still loading data
  27472. */
  27473. get: function () {
  27474. return this._pendingData.length > 0;
  27475. },
  27476. enumerable: true,
  27477. configurable: true
  27478. });
  27479. /**
  27480. * Registers a function to be executed when the scene is ready
  27481. * @param {Function} func - the function to be executed
  27482. */
  27483. Scene.prototype.executeWhenReady = function (func) {
  27484. var _this = this;
  27485. this.onReadyObservable.add(func);
  27486. if (this._executeWhenReadyTimeoutId !== -1) {
  27487. return;
  27488. }
  27489. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27490. _this._checkIsReady();
  27491. }, 150);
  27492. };
  27493. /**
  27494. * Returns a promise that resolves when the scene is ready
  27495. * @returns A promise that resolves when the scene is ready
  27496. */
  27497. Scene.prototype.whenReadyAsync = function () {
  27498. var _this = this;
  27499. return new Promise(function (resolve) {
  27500. _this.executeWhenReady(function () {
  27501. resolve();
  27502. });
  27503. });
  27504. };
  27505. /** @hidden */
  27506. Scene.prototype._checkIsReady = function () {
  27507. var _this = this;
  27508. this._registerTransientComponents();
  27509. if (this.isReady()) {
  27510. this.onReadyObservable.notifyObservers(this);
  27511. this.onReadyObservable.clear();
  27512. this._executeWhenReadyTimeoutId = -1;
  27513. return;
  27514. }
  27515. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27516. _this._checkIsReady();
  27517. }, 150);
  27518. };
  27519. // Animations
  27520. /**
  27521. * Will start the animation sequence of a given target
  27522. * @param target defines the target
  27523. * @param from defines from which frame should animation start
  27524. * @param to defines until which frame should animation run.
  27525. * @param weight defines the weight to apply to the animation (1.0 by default)
  27526. * @param loop defines if the animation loops
  27527. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27528. * @param onAnimationEnd defines the function to be executed when the animation ends
  27529. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27530. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27531. * @returns the animatable object created for this animation
  27532. */
  27533. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27534. if (weight === void 0) { weight = 1.0; }
  27535. if (speedRatio === void 0) { speedRatio = 1.0; }
  27536. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27537. returnedAnimatable.weight = weight;
  27538. return returnedAnimatable;
  27539. };
  27540. /**
  27541. * Will start the animation sequence of a given target
  27542. * @param target defines the target
  27543. * @param from defines from which frame should animation start
  27544. * @param to defines until which frame should animation run.
  27545. * @param loop defines if the animation loops
  27546. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27547. * @param onAnimationEnd defines the function to be executed when the animation ends
  27548. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27549. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27550. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27551. * @returns the animatable object created for this animation
  27552. */
  27553. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27554. if (speedRatio === void 0) { speedRatio = 1.0; }
  27555. if (stopCurrent === void 0) { stopCurrent = true; }
  27556. if (from > to && speedRatio > 0) {
  27557. speedRatio *= -1;
  27558. }
  27559. if (stopCurrent) {
  27560. this.stopAnimation(target, undefined, targetMask);
  27561. }
  27562. if (!animatable) {
  27563. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27564. }
  27565. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27566. // Local animations
  27567. if (target.animations && shouldRunTargetAnimations) {
  27568. animatable.appendAnimations(target, target.animations);
  27569. }
  27570. // Children animations
  27571. if (target.getAnimatables) {
  27572. var animatables = target.getAnimatables();
  27573. for (var index = 0; index < animatables.length; index++) {
  27574. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27575. }
  27576. }
  27577. animatable.reset();
  27578. return animatable;
  27579. };
  27580. /**
  27581. * Will start the animation sequence of a given target and its hierarchy
  27582. * @param target defines the target
  27583. * @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.
  27584. * @param from defines from which frame should animation start
  27585. * @param to defines until which frame should animation run.
  27586. * @param loop defines if the animation loops
  27587. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27588. * @param onAnimationEnd defines the function to be executed when the animation ends
  27589. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27590. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27591. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27592. * @returns the list of created animatables
  27593. */
  27594. Scene.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27595. if (speedRatio === void 0) { speedRatio = 1.0; }
  27596. if (stopCurrent === void 0) { stopCurrent = true; }
  27597. var children = target.getDescendants(directDescendantsOnly);
  27598. var result = [];
  27599. result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27600. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27601. var child = children_1[_i];
  27602. result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27603. }
  27604. return result;
  27605. };
  27606. /**
  27607. * Begin a new animation on a given node
  27608. * @param target defines the target where the animation will take place
  27609. * @param animations defines the list of animations to start
  27610. * @param from defines the initial value
  27611. * @param to defines the final value
  27612. * @param loop defines if you want animation to loop (off by default)
  27613. * @param speedRatio defines the speed ratio to apply to all animations
  27614. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27615. * @returns the list of created animatables
  27616. */
  27617. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27618. if (speedRatio === undefined) {
  27619. speedRatio = 1.0;
  27620. }
  27621. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27622. return animatable;
  27623. };
  27624. /**
  27625. * Begin a new animation on a given node and its hierarchy
  27626. * @param target defines the root node where the animation will take place
  27627. * @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.
  27628. * @param animations defines the list of animations to start
  27629. * @param from defines the initial value
  27630. * @param to defines the final value
  27631. * @param loop defines if you want animation to loop (off by default)
  27632. * @param speedRatio defines the speed ratio to apply to all animations
  27633. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27634. * @returns the list of animatables created for all nodes
  27635. */
  27636. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27637. var children = target.getDescendants(directDescendantsOnly);
  27638. var result = [];
  27639. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27640. for (var _i = 0, children_2 = children; _i < children_2.length; _i++) {
  27641. var child = children_2[_i];
  27642. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27643. }
  27644. return result;
  27645. };
  27646. /**
  27647. * Gets the animatable associated with a specific target
  27648. * @param target defines the target of the animatable
  27649. * @returns the required animatable if found
  27650. */
  27651. Scene.prototype.getAnimatableByTarget = function (target) {
  27652. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27653. if (this._activeAnimatables[index].target === target) {
  27654. return this._activeAnimatables[index];
  27655. }
  27656. }
  27657. return null;
  27658. };
  27659. /**
  27660. * Gets all animatables associated with a given target
  27661. * @param target defines the target to look animatables for
  27662. * @returns an array of Animatables
  27663. */
  27664. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27665. var result = [];
  27666. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27667. if (this._activeAnimatables[index].target === target) {
  27668. result.push(this._activeAnimatables[index]);
  27669. }
  27670. }
  27671. return result;
  27672. };
  27673. Object.defineProperty(Scene.prototype, "animatables", {
  27674. /**
  27675. * Gets all animatable attached to the scene
  27676. */
  27677. get: function () {
  27678. return this._activeAnimatables;
  27679. },
  27680. enumerable: true,
  27681. configurable: true
  27682. });
  27683. /**
  27684. * Will stop the animation of the given target
  27685. * @param target - the target
  27686. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27687. * @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)
  27688. */
  27689. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27690. var animatables = this.getAllAnimatablesByTarget(target);
  27691. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27692. var animatable = animatables_1[_i];
  27693. animatable.stop(animationName, targetMask);
  27694. }
  27695. };
  27696. /**
  27697. * Stops and removes all animations that have been applied to the scene
  27698. */
  27699. Scene.prototype.stopAllAnimations = function () {
  27700. if (this._activeAnimatables) {
  27701. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27702. this._activeAnimatables[i].stop();
  27703. }
  27704. this._activeAnimatables = [];
  27705. }
  27706. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27707. var group = _a[_i];
  27708. group.stop();
  27709. }
  27710. };
  27711. Scene.prototype._animate = function () {
  27712. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27713. return;
  27714. }
  27715. // Getting time
  27716. var now = BABYLON.Tools.Now;
  27717. if (!this._animationTimeLast) {
  27718. if (this._pendingData.length > 0) {
  27719. return;
  27720. }
  27721. this._animationTimeLast = now;
  27722. }
  27723. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27724. this._animationTime += deltaTime;
  27725. this._animationTimeLast = now;
  27726. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27727. this._activeAnimatables[index]._animate(this._animationTime);
  27728. }
  27729. // Late animation bindings
  27730. this._processLateAnimationBindings();
  27731. };
  27732. /** @hidden */
  27733. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27734. var target = runtimeAnimation.target;
  27735. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27736. if (!target._lateAnimationHolders) {
  27737. target._lateAnimationHolders = {};
  27738. }
  27739. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27740. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27741. totalWeight: 0,
  27742. animations: [],
  27743. originalValue: originalValue
  27744. };
  27745. }
  27746. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27747. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27748. };
  27749. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27750. var normalizer = 1.0;
  27751. var finalPosition = BABYLON.Tmp.Vector3[0];
  27752. var finalScaling = BABYLON.Tmp.Vector3[1];
  27753. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27754. var startIndex = 0;
  27755. var originalAnimation = holder.animations[0];
  27756. var originalValue = holder.originalValue;
  27757. var scale = 1;
  27758. if (holder.totalWeight < 1.0) {
  27759. // We need to mix the original value in
  27760. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27761. scale = 1.0 - holder.totalWeight;
  27762. }
  27763. else {
  27764. startIndex = 1;
  27765. // We need to normalize the weights
  27766. normalizer = holder.totalWeight;
  27767. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27768. scale = originalAnimation.weight / normalizer;
  27769. if (scale == 1) {
  27770. return originalAnimation.currentValue;
  27771. }
  27772. }
  27773. finalScaling.scaleInPlace(scale);
  27774. finalPosition.scaleInPlace(scale);
  27775. finalQuaternion.scaleInPlace(scale);
  27776. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27777. var runtimeAnimation = holder.animations[animIndex];
  27778. var scale = runtimeAnimation.weight / normalizer;
  27779. var currentPosition = BABYLON.Tmp.Vector3[2];
  27780. var currentScaling = BABYLON.Tmp.Vector3[3];
  27781. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27782. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27783. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27784. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27785. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27786. }
  27787. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27788. return originalAnimation._workValue;
  27789. };
  27790. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27791. var originalAnimation = holder.animations[0];
  27792. var originalValue = holder.originalValue;
  27793. if (holder.animations.length === 1) {
  27794. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  27795. return refQuaternion;
  27796. }
  27797. var normalizer = 1.0;
  27798. var quaternions;
  27799. var weights;
  27800. if (holder.totalWeight < 1.0) {
  27801. var scale = 1.0 - holder.totalWeight;
  27802. quaternions = [];
  27803. weights = [];
  27804. quaternions.push(originalValue);
  27805. weights.push(scale);
  27806. }
  27807. else {
  27808. if (holder.animations.length === 2) { // Slerp as soon as we can
  27809. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  27810. return refQuaternion;
  27811. }
  27812. quaternions = [];
  27813. weights = [];
  27814. normalizer = holder.totalWeight;
  27815. }
  27816. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  27817. var runtimeAnimation = holder.animations[animIndex];
  27818. quaternions.push(runtimeAnimation.currentValue);
  27819. weights.push(runtimeAnimation.weight / normalizer);
  27820. }
  27821. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  27822. var cumulativeAmount = 0;
  27823. var cumulativeQuaternion = null;
  27824. for (var index = 0; index < quaternions.length;) {
  27825. if (!cumulativeQuaternion) {
  27826. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  27827. cumulativeQuaternion = refQuaternion;
  27828. cumulativeAmount = weights[index] + weights[index + 1];
  27829. index += 2;
  27830. continue;
  27831. }
  27832. cumulativeAmount += weights[index];
  27833. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  27834. index++;
  27835. }
  27836. return cumulativeQuaternion;
  27837. };
  27838. Scene.prototype._processLateAnimationBindings = function () {
  27839. if (!this._registeredForLateAnimationBindings.length) {
  27840. return;
  27841. }
  27842. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  27843. var target = this._registeredForLateAnimationBindings.data[index];
  27844. for (var path in target._lateAnimationHolders) {
  27845. var holder = target._lateAnimationHolders[path];
  27846. var originalAnimation = holder.animations[0];
  27847. var originalValue = holder.originalValue;
  27848. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  27849. var finalValue = target[path];
  27850. if (matrixDecomposeMode) {
  27851. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  27852. }
  27853. else {
  27854. var quaternionMode = originalValue.w !== undefined;
  27855. if (quaternionMode) {
  27856. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  27857. }
  27858. else {
  27859. var startIndex = 0;
  27860. var normalizer = 1.0;
  27861. if (holder.totalWeight < 1.0) {
  27862. // We need to mix the original value in
  27863. if (originalValue.scale) {
  27864. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  27865. }
  27866. else {
  27867. finalValue = originalValue * (1.0 - holder.totalWeight);
  27868. }
  27869. }
  27870. else {
  27871. // We need to normalize the weights
  27872. normalizer = holder.totalWeight;
  27873. var scale_1 = originalAnimation.weight / normalizer;
  27874. if (scale_1 !== 1) {
  27875. if (originalAnimation.currentValue.scale) {
  27876. finalValue = originalAnimation.currentValue.scale(scale_1);
  27877. }
  27878. else {
  27879. finalValue = originalAnimation.currentValue * scale_1;
  27880. }
  27881. }
  27882. else {
  27883. finalValue = originalAnimation.currentValue;
  27884. }
  27885. startIndex = 1;
  27886. }
  27887. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27888. var runtimeAnimation = holder.animations[animIndex];
  27889. var scale = runtimeAnimation.weight / normalizer;
  27890. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  27891. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  27892. }
  27893. else {
  27894. finalValue += runtimeAnimation.currentValue * scale;
  27895. }
  27896. }
  27897. }
  27898. }
  27899. target[path] = finalValue;
  27900. }
  27901. target._lateAnimationHolders = {};
  27902. }
  27903. this._registeredForLateAnimationBindings.reset();
  27904. };
  27905. // Matrix
  27906. /** @hidden */
  27907. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  27908. this._useAlternateCameraConfiguration = active;
  27909. };
  27910. /**
  27911. * Gets the current view matrix
  27912. * @returns a Matrix
  27913. */
  27914. Scene.prototype.getViewMatrix = function () {
  27915. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  27916. };
  27917. /**
  27918. * Gets the current projection matrix
  27919. * @returns a Matrix
  27920. */
  27921. Scene.prototype.getProjectionMatrix = function () {
  27922. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  27923. };
  27924. /**
  27925. * Gets the current transform matrix
  27926. * @returns a Matrix made of View * Projection
  27927. */
  27928. Scene.prototype.getTransformMatrix = function () {
  27929. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  27930. };
  27931. /**
  27932. * Sets the current transform matrix
  27933. * @param view defines the View matrix to use
  27934. * @param projection defines the Projection matrix to use
  27935. */
  27936. Scene.prototype.setTransformMatrix = function (view, projection) {
  27937. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  27938. return;
  27939. }
  27940. this._viewUpdateFlag = view.updateFlag;
  27941. this._projectionUpdateFlag = projection.updateFlag;
  27942. this._viewMatrix = view;
  27943. this._projectionMatrix = projection;
  27944. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  27945. // Update frustum
  27946. if (!this._frustumPlanes) {
  27947. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  27948. }
  27949. else {
  27950. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  27951. }
  27952. if (this.activeCamera && this.activeCamera._alternateCamera) {
  27953. var otherCamera = this.activeCamera._alternateCamera;
  27954. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  27955. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  27956. }
  27957. if (this._sceneUbo.useUbo) {
  27958. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  27959. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  27960. this._sceneUbo.update();
  27961. }
  27962. };
  27963. /** @hidden */
  27964. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  27965. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  27966. return;
  27967. }
  27968. this._alternateViewUpdateFlag = view.updateFlag;
  27969. this._alternateProjectionUpdateFlag = projection.updateFlag;
  27970. this._alternateViewMatrix = view;
  27971. this._alternateProjectionMatrix = projection;
  27972. if (!this._alternateTransformMatrix) {
  27973. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  27974. }
  27975. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  27976. if (!this._alternateSceneUbo) {
  27977. this._createAlternateUbo();
  27978. }
  27979. if (this._alternateSceneUbo.useUbo) {
  27980. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  27981. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  27982. this._alternateSceneUbo.update();
  27983. }
  27984. };
  27985. /**
  27986. * Gets the uniform buffer used to store scene data
  27987. * @returns a UniformBuffer
  27988. */
  27989. Scene.prototype.getSceneUniformBuffer = function () {
  27990. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  27991. };
  27992. /**
  27993. * Gets an unique (relatively to the current scene) Id
  27994. * @returns an unique number for the scene
  27995. */
  27996. Scene.prototype.getUniqueId = function () {
  27997. var result = Scene._uniqueIdCounter;
  27998. Scene._uniqueIdCounter++;
  27999. return result;
  28000. };
  28001. /**
  28002. * Add a mesh to the list of scene's meshes
  28003. * @param newMesh defines the mesh to add
  28004. * @param recursive if all child meshes should also be added to the scene
  28005. */
  28006. Scene.prototype.addMesh = function (newMesh, recursive) {
  28007. var _this = this;
  28008. if (recursive === void 0) { recursive = false; }
  28009. this.meshes.push(newMesh);
  28010. //notify the collision coordinator
  28011. if (this.collisionCoordinator) {
  28012. this.collisionCoordinator.onMeshAdded(newMesh);
  28013. }
  28014. newMesh._resyncLightSources();
  28015. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  28016. if (recursive) {
  28017. newMesh.getChildMeshes().forEach(function (m) {
  28018. _this.addMesh(m);
  28019. });
  28020. }
  28021. };
  28022. /**
  28023. * Remove a mesh for the list of scene's meshes
  28024. * @param toRemove defines the mesh to remove
  28025. * @param recursive if all child meshes should also be removed from the scene
  28026. * @returns the index where the mesh was in the mesh list
  28027. */
  28028. Scene.prototype.removeMesh = function (toRemove, recursive) {
  28029. var _this = this;
  28030. if (recursive === void 0) { recursive = false; }
  28031. var index = this.meshes.indexOf(toRemove);
  28032. if (index !== -1) {
  28033. // Remove from the scene if mesh found
  28034. this.meshes[index] = this.meshes[this.meshes.length - 1];
  28035. this.meshes.pop();
  28036. }
  28037. this.onMeshRemovedObservable.notifyObservers(toRemove);
  28038. if (recursive) {
  28039. toRemove.getChildMeshes().forEach(function (m) {
  28040. _this.removeMesh(m);
  28041. });
  28042. }
  28043. return index;
  28044. };
  28045. /**
  28046. * Add a transform node to the list of scene's transform nodes
  28047. * @param newTransformNode defines the transform node to add
  28048. */
  28049. Scene.prototype.addTransformNode = function (newTransformNode) {
  28050. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  28051. this.transformNodes.push(newTransformNode);
  28052. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  28053. };
  28054. /**
  28055. * Remove a transform node for the list of scene's transform nodes
  28056. * @param toRemove defines the transform node to remove
  28057. * @returns the index where the transform node was in the transform node list
  28058. */
  28059. Scene.prototype.removeTransformNode = function (toRemove) {
  28060. var index = toRemove._indexInSceneTransformNodesArray;
  28061. if (index !== -1) {
  28062. if (index !== this.transformNodes.length - 1) {
  28063. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  28064. this.transformNodes[index] = lastNode;
  28065. lastNode._indexInSceneTransformNodesArray = index;
  28066. }
  28067. toRemove._indexInSceneTransformNodesArray = -1;
  28068. this.transformNodes.pop();
  28069. }
  28070. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  28071. return index;
  28072. };
  28073. /**
  28074. * Remove a skeleton for the list of scene's skeletons
  28075. * @param toRemove defines the skeleton to remove
  28076. * @returns the index where the skeleton was in the skeleton list
  28077. */
  28078. Scene.prototype.removeSkeleton = function (toRemove) {
  28079. var index = this.skeletons.indexOf(toRemove);
  28080. if (index !== -1) {
  28081. // Remove from the scene if found
  28082. this.skeletons.splice(index, 1);
  28083. }
  28084. return index;
  28085. };
  28086. /**
  28087. * Remove a morph target for the list of scene's morph targets
  28088. * @param toRemove defines the morph target to remove
  28089. * @returns the index where the morph target was in the morph target list
  28090. */
  28091. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  28092. var index = this.morphTargetManagers.indexOf(toRemove);
  28093. if (index !== -1) {
  28094. // Remove from the scene if found
  28095. this.morphTargetManagers.splice(index, 1);
  28096. }
  28097. return index;
  28098. };
  28099. /**
  28100. * Remove a light for the list of scene's lights
  28101. * @param toRemove defines the light to remove
  28102. * @returns the index where the light was in the light list
  28103. */
  28104. Scene.prototype.removeLight = function (toRemove) {
  28105. var index = this.lights.indexOf(toRemove);
  28106. if (index !== -1) {
  28107. // Remove from meshes
  28108. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28109. var mesh = _a[_i];
  28110. mesh._removeLightSource(toRemove);
  28111. }
  28112. // Remove from the scene if mesh found
  28113. this.lights.splice(index, 1);
  28114. this.sortLightsByPriority();
  28115. }
  28116. this.onLightRemovedObservable.notifyObservers(toRemove);
  28117. return index;
  28118. };
  28119. /**
  28120. * Remove a camera for the list of scene's cameras
  28121. * @param toRemove defines the camera to remove
  28122. * @returns the index where the camera was in the camera list
  28123. */
  28124. Scene.prototype.removeCamera = function (toRemove) {
  28125. var index = this.cameras.indexOf(toRemove);
  28126. if (index !== -1) {
  28127. // Remove from the scene if mesh found
  28128. this.cameras.splice(index, 1);
  28129. }
  28130. // Remove from activeCameras
  28131. var index2 = this.activeCameras.indexOf(toRemove);
  28132. if (index2 !== -1) {
  28133. // Remove from the scene if mesh found
  28134. this.activeCameras.splice(index2, 1);
  28135. }
  28136. // Reset the activeCamera
  28137. if (this.activeCamera === toRemove) {
  28138. if (this.cameras.length > 0) {
  28139. this.activeCamera = this.cameras[0];
  28140. }
  28141. else {
  28142. this.activeCamera = null;
  28143. }
  28144. }
  28145. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28146. return index;
  28147. };
  28148. /**
  28149. * Remove a particle system for the list of scene's particle systems
  28150. * @param toRemove defines the particle system to remove
  28151. * @returns the index where the particle system was in the particle system list
  28152. */
  28153. Scene.prototype.removeParticleSystem = function (toRemove) {
  28154. var index = this.particleSystems.indexOf(toRemove);
  28155. if (index !== -1) {
  28156. this.particleSystems.splice(index, 1);
  28157. }
  28158. return index;
  28159. };
  28160. /**
  28161. * Remove a animation for the list of scene's animations
  28162. * @param toRemove defines the animation to remove
  28163. * @returns the index where the animation was in the animation list
  28164. */
  28165. Scene.prototype.removeAnimation = function (toRemove) {
  28166. var index = this.animations.indexOf(toRemove);
  28167. if (index !== -1) {
  28168. this.animations.splice(index, 1);
  28169. }
  28170. return index;
  28171. };
  28172. /**
  28173. * Removes the given animation group from this scene.
  28174. * @param toRemove The animation group to remove
  28175. * @returns The index of the removed animation group
  28176. */
  28177. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28178. var index = this.animationGroups.indexOf(toRemove);
  28179. if (index !== -1) {
  28180. this.animationGroups.splice(index, 1);
  28181. }
  28182. return index;
  28183. };
  28184. /**
  28185. * Removes the given multi-material from this scene.
  28186. * @param toRemove The multi-material to remove
  28187. * @returns The index of the removed multi-material
  28188. */
  28189. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28190. var index = this.multiMaterials.indexOf(toRemove);
  28191. if (index !== -1) {
  28192. this.multiMaterials.splice(index, 1);
  28193. }
  28194. return index;
  28195. };
  28196. /**
  28197. * Removes the given material from this scene.
  28198. * @param toRemove The material to remove
  28199. * @returns The index of the removed material
  28200. */
  28201. Scene.prototype.removeMaterial = function (toRemove) {
  28202. var index = toRemove._indexInSceneMaterialArray;
  28203. if (index !== -1) {
  28204. if (index !== this.materials.length - 1) {
  28205. var lastMaterial = this.materials[this.materials.length - 1];
  28206. this.materials[index] = lastMaterial;
  28207. lastMaterial._indexInSceneMaterialArray = index;
  28208. }
  28209. toRemove._indexInSceneMaterialArray = -1;
  28210. this.materials.pop();
  28211. }
  28212. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28213. return index;
  28214. };
  28215. /**
  28216. * Removes the given action manager from this scene.
  28217. * @param toRemove The action manager to remove
  28218. * @returns The index of the removed action manager
  28219. */
  28220. Scene.prototype.removeActionManager = function (toRemove) {
  28221. var index = this.actionManagers.indexOf(toRemove);
  28222. if (index !== -1) {
  28223. this.actionManagers.splice(index, 1);
  28224. }
  28225. return index;
  28226. };
  28227. /**
  28228. * Removes the given texture from this scene.
  28229. * @param toRemove The texture to remove
  28230. * @returns The index of the removed texture
  28231. */
  28232. Scene.prototype.removeTexture = function (toRemove) {
  28233. var index = this.textures.indexOf(toRemove);
  28234. if (index !== -1) {
  28235. this.textures.splice(index, 1);
  28236. }
  28237. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28238. return index;
  28239. };
  28240. /**
  28241. * Adds the given light to this scene
  28242. * @param newLight The light to add
  28243. */
  28244. Scene.prototype.addLight = function (newLight) {
  28245. this.lights.push(newLight);
  28246. this.sortLightsByPriority();
  28247. // Add light to all meshes (To support if the light is removed and then readded)
  28248. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28249. var mesh = _a[_i];
  28250. if (mesh._lightSources.indexOf(newLight) === -1) {
  28251. mesh._lightSources.push(newLight);
  28252. mesh._resyncLightSources();
  28253. }
  28254. }
  28255. this.onNewLightAddedObservable.notifyObservers(newLight);
  28256. };
  28257. /**
  28258. * Sorts the list list based on light priorities
  28259. */
  28260. Scene.prototype.sortLightsByPriority = function () {
  28261. if (this.requireLightSorting) {
  28262. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28263. }
  28264. };
  28265. /**
  28266. * Adds the given camera to this scene
  28267. * @param newCamera The camera to add
  28268. */
  28269. Scene.prototype.addCamera = function (newCamera) {
  28270. this.cameras.push(newCamera);
  28271. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28272. };
  28273. /**
  28274. * Adds the given skeleton to this scene
  28275. * @param newSkeleton The skeleton to add
  28276. */
  28277. Scene.prototype.addSkeleton = function (newSkeleton) {
  28278. this.skeletons.push(newSkeleton);
  28279. };
  28280. /**
  28281. * Adds the given particle system to this scene
  28282. * @param newParticleSystem The particle system to add
  28283. */
  28284. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28285. this.particleSystems.push(newParticleSystem);
  28286. };
  28287. /**
  28288. * Adds the given animation to this scene
  28289. * @param newAnimation The animation to add
  28290. */
  28291. Scene.prototype.addAnimation = function (newAnimation) {
  28292. this.animations.push(newAnimation);
  28293. };
  28294. /**
  28295. * Adds the given animation group to this scene.
  28296. * @param newAnimationGroup The animation group to add
  28297. */
  28298. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28299. this.animationGroups.push(newAnimationGroup);
  28300. };
  28301. /**
  28302. * Adds the given multi-material to this scene
  28303. * @param newMultiMaterial The multi-material to add
  28304. */
  28305. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28306. this.multiMaterials.push(newMultiMaterial);
  28307. };
  28308. /**
  28309. * Adds the given material to this scene
  28310. * @param newMaterial The material to add
  28311. */
  28312. Scene.prototype.addMaterial = function (newMaterial) {
  28313. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28314. this.materials.push(newMaterial);
  28315. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28316. };
  28317. /**
  28318. * Adds the given morph target to this scene
  28319. * @param newMorphTargetManager The morph target to add
  28320. */
  28321. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28322. this.morphTargetManagers.push(newMorphTargetManager);
  28323. };
  28324. /**
  28325. * Adds the given geometry to this scene
  28326. * @param newGeometry The geometry to add
  28327. */
  28328. Scene.prototype.addGeometry = function (newGeometry) {
  28329. if (this.geometriesById) {
  28330. this.geometriesById[newGeometry.id] = this.geometries.length;
  28331. }
  28332. this.geometries.push(newGeometry);
  28333. };
  28334. /**
  28335. * Adds the given action manager to this scene
  28336. * @param newActionManager The action manager to add
  28337. */
  28338. Scene.prototype.addActionManager = function (newActionManager) {
  28339. this.actionManagers.push(newActionManager);
  28340. };
  28341. /**
  28342. * Adds the given texture to this scene.
  28343. * @param newTexture The texture to add
  28344. */
  28345. Scene.prototype.addTexture = function (newTexture) {
  28346. this.textures.push(newTexture);
  28347. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28348. };
  28349. /**
  28350. * Switch active camera
  28351. * @param newCamera defines the new active camera
  28352. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28353. */
  28354. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28355. if (attachControl === void 0) { attachControl = true; }
  28356. var canvas = this._engine.getRenderingCanvas();
  28357. if (!canvas) {
  28358. return;
  28359. }
  28360. if (this.activeCamera) {
  28361. this.activeCamera.detachControl(canvas);
  28362. }
  28363. this.activeCamera = newCamera;
  28364. if (attachControl) {
  28365. newCamera.attachControl(canvas);
  28366. }
  28367. };
  28368. /**
  28369. * sets the active camera of the scene using its ID
  28370. * @param id defines the camera's ID
  28371. * @return the new active camera or null if none found.
  28372. */
  28373. Scene.prototype.setActiveCameraByID = function (id) {
  28374. var camera = this.getCameraByID(id);
  28375. if (camera) {
  28376. this.activeCamera = camera;
  28377. return camera;
  28378. }
  28379. return null;
  28380. };
  28381. /**
  28382. * sets the active camera of the scene using its name
  28383. * @param name defines the camera's name
  28384. * @returns the new active camera or null if none found.
  28385. */
  28386. Scene.prototype.setActiveCameraByName = function (name) {
  28387. var camera = this.getCameraByName(name);
  28388. if (camera) {
  28389. this.activeCamera = camera;
  28390. return camera;
  28391. }
  28392. return null;
  28393. };
  28394. /**
  28395. * get an animation group using its name
  28396. * @param name defines the material's name
  28397. * @return the animation group or null if none found.
  28398. */
  28399. Scene.prototype.getAnimationGroupByName = function (name) {
  28400. for (var index = 0; index < this.animationGroups.length; index++) {
  28401. if (this.animationGroups[index].name === name) {
  28402. return this.animationGroups[index];
  28403. }
  28404. }
  28405. return null;
  28406. };
  28407. /**
  28408. * get a material using its id
  28409. * @param id defines the material's ID
  28410. * @return the material or null if none found.
  28411. */
  28412. Scene.prototype.getMaterialByID = function (id) {
  28413. for (var index = 0; index < this.materials.length; index++) {
  28414. if (this.materials[index].id === id) {
  28415. return this.materials[index];
  28416. }
  28417. }
  28418. return null;
  28419. };
  28420. /**
  28421. * Gets a material using its name
  28422. * @param name defines the material's name
  28423. * @return the material or null if none found.
  28424. */
  28425. Scene.prototype.getMaterialByName = function (name) {
  28426. for (var index = 0; index < this.materials.length; index++) {
  28427. if (this.materials[index].name === name) {
  28428. return this.materials[index];
  28429. }
  28430. }
  28431. return null;
  28432. };
  28433. /**
  28434. * Gets a camera using its id
  28435. * @param id defines the id to look for
  28436. * @returns the camera or null if not found
  28437. */
  28438. Scene.prototype.getCameraByID = function (id) {
  28439. for (var index = 0; index < this.cameras.length; index++) {
  28440. if (this.cameras[index].id === id) {
  28441. return this.cameras[index];
  28442. }
  28443. }
  28444. return null;
  28445. };
  28446. /**
  28447. * Gets a camera using its unique id
  28448. * @param uniqueId defines the unique id to look for
  28449. * @returns the camera or null if not found
  28450. */
  28451. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28452. for (var index = 0; index < this.cameras.length; index++) {
  28453. if (this.cameras[index].uniqueId === uniqueId) {
  28454. return this.cameras[index];
  28455. }
  28456. }
  28457. return null;
  28458. };
  28459. /**
  28460. * Gets a camera using its name
  28461. * @param name defines the camera's name
  28462. * @return the camera or null if none found.
  28463. */
  28464. Scene.prototype.getCameraByName = function (name) {
  28465. for (var index = 0; index < this.cameras.length; index++) {
  28466. if (this.cameras[index].name === name) {
  28467. return this.cameras[index];
  28468. }
  28469. }
  28470. return null;
  28471. };
  28472. /**
  28473. * Gets a bone using its id
  28474. * @param id defines the bone's id
  28475. * @return the bone or null if not found
  28476. */
  28477. Scene.prototype.getBoneByID = function (id) {
  28478. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28479. var skeleton = this.skeletons[skeletonIndex];
  28480. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28481. if (skeleton.bones[boneIndex].id === id) {
  28482. return skeleton.bones[boneIndex];
  28483. }
  28484. }
  28485. }
  28486. return null;
  28487. };
  28488. /**
  28489. * Gets a bone using its id
  28490. * @param name defines the bone's name
  28491. * @return the bone or null if not found
  28492. */
  28493. Scene.prototype.getBoneByName = function (name) {
  28494. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28495. var skeleton = this.skeletons[skeletonIndex];
  28496. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28497. if (skeleton.bones[boneIndex].name === name) {
  28498. return skeleton.bones[boneIndex];
  28499. }
  28500. }
  28501. }
  28502. return null;
  28503. };
  28504. /**
  28505. * Gets a light node using its name
  28506. * @param name defines the the light's name
  28507. * @return the light or null if none found.
  28508. */
  28509. Scene.prototype.getLightByName = function (name) {
  28510. for (var index = 0; index < this.lights.length; index++) {
  28511. if (this.lights[index].name === name) {
  28512. return this.lights[index];
  28513. }
  28514. }
  28515. return null;
  28516. };
  28517. /**
  28518. * Gets a light node using its id
  28519. * @param id defines the light's id
  28520. * @return the light or null if none found.
  28521. */
  28522. Scene.prototype.getLightByID = function (id) {
  28523. for (var index = 0; index < this.lights.length; index++) {
  28524. if (this.lights[index].id === id) {
  28525. return this.lights[index];
  28526. }
  28527. }
  28528. return null;
  28529. };
  28530. /**
  28531. * Gets a light node using its scene-generated unique ID
  28532. * @param uniqueId defines the light's unique id
  28533. * @return the light or null if none found.
  28534. */
  28535. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28536. for (var index = 0; index < this.lights.length; index++) {
  28537. if (this.lights[index].uniqueId === uniqueId) {
  28538. return this.lights[index];
  28539. }
  28540. }
  28541. return null;
  28542. };
  28543. /**
  28544. * Gets a particle system by id
  28545. * @param id defines the particle system id
  28546. * @return the corresponding system or null if none found
  28547. */
  28548. Scene.prototype.getParticleSystemByID = function (id) {
  28549. for (var index = 0; index < this.particleSystems.length; index++) {
  28550. if (this.particleSystems[index].id === id) {
  28551. return this.particleSystems[index];
  28552. }
  28553. }
  28554. return null;
  28555. };
  28556. /**
  28557. * Gets a geometry using its ID
  28558. * @param id defines the geometry's id
  28559. * @return the geometry or null if none found.
  28560. */
  28561. Scene.prototype.getGeometryByID = function (id) {
  28562. if (this.geometriesById) {
  28563. var index_1 = this.geometriesById[id];
  28564. if (index_1 !== undefined) {
  28565. return this.geometries[index_1];
  28566. }
  28567. }
  28568. else {
  28569. for (var index = 0; index < this.geometries.length; index++) {
  28570. if (this.geometries[index].id === id) {
  28571. return this.geometries[index];
  28572. }
  28573. }
  28574. }
  28575. return null;
  28576. };
  28577. /**
  28578. * Add a new geometry to this scene
  28579. * @param geometry defines the geometry to be added to the scene.
  28580. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28581. * @return a boolean defining if the geometry was added or not
  28582. */
  28583. Scene.prototype.pushGeometry = function (geometry, force) {
  28584. if (!force && this.getGeometryByID(geometry.id)) {
  28585. return false;
  28586. }
  28587. this.addGeometry(geometry);
  28588. //notify the collision coordinator
  28589. if (this.collisionCoordinator) {
  28590. this.collisionCoordinator.onGeometryAdded(geometry);
  28591. }
  28592. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28593. return true;
  28594. };
  28595. /**
  28596. * Removes an existing geometry
  28597. * @param geometry defines the geometry to be removed from the scene
  28598. * @return a boolean defining if the geometry was removed or not
  28599. */
  28600. Scene.prototype.removeGeometry = function (geometry) {
  28601. var index;
  28602. if (this.geometriesById) {
  28603. index = this.geometriesById[geometry.id];
  28604. if (index === undefined) {
  28605. return false;
  28606. }
  28607. }
  28608. else {
  28609. index = this.geometries.indexOf(geometry);
  28610. if (index < 0) {
  28611. return false;
  28612. }
  28613. }
  28614. if (index !== this.geometries.length - 1) {
  28615. var lastGeometry = this.geometries[this.geometries.length - 1];
  28616. this.geometries[index] = lastGeometry;
  28617. if (this.geometriesById) {
  28618. this.geometriesById[lastGeometry.id] = index;
  28619. this.geometriesById[geometry.id] = undefined;
  28620. }
  28621. }
  28622. this.geometries.pop();
  28623. //notify the collision coordinator
  28624. if (this.collisionCoordinator) {
  28625. this.collisionCoordinator.onGeometryDeleted(geometry);
  28626. }
  28627. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28628. return true;
  28629. };
  28630. /**
  28631. * Gets the list of geometries attached to the scene
  28632. * @returns an array of Geometry
  28633. */
  28634. Scene.prototype.getGeometries = function () {
  28635. return this.geometries;
  28636. };
  28637. /**
  28638. * Gets the first added mesh found of a given ID
  28639. * @param id defines the id to search for
  28640. * @return the mesh found or null if not found at all
  28641. */
  28642. Scene.prototype.getMeshByID = function (id) {
  28643. for (var index = 0; index < this.meshes.length; index++) {
  28644. if (this.meshes[index].id === id) {
  28645. return this.meshes[index];
  28646. }
  28647. }
  28648. return null;
  28649. };
  28650. /**
  28651. * Gets a list of meshes using their id
  28652. * @param id defines the id to search for
  28653. * @returns a list of meshes
  28654. */
  28655. Scene.prototype.getMeshesByID = function (id) {
  28656. return this.meshes.filter(function (m) {
  28657. return m.id === id;
  28658. });
  28659. };
  28660. /**
  28661. * Gets the first added transform node found of a given ID
  28662. * @param id defines the id to search for
  28663. * @return the found transform node or null if not found at all.
  28664. */
  28665. Scene.prototype.getTransformNodeByID = function (id) {
  28666. for (var index = 0; index < this.transformNodes.length; index++) {
  28667. if (this.transformNodes[index].id === id) {
  28668. return this.transformNodes[index];
  28669. }
  28670. }
  28671. return null;
  28672. };
  28673. /**
  28674. * Gets a list of transform nodes using their id
  28675. * @param id defines the id to search for
  28676. * @returns a list of transform nodes
  28677. */
  28678. Scene.prototype.getTransformNodesByID = function (id) {
  28679. return this.transformNodes.filter(function (m) {
  28680. return m.id === id;
  28681. });
  28682. };
  28683. /**
  28684. * Gets a mesh with its auto-generated unique id
  28685. * @param uniqueId defines the unique id to search for
  28686. * @return the found mesh or null if not found at all.
  28687. */
  28688. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28689. for (var index = 0; index < this.meshes.length; index++) {
  28690. if (this.meshes[index].uniqueId === uniqueId) {
  28691. return this.meshes[index];
  28692. }
  28693. }
  28694. return null;
  28695. };
  28696. /**
  28697. * Gets a the last added mesh using a given id
  28698. * @param id defines the id to search for
  28699. * @return the found mesh or null if not found at all.
  28700. */
  28701. Scene.prototype.getLastMeshByID = function (id) {
  28702. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28703. if (this.meshes[index].id === id) {
  28704. return this.meshes[index];
  28705. }
  28706. }
  28707. return null;
  28708. };
  28709. /**
  28710. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28711. * @param id defines the id to search for
  28712. * @return the found node or null if not found at all
  28713. */
  28714. Scene.prototype.getLastEntryByID = function (id) {
  28715. var index;
  28716. for (index = this.meshes.length - 1; index >= 0; index--) {
  28717. if (this.meshes[index].id === id) {
  28718. return this.meshes[index];
  28719. }
  28720. }
  28721. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28722. if (this.transformNodes[index].id === id) {
  28723. return this.transformNodes[index];
  28724. }
  28725. }
  28726. for (index = this.cameras.length - 1; index >= 0; index--) {
  28727. if (this.cameras[index].id === id) {
  28728. return this.cameras[index];
  28729. }
  28730. }
  28731. for (index = this.lights.length - 1; index >= 0; index--) {
  28732. if (this.lights[index].id === id) {
  28733. return this.lights[index];
  28734. }
  28735. }
  28736. return null;
  28737. };
  28738. /**
  28739. * Gets a node (Mesh, Camera, Light) using a given id
  28740. * @param id defines the id to search for
  28741. * @return the found node or null if not found at all
  28742. */
  28743. Scene.prototype.getNodeByID = function (id) {
  28744. var mesh = this.getMeshByID(id);
  28745. if (mesh) {
  28746. return mesh;
  28747. }
  28748. var transformNode = this.getTransformNodeByID(id);
  28749. if (transformNode) {
  28750. return transformNode;
  28751. }
  28752. var light = this.getLightByID(id);
  28753. if (light) {
  28754. return light;
  28755. }
  28756. var camera = this.getCameraByID(id);
  28757. if (camera) {
  28758. return camera;
  28759. }
  28760. var bone = this.getBoneByID(id);
  28761. if (bone) {
  28762. return bone;
  28763. }
  28764. return null;
  28765. };
  28766. /**
  28767. * Gets a node (Mesh, Camera, Light) using a given name
  28768. * @param name defines the name to search for
  28769. * @return the found node or null if not found at all.
  28770. */
  28771. Scene.prototype.getNodeByName = function (name) {
  28772. var mesh = this.getMeshByName(name);
  28773. if (mesh) {
  28774. return mesh;
  28775. }
  28776. var transformNode = this.getTransformNodeByName(name);
  28777. if (transformNode) {
  28778. return transformNode;
  28779. }
  28780. var light = this.getLightByName(name);
  28781. if (light) {
  28782. return light;
  28783. }
  28784. var camera = this.getCameraByName(name);
  28785. if (camera) {
  28786. return camera;
  28787. }
  28788. var bone = this.getBoneByName(name);
  28789. if (bone) {
  28790. return bone;
  28791. }
  28792. return null;
  28793. };
  28794. /**
  28795. * Gets a mesh using a given name
  28796. * @param name defines the name to search for
  28797. * @return the found mesh or null if not found at all.
  28798. */
  28799. Scene.prototype.getMeshByName = function (name) {
  28800. for (var index = 0; index < this.meshes.length; index++) {
  28801. if (this.meshes[index].name === name) {
  28802. return this.meshes[index];
  28803. }
  28804. }
  28805. return null;
  28806. };
  28807. /**
  28808. * Gets a transform node using a given name
  28809. * @param name defines the name to search for
  28810. * @return the found transform node or null if not found at all.
  28811. */
  28812. Scene.prototype.getTransformNodeByName = function (name) {
  28813. for (var index = 0; index < this.transformNodes.length; index++) {
  28814. if (this.transformNodes[index].name === name) {
  28815. return this.transformNodes[index];
  28816. }
  28817. }
  28818. return null;
  28819. };
  28820. /**
  28821. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  28822. * @param id defines the id to search for
  28823. * @return the found skeleton or null if not found at all.
  28824. */
  28825. Scene.prototype.getLastSkeletonByID = function (id) {
  28826. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  28827. if (this.skeletons[index].id === id) {
  28828. return this.skeletons[index];
  28829. }
  28830. }
  28831. return null;
  28832. };
  28833. /**
  28834. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  28835. * @param id defines the id to search for
  28836. * @return the found skeleton or null if not found at all.
  28837. */
  28838. Scene.prototype.getSkeletonById = function (id) {
  28839. for (var index = 0; index < this.skeletons.length; index++) {
  28840. if (this.skeletons[index].id === id) {
  28841. return this.skeletons[index];
  28842. }
  28843. }
  28844. return null;
  28845. };
  28846. /**
  28847. * Gets a skeleton using a given name
  28848. * @param name defines the name to search for
  28849. * @return the found skeleton or null if not found at all.
  28850. */
  28851. Scene.prototype.getSkeletonByName = function (name) {
  28852. for (var index = 0; index < this.skeletons.length; index++) {
  28853. if (this.skeletons[index].name === name) {
  28854. return this.skeletons[index];
  28855. }
  28856. }
  28857. return null;
  28858. };
  28859. /**
  28860. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  28861. * @param id defines the id to search for
  28862. * @return the found morph target manager or null if not found at all.
  28863. */
  28864. Scene.prototype.getMorphTargetManagerById = function (id) {
  28865. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  28866. if (this.morphTargetManagers[index].uniqueId === id) {
  28867. return this.morphTargetManagers[index];
  28868. }
  28869. }
  28870. return null;
  28871. };
  28872. /**
  28873. * Gets a boolean indicating if the given mesh is active
  28874. * @param mesh defines the mesh to look for
  28875. * @returns true if the mesh is in the active list
  28876. */
  28877. Scene.prototype.isActiveMesh = function (mesh) {
  28878. return (this._activeMeshes.indexOf(mesh) !== -1);
  28879. };
  28880. Object.defineProperty(Scene.prototype, "uid", {
  28881. /**
  28882. * Return a unique id as a string which can serve as an identifier for the scene
  28883. */
  28884. get: function () {
  28885. if (!this._uid) {
  28886. this._uid = BABYLON.Tools.RandomId();
  28887. }
  28888. return this._uid;
  28889. },
  28890. enumerable: true,
  28891. configurable: true
  28892. });
  28893. /**
  28894. * Add an externaly attached data from its key.
  28895. * This method call will fail and return false, if such key already exists.
  28896. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  28897. * @param key the unique key that identifies the data
  28898. * @param data the data object to associate to the key for this Engine instance
  28899. * @return true if no such key were already present and the data was added successfully, false otherwise
  28900. */
  28901. Scene.prototype.addExternalData = function (key, data) {
  28902. if (!this._externalData) {
  28903. this._externalData = new BABYLON.StringDictionary();
  28904. }
  28905. return this._externalData.add(key, data);
  28906. };
  28907. /**
  28908. * Get an externaly attached data from its key
  28909. * @param key the unique key that identifies the data
  28910. * @return the associated data, if present (can be null), or undefined if not present
  28911. */
  28912. Scene.prototype.getExternalData = function (key) {
  28913. if (!this._externalData) {
  28914. return null;
  28915. }
  28916. return this._externalData.get(key);
  28917. };
  28918. /**
  28919. * Get an externaly attached data from its key, create it using a factory if it's not already present
  28920. * @param key the unique key that identifies the data
  28921. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  28922. * @return the associated data, can be null if the factory returned null.
  28923. */
  28924. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  28925. if (!this._externalData) {
  28926. this._externalData = new BABYLON.StringDictionary();
  28927. }
  28928. return this._externalData.getOrAddWithFactory(key, factory);
  28929. };
  28930. /**
  28931. * Remove an externaly attached data from the Engine instance
  28932. * @param key the unique key that identifies the data
  28933. * @return true if the data was successfully removed, false if it doesn't exist
  28934. */
  28935. Scene.prototype.removeExternalData = function (key) {
  28936. return this._externalData.remove(key);
  28937. };
  28938. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  28939. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  28940. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  28941. var step = _a[_i];
  28942. step.action(mesh, subMesh);
  28943. }
  28944. var material = subMesh.getMaterial();
  28945. if (material !== null && material !== undefined) {
  28946. // Render targets
  28947. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  28948. if (this._processedMaterials.indexOf(material) === -1) {
  28949. this._processedMaterials.push(material);
  28950. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  28951. }
  28952. }
  28953. // Dispatch
  28954. this._activeIndices.addCount(subMesh.indexCount, false);
  28955. this._renderingManager.dispatch(subMesh, mesh, material);
  28956. }
  28957. }
  28958. };
  28959. /**
  28960. * Clear the processed materials smart array preventing retention point in material dispose.
  28961. */
  28962. Scene.prototype.freeProcessedMaterials = function () {
  28963. this._processedMaterials.dispose();
  28964. };
  28965. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  28966. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  28967. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  28968. * when disposing several meshes in a row or a hierarchy of meshes.
  28969. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  28970. */
  28971. get: function () {
  28972. return this._preventFreeActiveMeshesAndRenderingGroups;
  28973. },
  28974. set: function (value) {
  28975. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  28976. return;
  28977. }
  28978. if (value) {
  28979. this.freeActiveMeshes();
  28980. this.freeRenderingGroups();
  28981. }
  28982. this._preventFreeActiveMeshesAndRenderingGroups = value;
  28983. },
  28984. enumerable: true,
  28985. configurable: true
  28986. });
  28987. /**
  28988. * Clear the active meshes smart array preventing retention point in mesh dispose.
  28989. */
  28990. Scene.prototype.freeActiveMeshes = function () {
  28991. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  28992. return;
  28993. }
  28994. this._activeMeshes.dispose();
  28995. if (this.activeCamera && this.activeCamera._activeMeshes) {
  28996. this.activeCamera._activeMeshes.dispose();
  28997. }
  28998. if (this.activeCameras) {
  28999. for (var i = 0; i < this.activeCameras.length; i++) {
  29000. var activeCamera = this.activeCameras[i];
  29001. if (activeCamera && activeCamera._activeMeshes) {
  29002. activeCamera._activeMeshes.dispose();
  29003. }
  29004. }
  29005. }
  29006. };
  29007. /**
  29008. * Clear the info related to rendering groups preventing retention points during dispose.
  29009. */
  29010. Scene.prototype.freeRenderingGroups = function () {
  29011. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29012. return;
  29013. }
  29014. if (this._renderingManager) {
  29015. this._renderingManager.freeRenderingGroups();
  29016. }
  29017. if (this.textures) {
  29018. for (var i = 0; i < this.textures.length; i++) {
  29019. var texture = this.textures[i];
  29020. if (texture && texture.renderList) {
  29021. texture.freeRenderingGroups();
  29022. }
  29023. }
  29024. }
  29025. };
  29026. /** @hidden */
  29027. Scene.prototype._isInIntermediateRendering = function () {
  29028. return this._intermediateRendering;
  29029. };
  29030. /**
  29031. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  29032. * @returns the current scene
  29033. */
  29034. Scene.prototype.freezeActiveMeshes = function () {
  29035. if (!this.activeCamera) {
  29036. return this;
  29037. }
  29038. if (!this._frustumPlanes) {
  29039. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29040. }
  29041. this._evaluateActiveMeshes();
  29042. this._activeMeshesFrozen = true;
  29043. return this;
  29044. };
  29045. /**
  29046. * Use this function to restart evaluating active meshes on every frame
  29047. * @returns the current scene
  29048. */
  29049. Scene.prototype.unfreezeActiveMeshes = function () {
  29050. this._activeMeshesFrozen = false;
  29051. return this;
  29052. };
  29053. Scene.prototype._evaluateActiveMeshes = function () {
  29054. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  29055. return;
  29056. }
  29057. if (!this.activeCamera) {
  29058. return;
  29059. }
  29060. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  29061. this.activeCamera._activeMeshes.reset();
  29062. this._activeMeshes.reset();
  29063. this._renderingManager.reset();
  29064. this._processedMaterials.reset();
  29065. this._activeParticleSystems.reset();
  29066. this._activeSkeletons.reset();
  29067. this._softwareSkinnedMeshes.reset();
  29068. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  29069. var step = _a[_i];
  29070. step.action();
  29071. }
  29072. // Determine mesh candidates
  29073. var meshes = this.getActiveMeshCandidates();
  29074. // Check each mesh
  29075. var len = meshes.length;
  29076. for (var i = 0; i < len; i++) {
  29077. var mesh = meshes.data[i];
  29078. if (mesh.isBlocked) {
  29079. continue;
  29080. }
  29081. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  29082. if (!mesh.isReady() || !mesh.isEnabled()) {
  29083. continue;
  29084. }
  29085. mesh.computeWorldMatrix();
  29086. // Intersections
  29087. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  29088. this._meshesForIntersections.pushNoDuplicate(mesh);
  29089. }
  29090. // Switch to current LOD
  29091. var meshLOD = mesh.getLOD(this.activeCamera);
  29092. if (meshLOD === undefined || meshLOD === null) {
  29093. continue;
  29094. }
  29095. mesh._preActivate();
  29096. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  29097. this._activeMeshes.push(mesh);
  29098. this.activeCamera._activeMeshes.push(mesh);
  29099. mesh._activate(this._renderId);
  29100. if (meshLOD !== mesh) {
  29101. meshLOD._activate(this._renderId);
  29102. }
  29103. this._activeMesh(mesh, meshLOD);
  29104. }
  29105. }
  29106. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  29107. // Particle systems
  29108. if (this.particlesEnabled) {
  29109. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  29110. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  29111. var particleSystem = this.particleSystems[particleIndex];
  29112. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  29113. continue;
  29114. }
  29115. var emitter = particleSystem.emitter;
  29116. if (!emitter.position || emitter.isEnabled()) {
  29117. this._activeParticleSystems.push(particleSystem);
  29118. particleSystem.animate();
  29119. this._renderingManager.dispatchParticles(particleSystem);
  29120. }
  29121. }
  29122. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  29123. }
  29124. };
  29125. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  29126. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  29127. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  29128. mesh.skeleton.prepare();
  29129. }
  29130. if (!mesh.computeBonesUsingShaders) {
  29131. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  29132. }
  29133. }
  29134. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  29135. var step = _a[_i];
  29136. step.action(sourceMesh, mesh);
  29137. }
  29138. if (mesh !== undefined && mesh !== null
  29139. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  29140. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  29141. var len = subMeshes.length;
  29142. for (var i = 0; i < len; i++) {
  29143. var subMesh = subMeshes.data[i];
  29144. this._evaluateSubMesh(subMesh, mesh);
  29145. }
  29146. }
  29147. };
  29148. /**
  29149. * Update the transform matrix to update from the current active camera
  29150. * @param force defines a boolean used to force the update even if cache is up to date
  29151. */
  29152. Scene.prototype.updateTransformMatrix = function (force) {
  29153. if (!this.activeCamera) {
  29154. return;
  29155. }
  29156. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29157. };
  29158. /**
  29159. * 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)
  29160. * @param alternateCamera defines the camera to use
  29161. */
  29162. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29163. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29164. };
  29165. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29166. if (camera && camera._skipRendering) {
  29167. return;
  29168. }
  29169. var engine = this._engine;
  29170. this.activeCamera = camera;
  29171. if (!this.activeCamera) {
  29172. throw new Error("Active camera not set");
  29173. }
  29174. // Viewport
  29175. engine.setViewport(this.activeCamera.viewport);
  29176. // Camera
  29177. this.resetCachedMaterial();
  29178. this._renderId++;
  29179. this.updateTransformMatrix();
  29180. if (camera._alternateCamera) {
  29181. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29182. this._alternateRendering = true;
  29183. }
  29184. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29185. // Meshes
  29186. this._evaluateActiveMeshes();
  29187. // Software skinning
  29188. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29189. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29190. mesh.applySkeleton(mesh.skeleton);
  29191. }
  29192. // Render targets
  29193. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29194. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29195. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29196. }
  29197. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29198. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29199. }
  29200. // Collects render targets from external components.
  29201. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29202. var step = _a[_i];
  29203. step.action(this._renderTargets);
  29204. }
  29205. if (this.renderTargetsEnabled) {
  29206. this._intermediateRendering = true;
  29207. if (this._renderTargets.length > 0) {
  29208. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29209. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29210. var renderTarget = this._renderTargets.data[renderIndex];
  29211. if (renderTarget._shouldRender()) {
  29212. this._renderId++;
  29213. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29214. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29215. }
  29216. }
  29217. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29218. this._renderId++;
  29219. }
  29220. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29221. var step = _c[_b];
  29222. step.action(this.activeCamera);
  29223. }
  29224. this._intermediateRendering = false;
  29225. if (this.activeCamera.outputRenderTarget) {
  29226. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29227. if (internalTexture) {
  29228. engine.bindFramebuffer(internalTexture);
  29229. }
  29230. else {
  29231. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29232. }
  29233. }
  29234. else {
  29235. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29236. }
  29237. }
  29238. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29239. // Prepare Frame
  29240. if (this.postProcessManager) {
  29241. this.postProcessManager._prepareFrame();
  29242. }
  29243. // Before Camera Draw
  29244. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29245. var step = _e[_d];
  29246. step.action(this.activeCamera);
  29247. }
  29248. // Render
  29249. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29250. this._renderingManager.render(null, null, true, true);
  29251. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29252. // After Camera Draw
  29253. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29254. var step = _g[_f];
  29255. step.action(this.activeCamera);
  29256. }
  29257. // Finalize frame
  29258. if (this.postProcessManager) {
  29259. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29260. }
  29261. // Reset some special arrays
  29262. this._renderTargets.reset();
  29263. this._alternateRendering = false;
  29264. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29265. };
  29266. Scene.prototype._processSubCameras = function (camera) {
  29267. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29268. this._renderForCamera(camera);
  29269. return;
  29270. }
  29271. // rig cameras
  29272. for (var index = 0; index < camera._rigCameras.length; index++) {
  29273. this._renderForCamera(camera._rigCameras[index], camera);
  29274. }
  29275. this.activeCamera = camera;
  29276. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29277. };
  29278. Scene.prototype._checkIntersections = function () {
  29279. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29280. var sourceMesh = this._meshesForIntersections.data[index];
  29281. if (!sourceMesh.actionManager) {
  29282. continue;
  29283. }
  29284. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29285. var action = sourceMesh.actionManager.actions[actionIndex];
  29286. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29287. var parameters = action.getTriggerParameter();
  29288. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29289. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29290. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29291. if (areIntersecting && currentIntersectionInProgress === -1) {
  29292. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29293. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29294. sourceMesh._intersectionsInProgress.push(otherMesh);
  29295. }
  29296. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29297. sourceMesh._intersectionsInProgress.push(otherMesh);
  29298. }
  29299. }
  29300. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29301. //They intersected, and now they don't.
  29302. //is this trigger an exit trigger? execute an event.
  29303. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29304. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29305. }
  29306. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29307. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29308. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29309. return otherMesh === parameterMesh;
  29310. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29311. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29312. }
  29313. }
  29314. }
  29315. }
  29316. }
  29317. };
  29318. /** @hidden */
  29319. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29320. // Do nothing. Code will be replaced if physics engine component is referenced
  29321. };
  29322. /**
  29323. * Render the scene
  29324. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29325. */
  29326. Scene.prototype.render = function (updateCameras) {
  29327. if (updateCameras === void 0) { updateCameras = true; }
  29328. if (this.isDisposed) {
  29329. return;
  29330. }
  29331. this._frameId++;
  29332. // Register components that have been associated lately to the scene.
  29333. this._registerTransientComponents();
  29334. this._activeParticles.fetchNewFrame();
  29335. this._totalVertices.fetchNewFrame();
  29336. this._activeIndices.fetchNewFrame();
  29337. this._activeBones.fetchNewFrame();
  29338. this._meshesForIntersections.reset();
  29339. this.resetCachedMaterial();
  29340. this.onBeforeAnimationsObservable.notifyObservers(this);
  29341. // Actions
  29342. if (this.actionManager) {
  29343. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29344. }
  29345. if (this._engine.isDeterministicLockStep()) {
  29346. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29347. var defaultFPS = (60.0 / 1000.0);
  29348. var defaultFrameTime = this.getDeterministicFrameTime();
  29349. var stepsTaken = 0;
  29350. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29351. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29352. internalSteps = Math.min(internalSteps, maxSubSteps);
  29353. do {
  29354. this.onBeforeStepObservable.notifyObservers(this);
  29355. // Animations
  29356. this._animationRatio = defaultFrameTime * defaultFPS;
  29357. this._animate();
  29358. this.onAfterAnimationsObservable.notifyObservers(this);
  29359. // Physics
  29360. this._advancePhysicsEngineStep(defaultFrameTime);
  29361. this.onAfterStepObservable.notifyObservers(this);
  29362. this._currentStepId++;
  29363. stepsTaken++;
  29364. deltaTime -= defaultFrameTime;
  29365. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29366. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29367. }
  29368. else {
  29369. // Animations
  29370. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29371. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29372. this._animate();
  29373. this.onAfterAnimationsObservable.notifyObservers(this);
  29374. // Physics
  29375. this._advancePhysicsEngineStep(deltaTime);
  29376. }
  29377. // Before camera update steps
  29378. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29379. var step = _a[_i];
  29380. step.action();
  29381. }
  29382. // Update Cameras
  29383. if (updateCameras) {
  29384. if (this.activeCameras.length > 0) {
  29385. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29386. var camera = this.activeCameras[cameraIndex];
  29387. camera.update();
  29388. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29389. // rig cameras
  29390. for (var index = 0; index < camera._rigCameras.length; index++) {
  29391. camera._rigCameras[index].update();
  29392. }
  29393. }
  29394. }
  29395. }
  29396. else if (this.activeCamera) {
  29397. this.activeCamera.update();
  29398. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29399. // rig cameras
  29400. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29401. this.activeCamera._rigCameras[index].update();
  29402. }
  29403. }
  29404. }
  29405. }
  29406. // Before render
  29407. this.onBeforeRenderObservable.notifyObservers(this);
  29408. // Customs render targets
  29409. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29410. var engine = this.getEngine();
  29411. var currentActiveCamera = this.activeCamera;
  29412. if (this.renderTargetsEnabled) {
  29413. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29414. this._intermediateRendering = true;
  29415. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29416. var renderTarget = this.customRenderTargets[customIndex];
  29417. if (renderTarget._shouldRender()) {
  29418. this._renderId++;
  29419. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29420. if (!this.activeCamera) {
  29421. throw new Error("Active camera not set");
  29422. }
  29423. // Viewport
  29424. engine.setViewport(this.activeCamera.viewport);
  29425. // Camera
  29426. this.updateTransformMatrix();
  29427. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29428. }
  29429. }
  29430. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29431. this._intermediateRendering = false;
  29432. this._renderId++;
  29433. }
  29434. // Restore back buffer
  29435. if (this.customRenderTargets.length > 0) {
  29436. engine.restoreDefaultFramebuffer();
  29437. }
  29438. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29439. this.activeCamera = currentActiveCamera;
  29440. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29441. var step = _c[_b];
  29442. step.action();
  29443. }
  29444. // Clear
  29445. if (this.autoClearDepthAndStencil || this.autoClear) {
  29446. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29447. }
  29448. // Collects render targets from external components.
  29449. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29450. var step = _e[_d];
  29451. step.action(this._renderTargets);
  29452. }
  29453. // Multi-cameras?
  29454. if (this.activeCameras.length > 0) {
  29455. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29456. if (cameraIndex > 0) {
  29457. this._engine.clear(null, false, true, true);
  29458. }
  29459. this._processSubCameras(this.activeCameras[cameraIndex]);
  29460. }
  29461. }
  29462. else {
  29463. if (!this.activeCamera) {
  29464. throw new Error("No camera defined");
  29465. }
  29466. this._processSubCameras(this.activeCamera);
  29467. }
  29468. // Intersection checks
  29469. this._checkIntersections();
  29470. // Executes the after render stage actions.
  29471. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29472. var step = _g[_f];
  29473. step.action();
  29474. }
  29475. // After render
  29476. if (this.afterRender) {
  29477. this.afterRender();
  29478. }
  29479. this.onAfterRenderObservable.notifyObservers(this);
  29480. // Cleaning
  29481. if (this._toBeDisposed.length) {
  29482. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29483. var data = this._toBeDisposed[index];
  29484. if (data) {
  29485. data.dispose();
  29486. }
  29487. }
  29488. this._toBeDisposed = [];
  29489. }
  29490. if (this.dumpNextRenderTargets) {
  29491. this.dumpNextRenderTargets = false;
  29492. }
  29493. this._activeBones.addCount(0, true);
  29494. this._activeIndices.addCount(0, true);
  29495. this._activeParticles.addCount(0, true);
  29496. };
  29497. /**
  29498. * Freeze all materials
  29499. * A frozen material will not be updatable but should be faster to render
  29500. */
  29501. Scene.prototype.freezeMaterials = function () {
  29502. for (var i = 0; i < this.materials.length; i++) {
  29503. this.materials[i].freeze();
  29504. }
  29505. };
  29506. /**
  29507. * Unfreeze all materials
  29508. * A frozen material will not be updatable but should be faster to render
  29509. */
  29510. Scene.prototype.unfreezeMaterials = function () {
  29511. for (var i = 0; i < this.materials.length; i++) {
  29512. this.materials[i].unfreeze();
  29513. }
  29514. };
  29515. /**
  29516. * Releases all held ressources
  29517. */
  29518. Scene.prototype.dispose = function () {
  29519. this.beforeRender = null;
  29520. this.afterRender = null;
  29521. this.skeletons = [];
  29522. this.morphTargetManagers = [];
  29523. this._transientComponents = [];
  29524. this._isReadyForMeshStage.clear();
  29525. this._beforeEvaluateActiveMeshStage.clear();
  29526. this._evaluateSubMeshStage.clear();
  29527. this._activeMeshStage.clear();
  29528. this._cameraDrawRenderTargetStage.clear();
  29529. this._beforeCameraDrawStage.clear();
  29530. this._beforeRenderingGroupDrawStage.clear();
  29531. this._beforeRenderingMeshStage.clear();
  29532. this._afterRenderingMeshStage.clear();
  29533. this._afterRenderingGroupDrawStage.clear();
  29534. this._afterCameraDrawStage.clear();
  29535. this._afterRenderStage.clear();
  29536. this._beforeCameraUpdateStage.clear();
  29537. this._beforeClearStage.clear();
  29538. this._gatherRenderTargetsStage.clear();
  29539. this._gatherActiveCameraRenderTargetsStage.clear();
  29540. this._pointerMoveStage.clear();
  29541. this._pointerDownStage.clear();
  29542. this._pointerUpStage.clear();
  29543. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29544. var component = _a[_i];
  29545. component.dispose();
  29546. }
  29547. this.importedMeshesFiles = new Array();
  29548. this.stopAllAnimations();
  29549. this.resetCachedMaterial();
  29550. // Smart arrays
  29551. if (this.activeCamera) {
  29552. this.activeCamera._activeMeshes.dispose();
  29553. this.activeCamera = null;
  29554. }
  29555. this._activeMeshes.dispose();
  29556. this._renderingManager.dispose();
  29557. this._processedMaterials.dispose();
  29558. this._activeParticleSystems.dispose();
  29559. this._activeSkeletons.dispose();
  29560. this._softwareSkinnedMeshes.dispose();
  29561. this._renderTargets.dispose();
  29562. this._registeredForLateAnimationBindings.dispose();
  29563. this._meshesForIntersections.dispose();
  29564. this._toBeDisposed = [];
  29565. // Abort active requests
  29566. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29567. var request = _c[_b];
  29568. request.abort();
  29569. }
  29570. // Events
  29571. this.onDisposeObservable.notifyObservers(this);
  29572. this.onDisposeObservable.clear();
  29573. this.onBeforeRenderObservable.clear();
  29574. this.onAfterRenderObservable.clear();
  29575. this.onBeforeRenderTargetsRenderObservable.clear();
  29576. this.onAfterRenderTargetsRenderObservable.clear();
  29577. this.onAfterStepObservable.clear();
  29578. this.onBeforeStepObservable.clear();
  29579. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29580. this.onAfterActiveMeshesEvaluationObservable.clear();
  29581. this.onBeforeParticlesRenderingObservable.clear();
  29582. this.onAfterParticlesRenderingObservable.clear();
  29583. this.onBeforeDrawPhaseObservable.clear();
  29584. this.onAfterDrawPhaseObservable.clear();
  29585. this.onBeforeAnimationsObservable.clear();
  29586. this.onAfterAnimationsObservable.clear();
  29587. this.onDataLoadedObservable.clear();
  29588. this.onBeforeRenderingGroupObservable.clear();
  29589. this.onAfterRenderingGroupObservable.clear();
  29590. this.onMeshImportedObservable.clear();
  29591. this.onBeforeCameraRenderObservable.clear();
  29592. this.onAfterCameraRenderObservable.clear();
  29593. this.onReadyObservable.clear();
  29594. this.onNewCameraAddedObservable.clear();
  29595. this.onCameraRemovedObservable.clear();
  29596. this.onNewLightAddedObservable.clear();
  29597. this.onLightRemovedObservable.clear();
  29598. this.onNewGeometryAddedObservable.clear();
  29599. this.onGeometryRemovedObservable.clear();
  29600. this.onNewTransformNodeAddedObservable.clear();
  29601. this.onTransformNodeRemovedObservable.clear();
  29602. this.onNewMeshAddedObservable.clear();
  29603. this.onMeshRemovedObservable.clear();
  29604. this.onNewMaterialAddedObservable.clear();
  29605. this.onMaterialRemovedObservable.clear();
  29606. this.onNewTextureAddedObservable.clear();
  29607. this.onTextureRemovedObservable.clear();
  29608. this.onPrePointerObservable.clear();
  29609. this.onPointerObservable.clear();
  29610. this.onPreKeyboardObservable.clear();
  29611. this.onKeyboardObservable.clear();
  29612. this.onActiveCameraChanged.clear();
  29613. this.detachControl();
  29614. // Detach cameras
  29615. var canvas = this._engine.getRenderingCanvas();
  29616. if (canvas) {
  29617. var index;
  29618. for (index = 0; index < this.cameras.length; index++) {
  29619. this.cameras[index].detachControl(canvas);
  29620. }
  29621. }
  29622. // Release animation groups
  29623. while (this.animationGroups.length) {
  29624. this.animationGroups[0].dispose();
  29625. }
  29626. // Release lights
  29627. while (this.lights.length) {
  29628. this.lights[0].dispose();
  29629. }
  29630. // Release meshes
  29631. while (this.meshes.length) {
  29632. this.meshes[0].dispose(true);
  29633. }
  29634. while (this.transformNodes.length) {
  29635. this.removeTransformNode(this.transformNodes[0]);
  29636. }
  29637. // Release cameras
  29638. while (this.cameras.length) {
  29639. this.cameras[0].dispose();
  29640. }
  29641. // Release materials
  29642. if (this.defaultMaterial) {
  29643. this.defaultMaterial.dispose();
  29644. }
  29645. while (this.multiMaterials.length) {
  29646. this.multiMaterials[0].dispose();
  29647. }
  29648. while (this.materials.length) {
  29649. this.materials[0].dispose();
  29650. }
  29651. // Release particles
  29652. while (this.particleSystems.length) {
  29653. this.particleSystems[0].dispose();
  29654. }
  29655. // Release postProcesses
  29656. while (this.postProcesses.length) {
  29657. this.postProcesses[0].dispose();
  29658. }
  29659. // Release textures
  29660. while (this.textures.length) {
  29661. this.textures[0].dispose();
  29662. }
  29663. // Release UBO
  29664. this._sceneUbo.dispose();
  29665. if (this._alternateSceneUbo) {
  29666. this._alternateSceneUbo.dispose();
  29667. }
  29668. // Post-processes
  29669. this.postProcessManager.dispose();
  29670. // Remove from engine
  29671. index = this._engine.scenes.indexOf(this);
  29672. if (index > -1) {
  29673. this._engine.scenes.splice(index, 1);
  29674. }
  29675. this._engine.wipeCaches(true);
  29676. this._isDisposed = true;
  29677. };
  29678. Object.defineProperty(Scene.prototype, "isDisposed", {
  29679. /**
  29680. * Gets if the scene is already disposed
  29681. */
  29682. get: function () {
  29683. return this._isDisposed;
  29684. },
  29685. enumerable: true,
  29686. configurable: true
  29687. });
  29688. /**
  29689. * Call this function to reduce memory footprint of the scene.
  29690. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29691. */
  29692. Scene.prototype.clearCachedVertexData = function () {
  29693. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29694. var mesh = this.meshes[meshIndex];
  29695. var geometry = mesh.geometry;
  29696. if (geometry) {
  29697. geometry._indices = [];
  29698. for (var vbName in geometry._vertexBuffers) {
  29699. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29700. continue;
  29701. }
  29702. geometry._vertexBuffers[vbName]._buffer._data = null;
  29703. }
  29704. }
  29705. }
  29706. };
  29707. /**
  29708. * This function will remove the local cached buffer data from texture.
  29709. * It will save memory but will prevent the texture from being rebuilt
  29710. */
  29711. Scene.prototype.cleanCachedTextureBuffer = function () {
  29712. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29713. var baseTexture = _a[_i];
  29714. var buffer = baseTexture._buffer;
  29715. if (buffer) {
  29716. baseTexture._buffer = null;
  29717. }
  29718. }
  29719. };
  29720. /**
  29721. * Get the world extend vectors with an optional filter
  29722. *
  29723. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29724. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29725. */
  29726. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29727. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29728. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29729. filterPredicate = filterPredicate || (function () { return true; });
  29730. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29731. mesh.computeWorldMatrix(true);
  29732. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29733. return;
  29734. }
  29735. var boundingInfo = mesh.getBoundingInfo();
  29736. var minBox = boundingInfo.boundingBox.minimumWorld;
  29737. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29738. BABYLON.Tools.CheckExtends(minBox, min, max);
  29739. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29740. });
  29741. return {
  29742. min: min,
  29743. max: max
  29744. };
  29745. };
  29746. // Picking
  29747. /**
  29748. * Creates a ray that can be used to pick in the scene
  29749. * @param x defines the x coordinate of the origin (on-screen)
  29750. * @param y defines the y coordinate of the origin (on-screen)
  29751. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29752. * @param camera defines the camera to use for the picking
  29753. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29754. * @returns a Ray
  29755. */
  29756. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29757. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29758. var result = BABYLON.Ray.Zero();
  29759. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29760. return result;
  29761. };
  29762. /**
  29763. * Creates a ray that can be used to pick in the scene
  29764. * @param x defines the x coordinate of the origin (on-screen)
  29765. * @param y defines the y coordinate of the origin (on-screen)
  29766. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29767. * @param result defines the ray where to store the picking ray
  29768. * @param camera defines the camera to use for the picking
  29769. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29770. * @returns the current scene
  29771. */
  29772. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  29773. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29774. var engine = this._engine;
  29775. if (!camera) {
  29776. if (!this.activeCamera) {
  29777. throw new Error("Active camera not set");
  29778. }
  29779. camera = this.activeCamera;
  29780. }
  29781. var cameraViewport = camera.viewport;
  29782. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29783. // Moving coordinates to local viewport world
  29784. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29785. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29786. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.IdentityReadOnly, cameraViewSpace ? BABYLON.Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
  29787. return this;
  29788. };
  29789. /**
  29790. * Creates a ray that can be used to pick in the scene
  29791. * @param x defines the x coordinate of the origin (on-screen)
  29792. * @param y defines the y coordinate of the origin (on-screen)
  29793. * @param camera defines the camera to use for the picking
  29794. * @returns a Ray
  29795. */
  29796. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  29797. var result = BABYLON.Ray.Zero();
  29798. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  29799. return result;
  29800. };
  29801. /**
  29802. * Creates a ray that can be used to pick in the scene
  29803. * @param x defines the x coordinate of the origin (on-screen)
  29804. * @param y defines the y coordinate of the origin (on-screen)
  29805. * @param result defines the ray where to store the picking ray
  29806. * @param camera defines the camera to use for the picking
  29807. * @returns the current scene
  29808. */
  29809. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  29810. if (!BABYLON.PickingInfo) {
  29811. return this;
  29812. }
  29813. var engine = this._engine;
  29814. if (!camera) {
  29815. if (!this.activeCamera) {
  29816. throw new Error("Active camera not set");
  29817. }
  29818. camera = this.activeCamera;
  29819. }
  29820. var cameraViewport = camera.viewport;
  29821. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29822. var identity = BABYLON.Matrix.Identity();
  29823. // Moving coordinates to local viewport world
  29824. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29825. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29826. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  29827. return this;
  29828. };
  29829. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  29830. if (!BABYLON.PickingInfo) {
  29831. return null;
  29832. }
  29833. var pickingInfo = null;
  29834. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29835. var mesh = this.meshes[meshIndex];
  29836. if (predicate) {
  29837. if (!predicate(mesh)) {
  29838. continue;
  29839. }
  29840. }
  29841. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29842. continue;
  29843. }
  29844. var world = mesh.getWorldMatrix();
  29845. var ray = rayFunction(world);
  29846. var result = mesh.intersects(ray, fastCheck);
  29847. if (!result || !result.hit) {
  29848. continue;
  29849. }
  29850. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  29851. continue;
  29852. }
  29853. pickingInfo = result;
  29854. if (fastCheck) {
  29855. break;
  29856. }
  29857. }
  29858. return pickingInfo || new BABYLON.PickingInfo();
  29859. };
  29860. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  29861. if (!BABYLON.PickingInfo) {
  29862. return null;
  29863. }
  29864. var pickingInfos = new Array();
  29865. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29866. var mesh = this.meshes[meshIndex];
  29867. if (predicate) {
  29868. if (!predicate(mesh)) {
  29869. continue;
  29870. }
  29871. }
  29872. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29873. continue;
  29874. }
  29875. var world = mesh.getWorldMatrix();
  29876. var ray = rayFunction(world);
  29877. var result = mesh.intersects(ray, false);
  29878. if (!result || !result.hit) {
  29879. continue;
  29880. }
  29881. pickingInfos.push(result);
  29882. }
  29883. return pickingInfos;
  29884. };
  29885. /** Launch a ray to try to pick a mesh in the scene
  29886. * @param x position on screen
  29887. * @param y position on screen
  29888. * @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
  29889. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  29890. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29891. * @returns a PickingInfo
  29892. */
  29893. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  29894. var _this = this;
  29895. if (!BABYLON.PickingInfo) {
  29896. return null;
  29897. }
  29898. var result = this._internalPick(function (world) {
  29899. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  29900. return _this._tempPickingRay;
  29901. }, predicate, fastCheck);
  29902. if (result) {
  29903. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  29904. }
  29905. return result;
  29906. };
  29907. /** Use the given ray to pick a mesh in the scene
  29908. * @param ray The ray to use to pick meshes
  29909. * @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
  29910. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  29911. * @returns a PickingInfo
  29912. */
  29913. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  29914. var _this = this;
  29915. var result = this._internalPick(function (world) {
  29916. if (!_this._pickWithRayInverseMatrix) {
  29917. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29918. }
  29919. world.invertToRef(_this._pickWithRayInverseMatrix);
  29920. if (!_this._cachedRayForTransform) {
  29921. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29922. }
  29923. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29924. return _this._cachedRayForTransform;
  29925. }, predicate, fastCheck);
  29926. if (result) {
  29927. result.ray = ray;
  29928. }
  29929. return result;
  29930. };
  29931. /**
  29932. * Launch a ray to try to pick a mesh in the scene
  29933. * @param x X position on screen
  29934. * @param y Y position on screen
  29935. * @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
  29936. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29937. * @returns an array of PickingInfo
  29938. */
  29939. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  29940. var _this = this;
  29941. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  29942. };
  29943. /**
  29944. * Launch a ray to try to pick a mesh in the scene
  29945. * @param ray Ray to use
  29946. * @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
  29947. * @returns an array of PickingInfo
  29948. */
  29949. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  29950. var _this = this;
  29951. return this._internalMultiPick(function (world) {
  29952. if (!_this._pickWithRayInverseMatrix) {
  29953. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29954. }
  29955. world.invertToRef(_this._pickWithRayInverseMatrix);
  29956. if (!_this._cachedRayForTransform) {
  29957. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29958. }
  29959. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29960. return _this._cachedRayForTransform;
  29961. }, predicate);
  29962. };
  29963. /**
  29964. * Force the value of meshUnderPointer
  29965. * @param mesh defines the mesh to use
  29966. */
  29967. Scene.prototype.setPointerOverMesh = function (mesh) {
  29968. if (this._pointerOverMesh === mesh) {
  29969. return;
  29970. }
  29971. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29972. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29973. }
  29974. this._pointerOverMesh = mesh;
  29975. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29976. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29977. }
  29978. };
  29979. /**
  29980. * Gets the mesh under the pointer
  29981. * @returns a Mesh or null if no mesh is under the pointer
  29982. */
  29983. Scene.prototype.getPointerOverMesh = function () {
  29984. return this._pointerOverMesh;
  29985. };
  29986. // Misc.
  29987. /** @hidden */
  29988. Scene.prototype._rebuildGeometries = function () {
  29989. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  29990. var geometry = _a[_i];
  29991. geometry._rebuild();
  29992. }
  29993. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  29994. var mesh = _c[_b];
  29995. mesh._rebuild();
  29996. }
  29997. if (this.postProcessManager) {
  29998. this.postProcessManager._rebuild();
  29999. }
  30000. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  30001. var component = _e[_d];
  30002. component.rebuild();
  30003. }
  30004. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  30005. var system = _g[_f];
  30006. system.rebuild();
  30007. }
  30008. };
  30009. /** @hidden */
  30010. Scene.prototype._rebuildTextures = function () {
  30011. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  30012. var texture = _a[_i];
  30013. texture._rebuild();
  30014. }
  30015. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30016. };
  30017. // Tags
  30018. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  30019. if (tagsQuery === undefined) {
  30020. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  30021. return list;
  30022. }
  30023. var listByTags = [];
  30024. forEach = forEach || (function (item) { return; });
  30025. for (var i in list) {
  30026. var item = list[i];
  30027. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  30028. listByTags.push(item);
  30029. forEach(item);
  30030. }
  30031. }
  30032. return listByTags;
  30033. };
  30034. /**
  30035. * Get a list of meshes by tags
  30036. * @param tagsQuery defines the tags query to use
  30037. * @param forEach defines a predicate used to filter results
  30038. * @returns an array of Mesh
  30039. */
  30040. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  30041. return this._getByTags(this.meshes, tagsQuery, forEach);
  30042. };
  30043. /**
  30044. * Get a list of cameras by tags
  30045. * @param tagsQuery defines the tags query to use
  30046. * @param forEach defines a predicate used to filter results
  30047. * @returns an array of Camera
  30048. */
  30049. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  30050. return this._getByTags(this.cameras, tagsQuery, forEach);
  30051. };
  30052. /**
  30053. * Get a list of lights by tags
  30054. * @param tagsQuery defines the tags query to use
  30055. * @param forEach defines a predicate used to filter results
  30056. * @returns an array of Light
  30057. */
  30058. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  30059. return this._getByTags(this.lights, tagsQuery, forEach);
  30060. };
  30061. /**
  30062. * Get a list of materials by tags
  30063. * @param tagsQuery defines the tags query to use
  30064. * @param forEach defines a predicate used to filter results
  30065. * @returns an array of Material
  30066. */
  30067. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  30068. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  30069. };
  30070. /**
  30071. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  30072. * This allowed control for front to back rendering or reversly depending of the special needs.
  30073. *
  30074. * @param renderingGroupId The rendering group id corresponding to its index
  30075. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  30076. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  30077. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  30078. */
  30079. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  30080. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  30081. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  30082. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  30083. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  30084. };
  30085. /**
  30086. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  30087. *
  30088. * @param renderingGroupId The rendering group id corresponding to its index
  30089. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  30090. * @param depth Automatically clears depth between groups if true and autoClear is true.
  30091. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  30092. */
  30093. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  30094. if (depth === void 0) { depth = true; }
  30095. if (stencil === void 0) { stencil = true; }
  30096. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  30097. };
  30098. /**
  30099. * Gets the current auto clear configuration for one rendering group of the rendering
  30100. * manager.
  30101. * @param index the rendering group index to get the information for
  30102. * @returns The auto clear setup for the requested rendering group
  30103. */
  30104. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  30105. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  30106. };
  30107. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  30108. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  30109. get: function () {
  30110. return this._blockMaterialDirtyMechanism;
  30111. },
  30112. set: function (value) {
  30113. if (this._blockMaterialDirtyMechanism === value) {
  30114. return;
  30115. }
  30116. this._blockMaterialDirtyMechanism = value;
  30117. if (!value) { // Do a complete update
  30118. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  30119. }
  30120. },
  30121. enumerable: true,
  30122. configurable: true
  30123. });
  30124. /**
  30125. * Will flag all materials as dirty to trigger new shader compilation
  30126. * @param flag defines the flag used to specify which material part must be marked as dirty
  30127. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  30128. */
  30129. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  30130. if (this._blockMaterialDirtyMechanism) {
  30131. return;
  30132. }
  30133. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  30134. var material = _a[_i];
  30135. if (predicate && !predicate(material)) {
  30136. continue;
  30137. }
  30138. material.markAsDirty(flag);
  30139. }
  30140. };
  30141. /** @hidden */
  30142. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  30143. var _this = this;
  30144. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  30145. this._activeRequests.push(request);
  30146. request.onCompleteObservable.add(function (request) {
  30147. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  30148. });
  30149. return request;
  30150. };
  30151. /** @hidden */
  30152. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30153. var _this = this;
  30154. return new Promise(function (resolve, reject) {
  30155. _this._loadFile(url, function (data) {
  30156. resolve(data);
  30157. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30158. reject(exception);
  30159. });
  30160. });
  30161. };
  30162. // Statics
  30163. Scene._uniqueIdCounter = 0;
  30164. /** The fog is deactivated */
  30165. Scene.FOGMODE_NONE = 0;
  30166. /** The fog density is following an exponential function */
  30167. Scene.FOGMODE_EXP = 1;
  30168. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30169. Scene.FOGMODE_EXP2 = 2;
  30170. /** The fog density is following a linear function. */
  30171. Scene.FOGMODE_LINEAR = 3;
  30172. /**
  30173. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30174. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30175. */
  30176. Scene.MinDeltaTime = 1.0;
  30177. /**
  30178. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30179. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30180. */
  30181. Scene.MaxDeltaTime = 1000.0;
  30182. /** The distance in pixel that you have to move to prevent some events */
  30183. Scene.DragMovementThreshold = 10; // in pixels
  30184. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30185. Scene.LongPressDelay = 500; // in milliseconds
  30186. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30187. Scene.DoubleClickDelay = 300; // in milliseconds
  30188. /** If you need to check double click without raising a single click at first click, enable this flag */
  30189. Scene.ExclusiveDoubleClickMode = false;
  30190. return Scene;
  30191. }(BABYLON.AbstractScene));
  30192. BABYLON.Scene = Scene;
  30193. })(BABYLON || (BABYLON = {}));
  30194. //# sourceMappingURL=babylon.scene.js.map
  30195. var BABYLON;
  30196. (function (BABYLON) {
  30197. /**
  30198. * Set of assets to keep when moving a scene into an asset container.
  30199. */
  30200. var KeepAssets = /** @class */ (function (_super) {
  30201. __extends(KeepAssets, _super);
  30202. function KeepAssets() {
  30203. return _super !== null && _super.apply(this, arguments) || this;
  30204. }
  30205. return KeepAssets;
  30206. }(BABYLON.AbstractScene));
  30207. BABYLON.KeepAssets = KeepAssets;
  30208. /**
  30209. * Container with a set of assets that can be added or removed from a scene.
  30210. */
  30211. var AssetContainer = /** @class */ (function (_super) {
  30212. __extends(AssetContainer, _super);
  30213. /**
  30214. * Instantiates an AssetContainer.
  30215. * @param scene The scene the AssetContainer belongs to.
  30216. */
  30217. function AssetContainer(scene) {
  30218. var _this = _super.call(this) || this;
  30219. _this.scene = scene;
  30220. _this["sounds"] = [];
  30221. _this["effectLayers"] = [];
  30222. _this["layers"] = [];
  30223. _this["lensFlareSystems"] = [];
  30224. _this["proceduralTextures"] = [];
  30225. return _this;
  30226. }
  30227. /**
  30228. * Adds all the assets from the container to the scene.
  30229. */
  30230. AssetContainer.prototype.addAllToScene = function () {
  30231. var _this = this;
  30232. this.cameras.forEach(function (o) {
  30233. _this.scene.addCamera(o);
  30234. });
  30235. this.lights.forEach(function (o) {
  30236. _this.scene.addLight(o);
  30237. });
  30238. this.meshes.forEach(function (o) {
  30239. _this.scene.addMesh(o);
  30240. });
  30241. this.skeletons.forEach(function (o) {
  30242. _this.scene.addSkeleton(o);
  30243. });
  30244. this.animations.forEach(function (o) {
  30245. _this.scene.addAnimation(o);
  30246. });
  30247. this.animationGroups.forEach(function (o) {
  30248. _this.scene.addAnimationGroup(o);
  30249. });
  30250. this.multiMaterials.forEach(function (o) {
  30251. _this.scene.addMultiMaterial(o);
  30252. });
  30253. this.materials.forEach(function (o) {
  30254. _this.scene.addMaterial(o);
  30255. });
  30256. this.morphTargetManagers.forEach(function (o) {
  30257. _this.scene.addMorphTargetManager(o);
  30258. });
  30259. this.geometries.forEach(function (o) {
  30260. _this.scene.addGeometry(o);
  30261. });
  30262. this.transformNodes.forEach(function (o) {
  30263. _this.scene.addTransformNode(o);
  30264. });
  30265. this.actionManagers.forEach(function (o) {
  30266. _this.scene.addActionManager(o);
  30267. });
  30268. this.textures.forEach(function (o) {
  30269. _this.scene.addTexture(o);
  30270. });
  30271. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30272. var component = _a[_i];
  30273. component.addFromContainer(this);
  30274. }
  30275. };
  30276. /**
  30277. * Removes all the assets in the container from the scene
  30278. */
  30279. AssetContainer.prototype.removeAllFromScene = function () {
  30280. var _this = this;
  30281. this.cameras.forEach(function (o) {
  30282. _this.scene.removeCamera(o);
  30283. });
  30284. this.lights.forEach(function (o) {
  30285. _this.scene.removeLight(o);
  30286. });
  30287. this.meshes.forEach(function (o) {
  30288. _this.scene.removeMesh(o);
  30289. });
  30290. this.skeletons.forEach(function (o) {
  30291. _this.scene.removeSkeleton(o);
  30292. });
  30293. this.animations.forEach(function (o) {
  30294. _this.scene.removeAnimation(o);
  30295. });
  30296. this.animationGroups.forEach(function (o) {
  30297. _this.scene.removeAnimationGroup(o);
  30298. });
  30299. this.multiMaterials.forEach(function (o) {
  30300. _this.scene.removeMultiMaterial(o);
  30301. });
  30302. this.materials.forEach(function (o) {
  30303. _this.scene.removeMaterial(o);
  30304. });
  30305. this.morphTargetManagers.forEach(function (o) {
  30306. _this.scene.removeMorphTargetManager(o);
  30307. });
  30308. this.geometries.forEach(function (o) {
  30309. _this.scene.removeGeometry(o);
  30310. });
  30311. this.transformNodes.forEach(function (o) {
  30312. _this.scene.removeTransformNode(o);
  30313. });
  30314. this.actionManagers.forEach(function (o) {
  30315. _this.scene.removeActionManager(o);
  30316. });
  30317. this.textures.forEach(function (o) {
  30318. _this.scene.removeTexture(o);
  30319. });
  30320. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30321. var component = _a[_i];
  30322. component.removeFromContainer(this);
  30323. }
  30324. };
  30325. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30326. if (!sourceAssets) {
  30327. return;
  30328. }
  30329. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30330. var asset = sourceAssets_1[_i];
  30331. var move = true;
  30332. if (keepAssets) {
  30333. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30334. var keepAsset = keepAssets_1[_a];
  30335. if (asset === keepAsset) {
  30336. move = false;
  30337. break;
  30338. }
  30339. }
  30340. }
  30341. if (move) {
  30342. targetAssets.push(asset);
  30343. }
  30344. }
  30345. };
  30346. /**
  30347. * Removes all the assets contained in the scene and adds them to the container.
  30348. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30349. */
  30350. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30351. if (keepAssets === undefined) {
  30352. keepAssets = new KeepAssets();
  30353. }
  30354. for (var key in this) {
  30355. if (this.hasOwnProperty(key)) {
  30356. this[key] = this[key] || [];
  30357. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30358. }
  30359. }
  30360. this.removeAllFromScene();
  30361. };
  30362. /**
  30363. * 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.
  30364. * @returns the root mesh
  30365. */
  30366. AssetContainer.prototype.createRootMesh = function () {
  30367. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30368. this.meshes.forEach(function (m) {
  30369. if (!m.parent) {
  30370. rootMesh.addChild(m);
  30371. }
  30372. });
  30373. this.meshes.unshift(rootMesh);
  30374. return rootMesh;
  30375. };
  30376. return AssetContainer;
  30377. }(BABYLON.AbstractScene));
  30378. BABYLON.AssetContainer = AssetContainer;
  30379. })(BABYLON || (BABYLON = {}));
  30380. //# sourceMappingURL=babylon.assetContainer.js.map
  30381. var BABYLON;
  30382. (function (BABYLON) {
  30383. /**
  30384. * Class used to store data that will be store in GPU memory
  30385. */
  30386. var Buffer = /** @class */ (function () {
  30387. /**
  30388. * Constructor
  30389. * @param engine the engine
  30390. * @param data the data to use for this buffer
  30391. * @param updatable whether the data is updatable
  30392. * @param stride the stride (optional)
  30393. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30394. * @param instanced whether the buffer is instanced (optional)
  30395. * @param useBytes set to true if the stride in in bytes (optional)
  30396. */
  30397. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30398. if (stride === void 0) { stride = 0; }
  30399. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30400. if (instanced === void 0) { instanced = false; }
  30401. if (useBytes === void 0) { useBytes = false; }
  30402. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30403. this._engine = engine.getScene().getEngine();
  30404. }
  30405. else {
  30406. this._engine = engine;
  30407. }
  30408. this._updatable = updatable;
  30409. this._instanced = instanced;
  30410. this._data = data;
  30411. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30412. if (!postponeInternalCreation) { // by default
  30413. this.create();
  30414. }
  30415. }
  30416. /**
  30417. * Create a new VertexBuffer based on the current buffer
  30418. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30419. * @param offset defines offset in the buffer (0 by default)
  30420. * @param size defines the size in floats of attributes (position is 3 for instance)
  30421. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30422. * @param instanced defines if the vertex buffer contains indexed data
  30423. * @param useBytes defines if the offset and stride are in bytes
  30424. * @returns the new vertex buffer
  30425. */
  30426. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30427. if (useBytes === void 0) { useBytes = false; }
  30428. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30429. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30430. // a lot of these parameters are ignored as they are overriden by the buffer
  30431. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30432. };
  30433. // Properties
  30434. /**
  30435. * Gets a boolean indicating if the Buffer is updatable?
  30436. * @returns true if the buffer is updatable
  30437. */
  30438. Buffer.prototype.isUpdatable = function () {
  30439. return this._updatable;
  30440. };
  30441. /**
  30442. * Gets current buffer's data
  30443. * @returns a DataArray or null
  30444. */
  30445. Buffer.prototype.getData = function () {
  30446. return this._data;
  30447. };
  30448. /**
  30449. * Gets underlying native buffer
  30450. * @returns underlying native buffer
  30451. */
  30452. Buffer.prototype.getBuffer = function () {
  30453. return this._buffer;
  30454. };
  30455. /**
  30456. * Gets the stride in float32 units (i.e. byte stride / 4).
  30457. * May not be an integer if the byte stride is not divisible by 4.
  30458. * DEPRECATED. Use byteStride instead.
  30459. * @returns the stride in float32 units
  30460. */
  30461. Buffer.prototype.getStrideSize = function () {
  30462. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30463. };
  30464. // Methods
  30465. /**
  30466. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30467. * @param data defines the data to store
  30468. */
  30469. Buffer.prototype.create = function (data) {
  30470. if (data === void 0) { data = null; }
  30471. if (!data && this._buffer) {
  30472. return; // nothing to do
  30473. }
  30474. data = data || this._data;
  30475. if (!data) {
  30476. return;
  30477. }
  30478. if (!this._buffer) { // create buffer
  30479. if (this._updatable) {
  30480. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30481. this._data = data;
  30482. }
  30483. else {
  30484. this._buffer = this._engine.createVertexBuffer(data);
  30485. }
  30486. }
  30487. else if (this._updatable) { // update buffer
  30488. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30489. this._data = data;
  30490. }
  30491. };
  30492. /** @hidden */
  30493. Buffer.prototype._rebuild = function () {
  30494. this._buffer = null;
  30495. this.create(this._data);
  30496. };
  30497. /**
  30498. * Update current buffer data
  30499. * @param data defines the data to store
  30500. */
  30501. Buffer.prototype.update = function (data) {
  30502. this.create(data);
  30503. };
  30504. /**
  30505. * Updates the data directly.
  30506. * @param data the new data
  30507. * @param offset the new offset
  30508. * @param vertexCount the vertex count (optional)
  30509. * @param useBytes set to true if the offset is in bytes
  30510. */
  30511. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30512. if (useBytes === void 0) { useBytes = false; }
  30513. if (!this._buffer) {
  30514. return;
  30515. }
  30516. if (this._updatable) { // update buffer
  30517. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30518. this._data = null;
  30519. }
  30520. };
  30521. /**
  30522. * Release all resources
  30523. */
  30524. Buffer.prototype.dispose = function () {
  30525. if (!this._buffer) {
  30526. return;
  30527. }
  30528. if (this._engine._releaseBuffer(this._buffer)) {
  30529. this._buffer = null;
  30530. }
  30531. };
  30532. return Buffer;
  30533. }());
  30534. BABYLON.Buffer = Buffer;
  30535. })(BABYLON || (BABYLON = {}));
  30536. //# sourceMappingURL=babylon.buffer.js.map
  30537. var BABYLON;
  30538. (function (BABYLON) {
  30539. /**
  30540. * Specialized buffer used to store vertex data
  30541. */
  30542. var VertexBuffer = /** @class */ (function () {
  30543. /**
  30544. * Constructor
  30545. * @param engine the engine
  30546. * @param data the data to use for this vertex buffer
  30547. * @param kind the vertex buffer kind
  30548. * @param updatable whether the data is updatable
  30549. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30550. * @param stride the stride (optional)
  30551. * @param instanced whether the buffer is instanced (optional)
  30552. * @param offset the offset of the data (optional)
  30553. * @param size the number of components (optional)
  30554. * @param type the type of the component (optional)
  30555. * @param normalized whether the data contains normalized data (optional)
  30556. * @param useBytes set to true if stride and offset are in bytes (optional)
  30557. */
  30558. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30559. if (normalized === void 0) { normalized = false; }
  30560. if (useBytes === void 0) { useBytes = false; }
  30561. if (data instanceof BABYLON.Buffer) {
  30562. this._buffer = data;
  30563. this._ownsBuffer = false;
  30564. }
  30565. else {
  30566. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30567. this._ownsBuffer = true;
  30568. }
  30569. this._kind = kind;
  30570. if (type == undefined) {
  30571. var data_1 = this.getData();
  30572. this.type = VertexBuffer.FLOAT;
  30573. if (data_1 instanceof Int8Array) {
  30574. this.type = VertexBuffer.BYTE;
  30575. }
  30576. else if (data_1 instanceof Uint8Array) {
  30577. this.type = VertexBuffer.UNSIGNED_BYTE;
  30578. }
  30579. else if (data_1 instanceof Int16Array) {
  30580. this.type = VertexBuffer.SHORT;
  30581. }
  30582. else if (data_1 instanceof Uint16Array) {
  30583. this.type = VertexBuffer.UNSIGNED_SHORT;
  30584. }
  30585. else if (data_1 instanceof Int32Array) {
  30586. this.type = VertexBuffer.INT;
  30587. }
  30588. else if (data_1 instanceof Uint32Array) {
  30589. this.type = VertexBuffer.UNSIGNED_INT;
  30590. }
  30591. }
  30592. else {
  30593. this.type = type;
  30594. }
  30595. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30596. if (useBytes) {
  30597. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30598. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30599. this.byteOffset = offset || 0;
  30600. }
  30601. else {
  30602. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30603. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30604. this.byteOffset = (offset || 0) * typeByteLength;
  30605. }
  30606. this.normalized = normalized;
  30607. this._instanced = instanced !== undefined ? instanced : false;
  30608. this._instanceDivisor = instanced ? 1 : 0;
  30609. }
  30610. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30611. /**
  30612. * Gets or sets the instance divisor when in instanced mode
  30613. */
  30614. get: function () {
  30615. return this._instanceDivisor;
  30616. },
  30617. set: function (value) {
  30618. this._instanceDivisor = value;
  30619. if (value == 0) {
  30620. this._instanced = false;
  30621. }
  30622. else {
  30623. this._instanced = true;
  30624. }
  30625. },
  30626. enumerable: true,
  30627. configurable: true
  30628. });
  30629. /** @hidden */
  30630. VertexBuffer.prototype._rebuild = function () {
  30631. if (!this._buffer) {
  30632. return;
  30633. }
  30634. this._buffer._rebuild();
  30635. };
  30636. /**
  30637. * Returns the kind of the VertexBuffer (string)
  30638. * @returns a string
  30639. */
  30640. VertexBuffer.prototype.getKind = function () {
  30641. return this._kind;
  30642. };
  30643. // Properties
  30644. /**
  30645. * Gets a boolean indicating if the VertexBuffer is updatable?
  30646. * @returns true if the buffer is updatable
  30647. */
  30648. VertexBuffer.prototype.isUpdatable = function () {
  30649. return this._buffer.isUpdatable();
  30650. };
  30651. /**
  30652. * Gets current buffer's data
  30653. * @returns a DataArray or null
  30654. */
  30655. VertexBuffer.prototype.getData = function () {
  30656. return this._buffer.getData();
  30657. };
  30658. /**
  30659. * Gets underlying native buffer
  30660. * @returns underlying native buffer
  30661. */
  30662. VertexBuffer.prototype.getBuffer = function () {
  30663. return this._buffer.getBuffer();
  30664. };
  30665. /**
  30666. * Gets the stride in float32 units (i.e. byte stride / 4).
  30667. * May not be an integer if the byte stride is not divisible by 4.
  30668. * DEPRECATED. Use byteStride instead.
  30669. * @returns the stride in float32 units
  30670. */
  30671. VertexBuffer.prototype.getStrideSize = function () {
  30672. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30673. };
  30674. /**
  30675. * Returns the offset as a multiple of the type byte length.
  30676. * DEPRECATED. Use byteOffset instead.
  30677. * @returns the offset in bytes
  30678. */
  30679. VertexBuffer.prototype.getOffset = function () {
  30680. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30681. };
  30682. /**
  30683. * Returns the number of components per vertex attribute (integer)
  30684. * @returns the size in float
  30685. */
  30686. VertexBuffer.prototype.getSize = function () {
  30687. return this._size;
  30688. };
  30689. /**
  30690. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30691. * @returns true if this buffer is instanced
  30692. */
  30693. VertexBuffer.prototype.getIsInstanced = function () {
  30694. return this._instanced;
  30695. };
  30696. /**
  30697. * Returns the instancing divisor, zero for non-instanced (integer).
  30698. * @returns a number
  30699. */
  30700. VertexBuffer.prototype.getInstanceDivisor = function () {
  30701. return this._instanceDivisor;
  30702. };
  30703. // Methods
  30704. /**
  30705. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30706. * @param data defines the data to store
  30707. */
  30708. VertexBuffer.prototype.create = function (data) {
  30709. this._buffer.create(data);
  30710. };
  30711. /**
  30712. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30713. * This function will create a new buffer if the current one is not updatable
  30714. * @param data defines the data to store
  30715. */
  30716. VertexBuffer.prototype.update = function (data) {
  30717. this._buffer.update(data);
  30718. };
  30719. /**
  30720. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  30721. * Returns the directly updated WebGLBuffer.
  30722. * @param data the new data
  30723. * @param offset the new offset
  30724. * @param useBytes set to true if the offset is in bytes
  30725. */
  30726. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  30727. if (useBytes === void 0) { useBytes = false; }
  30728. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  30729. };
  30730. /**
  30731. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  30732. */
  30733. VertexBuffer.prototype.dispose = function () {
  30734. if (this._ownsBuffer) {
  30735. this._buffer.dispose();
  30736. }
  30737. };
  30738. /**
  30739. * Enumerates each value of this vertex buffer as numbers.
  30740. * @param count the number of values to enumerate
  30741. * @param callback the callback function called for each value
  30742. */
  30743. VertexBuffer.prototype.forEach = function (count, callback) {
  30744. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  30745. };
  30746. /**
  30747. * Deduces the stride given a kind.
  30748. * @param kind The kind string to deduce
  30749. * @returns The deduced stride
  30750. */
  30751. VertexBuffer.DeduceStride = function (kind) {
  30752. switch (kind) {
  30753. case VertexBuffer.UVKind:
  30754. case VertexBuffer.UV2Kind:
  30755. case VertexBuffer.UV3Kind:
  30756. case VertexBuffer.UV4Kind:
  30757. case VertexBuffer.UV5Kind:
  30758. case VertexBuffer.UV6Kind:
  30759. return 2;
  30760. case VertexBuffer.NormalKind:
  30761. case VertexBuffer.PositionKind:
  30762. return 3;
  30763. case VertexBuffer.ColorKind:
  30764. case VertexBuffer.MatricesIndicesKind:
  30765. case VertexBuffer.MatricesIndicesExtraKind:
  30766. case VertexBuffer.MatricesWeightsKind:
  30767. case VertexBuffer.MatricesWeightsExtraKind:
  30768. case VertexBuffer.TangentKind:
  30769. return 4;
  30770. default:
  30771. throw new Error("Invalid kind '" + kind + "'");
  30772. }
  30773. };
  30774. /**
  30775. * Gets the byte length of the given type.
  30776. * @param type the type
  30777. * @returns the number of bytes
  30778. */
  30779. VertexBuffer.GetTypeByteLength = function (type) {
  30780. switch (type) {
  30781. case VertexBuffer.BYTE:
  30782. case VertexBuffer.UNSIGNED_BYTE:
  30783. return 1;
  30784. case VertexBuffer.SHORT:
  30785. case VertexBuffer.UNSIGNED_SHORT:
  30786. return 2;
  30787. case VertexBuffer.INT:
  30788. case VertexBuffer.FLOAT:
  30789. return 4;
  30790. default:
  30791. throw new Error("Invalid type '" + type + "'");
  30792. }
  30793. };
  30794. /**
  30795. * Enumerates each value of the given parameters as numbers.
  30796. * @param data the data to enumerate
  30797. * @param byteOffset the byte offset of the data
  30798. * @param byteStride the byte stride of the data
  30799. * @param componentCount the number of components per element
  30800. * @param componentType the type of the component
  30801. * @param count the total number of components
  30802. * @param normalized whether the data is normalized
  30803. * @param callback the callback function called for each value
  30804. */
  30805. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  30806. if (data instanceof Array) {
  30807. var offset = byteOffset / 4;
  30808. var stride = byteStride / 4;
  30809. for (var index = 0; index < count; index += componentCount) {
  30810. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30811. callback(data[offset + componentIndex], index + componentIndex);
  30812. }
  30813. offset += stride;
  30814. }
  30815. }
  30816. else {
  30817. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  30818. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  30819. for (var index = 0; index < count; index += componentCount) {
  30820. var componentByteOffset = byteOffset;
  30821. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30822. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  30823. callback(value, index + componentIndex);
  30824. componentByteOffset += componentByteLength;
  30825. }
  30826. byteOffset += byteStride;
  30827. }
  30828. }
  30829. };
  30830. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  30831. switch (type) {
  30832. case VertexBuffer.BYTE: {
  30833. var value = dataView.getInt8(byteOffset);
  30834. if (normalized) {
  30835. value = Math.max(value / 127, -1);
  30836. }
  30837. return value;
  30838. }
  30839. case VertexBuffer.UNSIGNED_BYTE: {
  30840. var value = dataView.getUint8(byteOffset);
  30841. if (normalized) {
  30842. value = value / 255;
  30843. }
  30844. return value;
  30845. }
  30846. case VertexBuffer.SHORT: {
  30847. var value = dataView.getInt16(byteOffset, true);
  30848. if (normalized) {
  30849. value = Math.max(value / 16383, -1);
  30850. }
  30851. return value;
  30852. }
  30853. case VertexBuffer.UNSIGNED_SHORT: {
  30854. var value = dataView.getUint16(byteOffset, true);
  30855. if (normalized) {
  30856. value = value / 65535;
  30857. }
  30858. return value;
  30859. }
  30860. case VertexBuffer.FLOAT: {
  30861. return dataView.getFloat32(byteOffset, true);
  30862. }
  30863. default: {
  30864. throw new Error("Invalid component type " + type);
  30865. }
  30866. }
  30867. };
  30868. /**
  30869. * The byte type.
  30870. */
  30871. VertexBuffer.BYTE = 5120;
  30872. /**
  30873. * The unsigned byte type.
  30874. */
  30875. VertexBuffer.UNSIGNED_BYTE = 5121;
  30876. /**
  30877. * The short type.
  30878. */
  30879. VertexBuffer.SHORT = 5122;
  30880. /**
  30881. * The unsigned short type.
  30882. */
  30883. VertexBuffer.UNSIGNED_SHORT = 5123;
  30884. /**
  30885. * The integer type.
  30886. */
  30887. VertexBuffer.INT = 5124;
  30888. /**
  30889. * The unsigned integer type.
  30890. */
  30891. VertexBuffer.UNSIGNED_INT = 5125;
  30892. /**
  30893. * The float type.
  30894. */
  30895. VertexBuffer.FLOAT = 5126;
  30896. // Enums
  30897. /**
  30898. * Positions
  30899. */
  30900. VertexBuffer.PositionKind = "position";
  30901. /**
  30902. * Normals
  30903. */
  30904. VertexBuffer.NormalKind = "normal";
  30905. /**
  30906. * Tangents
  30907. */
  30908. VertexBuffer.TangentKind = "tangent";
  30909. /**
  30910. * Texture coordinates
  30911. */
  30912. VertexBuffer.UVKind = "uv";
  30913. /**
  30914. * Texture coordinates 2
  30915. */
  30916. VertexBuffer.UV2Kind = "uv2";
  30917. /**
  30918. * Texture coordinates 3
  30919. */
  30920. VertexBuffer.UV3Kind = "uv3";
  30921. /**
  30922. * Texture coordinates 4
  30923. */
  30924. VertexBuffer.UV4Kind = "uv4";
  30925. /**
  30926. * Texture coordinates 5
  30927. */
  30928. VertexBuffer.UV5Kind = "uv5";
  30929. /**
  30930. * Texture coordinates 6
  30931. */
  30932. VertexBuffer.UV6Kind = "uv6";
  30933. /**
  30934. * Colors
  30935. */
  30936. VertexBuffer.ColorKind = "color";
  30937. /**
  30938. * Matrix indices (for bones)
  30939. */
  30940. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  30941. /**
  30942. * Matrix weights (for bones)
  30943. */
  30944. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  30945. /**
  30946. * Additional matrix indices (for bones)
  30947. */
  30948. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  30949. /**
  30950. * Additional matrix weights (for bones)
  30951. */
  30952. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  30953. return VertexBuffer;
  30954. }());
  30955. BABYLON.VertexBuffer = VertexBuffer;
  30956. })(BABYLON || (BABYLON = {}));
  30957. //# sourceMappingURL=babylon.vertexBuffer.js.map
  30958. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  30959. var BABYLON;
  30960. (function (BABYLON) {
  30961. /**
  30962. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  30963. */
  30964. var DummyInternalTextureTracker = /** @class */ (function () {
  30965. function DummyInternalTextureTracker() {
  30966. /**
  30967. * Gets or set the previous tracker in the list
  30968. */
  30969. this.previous = null;
  30970. /**
  30971. * Gets or set the next tracker in the list
  30972. */
  30973. this.next = null;
  30974. }
  30975. return DummyInternalTextureTracker;
  30976. }());
  30977. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  30978. })(BABYLON || (BABYLON = {}));
  30979. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  30980. var BABYLON;
  30981. (function (BABYLON) {
  30982. /**
  30983. * Class used to store data associated with WebGL texture data for the engine
  30984. * This class should not be used directly
  30985. */
  30986. var InternalTexture = /** @class */ (function () {
  30987. /**
  30988. * Creates a new InternalTexture
  30989. * @param engine defines the engine to use
  30990. * @param dataSource defines the type of data that will be used
  30991. * @param delayAllocation if the texture allocation should be delayed (default: false)
  30992. */
  30993. function InternalTexture(engine, dataSource, delayAllocation) {
  30994. if (delayAllocation === void 0) { delayAllocation = false; }
  30995. /**
  30996. * Observable called when the texture is loaded
  30997. */
  30998. this.onLoadedObservable = new BABYLON.Observable();
  30999. /**
  31000. * Gets or set the previous tracker in the list
  31001. */
  31002. this.previous = null;
  31003. /**
  31004. * Gets or set the next tracker in the list
  31005. */
  31006. this.next = null;
  31007. // Private
  31008. /** @hidden */
  31009. this._initialSlot = -1;
  31010. /** @hidden */
  31011. this._designatedSlot = -1;
  31012. /** @hidden */
  31013. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  31014. /** @hidden */
  31015. this._comparisonFunction = 0;
  31016. /** @hidden */
  31017. this._sphericalPolynomial = null;
  31018. /** @hidden */
  31019. this._lodGenerationScale = 0;
  31020. /** @hidden */
  31021. this._lodGenerationOffset = 0;
  31022. /** @hidden */
  31023. this._isRGBD = false;
  31024. /** @hidden */
  31025. this._references = 1;
  31026. this._engine = engine;
  31027. this._dataSource = dataSource;
  31028. if (!delayAllocation) {
  31029. this._webGLTexture = engine._createTexture();
  31030. }
  31031. }
  31032. /**
  31033. * Gets the Engine the texture belongs to.
  31034. * @returns The babylon engine
  31035. */
  31036. InternalTexture.prototype.getEngine = function () {
  31037. return this._engine;
  31038. };
  31039. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  31040. /**
  31041. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  31042. */
  31043. get: function () {
  31044. return this._dataSource;
  31045. },
  31046. enumerable: true,
  31047. configurable: true
  31048. });
  31049. /**
  31050. * Increments the number of references (ie. the number of Texture that point to it)
  31051. */
  31052. InternalTexture.prototype.incrementReferences = function () {
  31053. this._references++;
  31054. };
  31055. /**
  31056. * Change the size of the texture (not the size of the content)
  31057. * @param width defines the new width
  31058. * @param height defines the new height
  31059. * @param depth defines the new depth (1 by default)
  31060. */
  31061. InternalTexture.prototype.updateSize = function (width, height, depth) {
  31062. if (depth === void 0) { depth = 1; }
  31063. this.width = width;
  31064. this.height = height;
  31065. this.depth = depth;
  31066. this.baseWidth = width;
  31067. this.baseHeight = height;
  31068. this.baseDepth = depth;
  31069. this._size = width * height * depth;
  31070. };
  31071. /** @hidden */
  31072. InternalTexture.prototype._rebuild = function () {
  31073. var _this = this;
  31074. var proxy;
  31075. this.isReady = false;
  31076. this._cachedCoordinatesMode = null;
  31077. this._cachedWrapU = null;
  31078. this._cachedWrapV = null;
  31079. this._cachedAnisotropicFilteringLevel = null;
  31080. switch (this._dataSource) {
  31081. case InternalTexture.DATASOURCE_TEMP:
  31082. return;
  31083. case InternalTexture.DATASOURCE_URL:
  31084. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  31085. _this.isReady = true;
  31086. }, null, this._buffer, undefined, this.format);
  31087. proxy._swapAndDie(this);
  31088. return;
  31089. case InternalTexture.DATASOURCE_RAW:
  31090. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31091. proxy._swapAndDie(this);
  31092. this.isReady = true;
  31093. return;
  31094. case InternalTexture.DATASOURCE_RAW3D:
  31095. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31096. proxy._swapAndDie(this);
  31097. this.isReady = true;
  31098. return;
  31099. case InternalTexture.DATASOURCE_DYNAMIC:
  31100. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  31101. proxy._swapAndDie(this);
  31102. this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);
  31103. // The engine will make sure to update content so no need to flag it as isReady = true
  31104. return;
  31105. case InternalTexture.DATASOURCE_RENDERTARGET:
  31106. var options = new BABYLON.RenderTargetCreationOptions();
  31107. options.generateDepthBuffer = this._generateDepthBuffer;
  31108. options.generateMipMaps = this.generateMipMaps;
  31109. options.generateStencilBuffer = this._generateStencilBuffer;
  31110. options.samplingMode = this.samplingMode;
  31111. options.type = this.type;
  31112. if (this.isCube) {
  31113. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  31114. }
  31115. else {
  31116. var size = {
  31117. width: this.width,
  31118. height: this.height
  31119. };
  31120. proxy = this._engine.createRenderTargetTexture(size, options);
  31121. }
  31122. proxy._swapAndDie(this);
  31123. this.isReady = true;
  31124. return;
  31125. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  31126. var depthTextureOptions = {
  31127. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  31128. comparisonFunction: this._comparisonFunction,
  31129. generateStencil: this._generateStencilBuffer,
  31130. isCube: this.isCube
  31131. };
  31132. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  31133. proxy._swapAndDie(this);
  31134. this.isReady = true;
  31135. return;
  31136. case InternalTexture.DATASOURCE_CUBE:
  31137. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  31138. _this.isReady = true;
  31139. }, null, this.format, this._extension);
  31140. proxy._swapAndDie(this);
  31141. return;
  31142. case InternalTexture.DATASOURCE_CUBERAW:
  31143. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31144. proxy._swapAndDie(this);
  31145. this.isReady = true;
  31146. return;
  31147. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  31148. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31149. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  31150. _this.isReady = true;
  31151. });
  31152. proxy._swapAndDie(this);
  31153. return;
  31154. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31155. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31156. if (proxy) {
  31157. proxy._swapAndDie(_this);
  31158. }
  31159. _this.isReady = true;
  31160. }, null, this.format, this._extension);
  31161. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31162. return;
  31163. }
  31164. };
  31165. /** @hidden */
  31166. InternalTexture.prototype._swapAndDie = function (target) {
  31167. target._webGLTexture = this._webGLTexture;
  31168. if (this._framebuffer) {
  31169. target._framebuffer = this._framebuffer;
  31170. }
  31171. if (this._depthStencilBuffer) {
  31172. target._depthStencilBuffer = this._depthStencilBuffer;
  31173. }
  31174. if (this._lodTextureHigh) {
  31175. if (target._lodTextureHigh) {
  31176. target._lodTextureHigh.dispose();
  31177. }
  31178. target._lodTextureHigh = this._lodTextureHigh;
  31179. }
  31180. if (this._lodTextureMid) {
  31181. if (target._lodTextureMid) {
  31182. target._lodTextureMid.dispose();
  31183. }
  31184. target._lodTextureMid = this._lodTextureMid;
  31185. }
  31186. if (this._lodTextureLow) {
  31187. if (target._lodTextureLow) {
  31188. target._lodTextureLow.dispose();
  31189. }
  31190. target._lodTextureLow = this._lodTextureLow;
  31191. }
  31192. var cache = this._engine.getLoadedTexturesCache();
  31193. var index = cache.indexOf(this);
  31194. if (index !== -1) {
  31195. cache.splice(index, 1);
  31196. }
  31197. };
  31198. /**
  31199. * Dispose the current allocated resources
  31200. */
  31201. InternalTexture.prototype.dispose = function () {
  31202. if (!this._webGLTexture) {
  31203. return;
  31204. }
  31205. this._references--;
  31206. if (this._references === 0) {
  31207. this._engine._releaseTexture(this);
  31208. this._webGLTexture = null;
  31209. this.previous = null;
  31210. this.next = null;
  31211. }
  31212. };
  31213. /**
  31214. * The source of the texture data is unknown
  31215. */
  31216. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31217. /**
  31218. * Texture data comes from an URL
  31219. */
  31220. InternalTexture.DATASOURCE_URL = 1;
  31221. /**
  31222. * Texture data is only used for temporary storage
  31223. */
  31224. InternalTexture.DATASOURCE_TEMP = 2;
  31225. /**
  31226. * Texture data comes from raw data (ArrayBuffer)
  31227. */
  31228. InternalTexture.DATASOURCE_RAW = 3;
  31229. /**
  31230. * Texture content is dynamic (video or dynamic texture)
  31231. */
  31232. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31233. /**
  31234. * Texture content is generated by rendering to it
  31235. */
  31236. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31237. /**
  31238. * Texture content is part of a multi render target process
  31239. */
  31240. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31241. /**
  31242. * Texture data comes from a cube data file
  31243. */
  31244. InternalTexture.DATASOURCE_CUBE = 7;
  31245. /**
  31246. * Texture data comes from a raw cube data
  31247. */
  31248. InternalTexture.DATASOURCE_CUBERAW = 8;
  31249. /**
  31250. * Texture data come from a prefiltered cube data file
  31251. */
  31252. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31253. /**
  31254. * Texture content is raw 3D data
  31255. */
  31256. InternalTexture.DATASOURCE_RAW3D = 10;
  31257. /**
  31258. * Texture content is a depth texture
  31259. */
  31260. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31261. /**
  31262. * Texture data comes from a raw cube data encoded with RGBD
  31263. */
  31264. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31265. return InternalTexture;
  31266. }());
  31267. BABYLON.InternalTexture = InternalTexture;
  31268. })(BABYLON || (BABYLON = {}));
  31269. //# sourceMappingURL=babylon.internalTexture.js.map
  31270. var BABYLON;
  31271. (function (BABYLON) {
  31272. /**
  31273. * Base class of all the textures in babylon.
  31274. * It groups all the common properties the materials, post process, lights... might need
  31275. * in order to make a correct use of the texture.
  31276. */
  31277. var BaseTexture = /** @class */ (function () {
  31278. /**
  31279. * Instantiates a new BaseTexture.
  31280. * Base class of all the textures in babylon.
  31281. * It groups all the common properties the materials, post process, lights... might need
  31282. * in order to make a correct use of the texture.
  31283. * @param scene Define the scene the texture blongs to
  31284. */
  31285. function BaseTexture(scene) {
  31286. this._hasAlpha = false;
  31287. /**
  31288. * Defines if the alpha value should be determined via the rgb values.
  31289. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31290. */
  31291. this.getAlphaFromRGB = false;
  31292. /**
  31293. * Intensity or strength of the texture.
  31294. * It is commonly used by materials to fine tune the intensity of the texture
  31295. */
  31296. this.level = 1;
  31297. /**
  31298. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31299. * This is part of the texture as textures usually maps to one uv set.
  31300. */
  31301. this.coordinatesIndex = 0;
  31302. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31303. /**
  31304. * | Value | Type | Description |
  31305. * | ----- | ------------------ | ----------- |
  31306. * | 0 | CLAMP_ADDRESSMODE | |
  31307. * | 1 | WRAP_ADDRESSMODE | |
  31308. * | 2 | MIRROR_ADDRESSMODE | |
  31309. */
  31310. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31311. /**
  31312. * | Value | Type | Description |
  31313. * | ----- | ------------------ | ----------- |
  31314. * | 0 | CLAMP_ADDRESSMODE | |
  31315. * | 1 | WRAP_ADDRESSMODE | |
  31316. * | 2 | MIRROR_ADDRESSMODE | |
  31317. */
  31318. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31319. /**
  31320. * | Value | Type | Description |
  31321. * | ----- | ------------------ | ----------- |
  31322. * | 0 | CLAMP_ADDRESSMODE | |
  31323. * | 1 | WRAP_ADDRESSMODE | |
  31324. * | 2 | MIRROR_ADDRESSMODE | |
  31325. */
  31326. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31327. /**
  31328. * With compliant hardware and browser (supporting anisotropic filtering)
  31329. * this defines the level of anisotropic filtering in the texture.
  31330. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31331. */
  31332. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31333. /**
  31334. * Define if the texture is a cube texture or if false a 2d texture.
  31335. */
  31336. this.isCube = false;
  31337. /**
  31338. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31339. */
  31340. this.is3D = false;
  31341. /**
  31342. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31343. * HDR texture are usually stored in linear space.
  31344. * This only impacts the PBR and Background materials
  31345. */
  31346. this.gammaSpace = true;
  31347. /**
  31348. * Is Z inverted in the texture (useful in a cube texture).
  31349. */
  31350. this.invertZ = false;
  31351. /**
  31352. * @hidden
  31353. */
  31354. this.lodLevelInAlpha = false;
  31355. /**
  31356. * Define if the texture is a render target.
  31357. */
  31358. this.isRenderTarget = false;
  31359. /**
  31360. * Define the list of animation attached to the texture.
  31361. */
  31362. this.animations = new Array();
  31363. /**
  31364. * An event triggered when the texture is disposed.
  31365. */
  31366. this.onDisposeObservable = new BABYLON.Observable();
  31367. /**
  31368. * Define the current state of the loading sequence when in delayed load mode.
  31369. */
  31370. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31371. this._cachedSize = BABYLON.Size.Zero();
  31372. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31373. if (this._scene) {
  31374. this._scene.textures.push(this);
  31375. this._scene.onNewTextureAddedObservable.notifyObservers(this);
  31376. }
  31377. this._uid = null;
  31378. }
  31379. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31380. get: function () {
  31381. return this._hasAlpha;
  31382. },
  31383. /**
  31384. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31385. */
  31386. set: function (value) {
  31387. if (this._hasAlpha === value) {
  31388. return;
  31389. }
  31390. this._hasAlpha = value;
  31391. if (this._scene) {
  31392. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31393. }
  31394. },
  31395. enumerable: true,
  31396. configurable: true
  31397. });
  31398. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31399. get: function () {
  31400. return this._coordinatesMode;
  31401. },
  31402. /**
  31403. * How a texture is mapped.
  31404. *
  31405. * | Value | Type | Description |
  31406. * | ----- | ----------------------------------- | ----------- |
  31407. * | 0 | EXPLICIT_MODE | |
  31408. * | 1 | SPHERICAL_MODE | |
  31409. * | 2 | PLANAR_MODE | |
  31410. * | 3 | CUBIC_MODE | |
  31411. * | 4 | PROJECTION_MODE | |
  31412. * | 5 | SKYBOX_MODE | |
  31413. * | 6 | INVCUBIC_MODE | |
  31414. * | 7 | EQUIRECTANGULAR_MODE | |
  31415. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31416. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31417. */
  31418. set: function (value) {
  31419. if (this._coordinatesMode === value) {
  31420. return;
  31421. }
  31422. this._coordinatesMode = value;
  31423. if (this._scene) {
  31424. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31425. }
  31426. },
  31427. enumerable: true,
  31428. configurable: true
  31429. });
  31430. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31431. /**
  31432. * Gets whether or not the texture contains RGBD data.
  31433. */
  31434. get: function () {
  31435. return this._texture != null && this._texture._isRGBD;
  31436. },
  31437. enumerable: true,
  31438. configurable: true
  31439. });
  31440. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31441. /**
  31442. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31443. */
  31444. get: function () {
  31445. if (this._texture) {
  31446. return this._texture._lodGenerationOffset;
  31447. }
  31448. return 0.0;
  31449. },
  31450. set: function (value) {
  31451. if (this._texture) {
  31452. this._texture._lodGenerationOffset = value;
  31453. }
  31454. },
  31455. enumerable: true,
  31456. configurable: true
  31457. });
  31458. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31459. /**
  31460. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31461. */
  31462. get: function () {
  31463. if (this._texture) {
  31464. return this._texture._lodGenerationScale;
  31465. }
  31466. return 0.0;
  31467. },
  31468. set: function (value) {
  31469. if (this._texture) {
  31470. this._texture._lodGenerationScale = value;
  31471. }
  31472. },
  31473. enumerable: true,
  31474. configurable: true
  31475. });
  31476. Object.defineProperty(BaseTexture.prototype, "uid", {
  31477. /**
  31478. * Define the unique id of the texture in the scene.
  31479. */
  31480. get: function () {
  31481. if (!this._uid) {
  31482. this._uid = BABYLON.Tools.RandomId();
  31483. }
  31484. return this._uid;
  31485. },
  31486. enumerable: true,
  31487. configurable: true
  31488. });
  31489. /**
  31490. * Return a string representation of the texture.
  31491. * @returns the texture as a string
  31492. */
  31493. BaseTexture.prototype.toString = function () {
  31494. return this.name;
  31495. };
  31496. /**
  31497. * Get the class name of the texture.
  31498. * @returns "BaseTexture"
  31499. */
  31500. BaseTexture.prototype.getClassName = function () {
  31501. return "BaseTexture";
  31502. };
  31503. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31504. /**
  31505. * Callback triggered when the texture has been disposed.
  31506. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31507. */
  31508. set: function (callback) {
  31509. if (this._onDisposeObserver) {
  31510. this.onDisposeObservable.remove(this._onDisposeObserver);
  31511. }
  31512. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31513. },
  31514. enumerable: true,
  31515. configurable: true
  31516. });
  31517. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31518. /**
  31519. * Define if the texture is preventinga material to render or not.
  31520. * If not and the texture is not ready, the engine will use a default black texture instead.
  31521. */
  31522. get: function () {
  31523. return true;
  31524. },
  31525. enumerable: true,
  31526. configurable: true
  31527. });
  31528. /**
  31529. * Get the scene the texture belongs to.
  31530. * @returns the scene or null if undefined
  31531. */
  31532. BaseTexture.prototype.getScene = function () {
  31533. return this._scene;
  31534. };
  31535. /**
  31536. * Get the texture transform matrix used to offset tile the texture for istance.
  31537. * @returns the transformation matrix
  31538. */
  31539. BaseTexture.prototype.getTextureMatrix = function () {
  31540. return BABYLON.Matrix.IdentityReadOnly;
  31541. };
  31542. /**
  31543. * Get the texture reflection matrix used to rotate/transform the reflection.
  31544. * @returns the reflection matrix
  31545. */
  31546. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31547. return BABYLON.Matrix.IdentityReadOnly;
  31548. };
  31549. /**
  31550. * Get the underlying lower level texture from Babylon.
  31551. * @returns the insternal texture
  31552. */
  31553. BaseTexture.prototype.getInternalTexture = function () {
  31554. return this._texture;
  31555. };
  31556. /**
  31557. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31558. * @returns true if ready or not blocking
  31559. */
  31560. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31561. return !this.isBlocking || this.isReady();
  31562. };
  31563. /**
  31564. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31565. * @returns true if fully ready
  31566. */
  31567. BaseTexture.prototype.isReady = function () {
  31568. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31569. this.delayLoad();
  31570. return false;
  31571. }
  31572. if (this._texture) {
  31573. return this._texture.isReady;
  31574. }
  31575. return false;
  31576. };
  31577. /**
  31578. * Get the size of the texture.
  31579. * @returns the texture size.
  31580. */
  31581. BaseTexture.prototype.getSize = function () {
  31582. if (this._texture) {
  31583. if (this._texture.width) {
  31584. this._cachedSize.width = this._texture.width;
  31585. this._cachedSize.height = this._texture.height;
  31586. return this._cachedSize;
  31587. }
  31588. if (this._texture._size) {
  31589. this._cachedSize.width = this._texture._size;
  31590. this._cachedSize.height = this._texture._size;
  31591. return this._cachedSize;
  31592. }
  31593. }
  31594. return this._cachedSize;
  31595. };
  31596. /**
  31597. * Get the base size of the texture.
  31598. * It can be different from the size if the texture has been resized for POT for instance
  31599. * @returns the base size
  31600. */
  31601. BaseTexture.prototype.getBaseSize = function () {
  31602. if (!this.isReady() || !this._texture) {
  31603. return BABYLON.Size.Zero();
  31604. }
  31605. if (this._texture._size) {
  31606. return new BABYLON.Size(this._texture._size, this._texture._size);
  31607. }
  31608. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31609. };
  31610. /**
  31611. * Scales the texture if is `canRescale()`
  31612. * @param ratio the resize factor we want to use to rescale
  31613. */
  31614. BaseTexture.prototype.scale = function (ratio) {
  31615. };
  31616. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31617. /**
  31618. * Get if the texture can rescale.
  31619. */
  31620. get: function () {
  31621. return false;
  31622. },
  31623. enumerable: true,
  31624. configurable: true
  31625. });
  31626. /** @hidden */
  31627. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31628. if (!this._scene) {
  31629. return null;
  31630. }
  31631. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31632. for (var index = 0; index < texturesCache.length; index++) {
  31633. var texturesCacheEntry = texturesCache[index];
  31634. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31635. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31636. texturesCacheEntry.incrementReferences();
  31637. return texturesCacheEntry;
  31638. }
  31639. }
  31640. }
  31641. return null;
  31642. };
  31643. /** @hidden */
  31644. BaseTexture.prototype._rebuild = function () {
  31645. };
  31646. /**
  31647. * Triggers the load sequence in delayed load mode.
  31648. */
  31649. BaseTexture.prototype.delayLoad = function () {
  31650. };
  31651. /**
  31652. * Clones the texture.
  31653. * @returns the cloned texture
  31654. */
  31655. BaseTexture.prototype.clone = function () {
  31656. return null;
  31657. };
  31658. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31659. /**
  31660. * Get the texture underlying type (INT, FLOAT...)
  31661. */
  31662. get: function () {
  31663. if (!this._texture) {
  31664. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31665. }
  31666. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31667. },
  31668. enumerable: true,
  31669. configurable: true
  31670. });
  31671. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  31672. /**
  31673. * Get the texture underlying format (RGB, RGBA...)
  31674. */
  31675. get: function () {
  31676. if (!this._texture) {
  31677. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31678. }
  31679. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31680. },
  31681. enumerable: true,
  31682. configurable: true
  31683. });
  31684. /**
  31685. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  31686. * This will returns an RGBA array buffer containing either in values (0-255) or
  31687. * float values (0-1) depending of the underlying buffer type.
  31688. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  31689. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  31690. * @param buffer defines a user defined buffer to fill with data (can be null)
  31691. * @returns The Array buffer containing the pixels data.
  31692. */
  31693. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  31694. if (faceIndex === void 0) { faceIndex = 0; }
  31695. if (level === void 0) { level = 0; }
  31696. if (buffer === void 0) { buffer = null; }
  31697. if (!this._texture) {
  31698. return null;
  31699. }
  31700. var size = this.getSize();
  31701. var width = size.width;
  31702. var height = size.height;
  31703. var scene = this.getScene();
  31704. if (!scene) {
  31705. return null;
  31706. }
  31707. var engine = scene.getEngine();
  31708. if (level != 0) {
  31709. width = width / Math.pow(2, level);
  31710. height = height / Math.pow(2, level);
  31711. width = Math.round(width);
  31712. height = Math.round(height);
  31713. }
  31714. if (this._texture.isCube) {
  31715. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  31716. }
  31717. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  31718. };
  31719. /**
  31720. * Release and destroy the underlying lower level texture aka internalTexture.
  31721. */
  31722. BaseTexture.prototype.releaseInternalTexture = function () {
  31723. if (this._texture) {
  31724. this._texture.dispose();
  31725. this._texture = null;
  31726. }
  31727. };
  31728. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  31729. /**
  31730. * Get the polynomial representation of the texture data.
  31731. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  31732. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  31733. */
  31734. get: function () {
  31735. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  31736. return null;
  31737. }
  31738. if (!this._texture._sphericalPolynomial) {
  31739. this._texture._sphericalPolynomial =
  31740. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  31741. }
  31742. return this._texture._sphericalPolynomial;
  31743. },
  31744. set: function (value) {
  31745. if (this._texture) {
  31746. this._texture._sphericalPolynomial = value;
  31747. }
  31748. },
  31749. enumerable: true,
  31750. configurable: true
  31751. });
  31752. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  31753. /** @hidden */
  31754. get: function () {
  31755. if (this._texture) {
  31756. return this._texture._lodTextureHigh;
  31757. }
  31758. return null;
  31759. },
  31760. enumerable: true,
  31761. configurable: true
  31762. });
  31763. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  31764. /** @hidden */
  31765. get: function () {
  31766. if (this._texture) {
  31767. return this._texture._lodTextureMid;
  31768. }
  31769. return null;
  31770. },
  31771. enumerable: true,
  31772. configurable: true
  31773. });
  31774. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  31775. /** @hidden */
  31776. get: function () {
  31777. if (this._texture) {
  31778. return this._texture._lodTextureLow;
  31779. }
  31780. return null;
  31781. },
  31782. enumerable: true,
  31783. configurable: true
  31784. });
  31785. /**
  31786. * Dispose the texture and release its associated resources.
  31787. */
  31788. BaseTexture.prototype.dispose = function () {
  31789. if (!this._scene) {
  31790. return;
  31791. }
  31792. // Animations
  31793. this._scene.stopAnimation(this);
  31794. // Remove from scene
  31795. this._scene._removePendingData(this);
  31796. var index = this._scene.textures.indexOf(this);
  31797. if (index >= 0) {
  31798. this._scene.textures.splice(index, 1);
  31799. }
  31800. this._scene.onTextureRemovedObservable.notifyObservers(this);
  31801. if (this._texture === undefined) {
  31802. return;
  31803. }
  31804. // Release
  31805. this.releaseInternalTexture();
  31806. // Callback
  31807. this.onDisposeObservable.notifyObservers(this);
  31808. this.onDisposeObservable.clear();
  31809. };
  31810. /**
  31811. * Serialize the texture into a JSON representation that can be parsed later on.
  31812. * @returns the JSON representation of the texture
  31813. */
  31814. BaseTexture.prototype.serialize = function () {
  31815. if (!this.name) {
  31816. return null;
  31817. }
  31818. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  31819. // Animations
  31820. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  31821. return serializationObject;
  31822. };
  31823. /**
  31824. * Helper function to be called back once a list of texture contains only ready textures.
  31825. * @param textures Define the list of textures to wait for
  31826. * @param callback Define the callback triggered once the entire list will be ready
  31827. */
  31828. BaseTexture.WhenAllReady = function (textures, callback) {
  31829. var numRemaining = textures.length;
  31830. if (numRemaining === 0) {
  31831. callback();
  31832. return;
  31833. }
  31834. var _loop_1 = function () {
  31835. texture = textures[i];
  31836. if (texture.isReady()) {
  31837. if (--numRemaining === 0) {
  31838. callback();
  31839. }
  31840. }
  31841. else {
  31842. onLoadObservable = texture.onLoadObservable;
  31843. var onLoadCallback_1 = function () {
  31844. onLoadObservable.removeCallback(onLoadCallback_1);
  31845. if (--numRemaining === 0) {
  31846. callback();
  31847. }
  31848. };
  31849. onLoadObservable.add(onLoadCallback_1);
  31850. }
  31851. };
  31852. var texture, onLoadObservable;
  31853. for (var i = 0; i < textures.length; i++) {
  31854. _loop_1();
  31855. }
  31856. };
  31857. /**
  31858. * Default anisotropic filtering level for the application.
  31859. * It is set to 4 as a good tradeoff between perf and quality.
  31860. */
  31861. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  31862. __decorate([
  31863. BABYLON.serialize()
  31864. ], BaseTexture.prototype, "name", void 0);
  31865. __decorate([
  31866. BABYLON.serialize("hasAlpha")
  31867. ], BaseTexture.prototype, "_hasAlpha", void 0);
  31868. __decorate([
  31869. BABYLON.serialize()
  31870. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  31871. __decorate([
  31872. BABYLON.serialize()
  31873. ], BaseTexture.prototype, "level", void 0);
  31874. __decorate([
  31875. BABYLON.serialize()
  31876. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  31877. __decorate([
  31878. BABYLON.serialize("coordinatesMode")
  31879. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  31880. __decorate([
  31881. BABYLON.serialize()
  31882. ], BaseTexture.prototype, "wrapU", void 0);
  31883. __decorate([
  31884. BABYLON.serialize()
  31885. ], BaseTexture.prototype, "wrapV", void 0);
  31886. __decorate([
  31887. BABYLON.serialize()
  31888. ], BaseTexture.prototype, "wrapR", void 0);
  31889. __decorate([
  31890. BABYLON.serialize()
  31891. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  31892. __decorate([
  31893. BABYLON.serialize()
  31894. ], BaseTexture.prototype, "isCube", void 0);
  31895. __decorate([
  31896. BABYLON.serialize()
  31897. ], BaseTexture.prototype, "is3D", void 0);
  31898. __decorate([
  31899. BABYLON.serialize()
  31900. ], BaseTexture.prototype, "gammaSpace", void 0);
  31901. __decorate([
  31902. BABYLON.serialize()
  31903. ], BaseTexture.prototype, "invertZ", void 0);
  31904. __decorate([
  31905. BABYLON.serialize()
  31906. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  31907. __decorate([
  31908. BABYLON.serialize()
  31909. ], BaseTexture.prototype, "lodGenerationOffset", null);
  31910. __decorate([
  31911. BABYLON.serialize()
  31912. ], BaseTexture.prototype, "lodGenerationScale", null);
  31913. __decorate([
  31914. BABYLON.serialize()
  31915. ], BaseTexture.prototype, "isRenderTarget", void 0);
  31916. return BaseTexture;
  31917. }());
  31918. BABYLON.BaseTexture = BaseTexture;
  31919. })(BABYLON || (BABYLON = {}));
  31920. //# sourceMappingURL=babylon.baseTexture.js.map
  31921. var BABYLON;
  31922. (function (BABYLON) {
  31923. /**
  31924. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31925. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31926. */
  31927. var Texture = /** @class */ (function (_super) {
  31928. __extends(Texture, _super);
  31929. /**
  31930. * Instantiates a new texture.
  31931. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31932. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31933. * @param url define the url of the picture to load as a texture
  31934. * @param scene define the scene the texture will belong to
  31935. * @param noMipmap define if the texture will require mip maps or not
  31936. * @param invertY define if the texture needs to be inverted on the y axis during loading
  31937. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  31938. * @param onLoad define a callback triggered when the texture has been loaded
  31939. * @param onError define a callback triggered when an error occurred during the loading session
  31940. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  31941. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  31942. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  31943. */
  31944. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  31945. if (noMipmap === void 0) { noMipmap = false; }
  31946. if (invertY === void 0) { invertY = true; }
  31947. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  31948. if (onLoad === void 0) { onLoad = null; }
  31949. if (onError === void 0) { onError = null; }
  31950. if (buffer === void 0) { buffer = null; }
  31951. if (deleteBuffer === void 0) { deleteBuffer = false; }
  31952. var _this = _super.call(this, scene) || this;
  31953. /**
  31954. * Define an offset on the texture to offset the u coordinates of the UVs
  31955. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31956. */
  31957. _this.uOffset = 0;
  31958. /**
  31959. * Define an offset on the texture to offset the v coordinates of the UVs
  31960. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31961. */
  31962. _this.vOffset = 0;
  31963. /**
  31964. * Define an offset on the texture to scale the u coordinates of the UVs
  31965. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31966. */
  31967. _this.uScale = 1.0;
  31968. /**
  31969. * Define an offset on the texture to scale the v coordinates of the UVs
  31970. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31971. */
  31972. _this.vScale = 1.0;
  31973. /**
  31974. * Define an offset on the texture to rotate around the u coordinates of the UVs
  31975. * @see http://doc.babylonjs.com/how_to/more_materials
  31976. */
  31977. _this.uAng = 0;
  31978. /**
  31979. * Define an offset on the texture to rotate around the v coordinates of the UVs
  31980. * @see http://doc.babylonjs.com/how_to/more_materials
  31981. */
  31982. _this.vAng = 0;
  31983. /**
  31984. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  31985. * @see http://doc.babylonjs.com/how_to/more_materials
  31986. */
  31987. _this.wAng = 0;
  31988. /**
  31989. * Defines the center of rotation (U)
  31990. */
  31991. _this.uRotationCenter = 0.5;
  31992. /**
  31993. * Defines the center of rotation (V)
  31994. */
  31995. _this.vRotationCenter = 0.5;
  31996. /**
  31997. * Defines the center of rotation (W)
  31998. */
  31999. _this.wRotationCenter = 0.5;
  32000. /**
  32001. * Observable triggered once the texture has been loaded.
  32002. */
  32003. _this.onLoadObservable = new BABYLON.Observable();
  32004. _this._isBlocking = true;
  32005. _this.name = url || "";
  32006. _this.url = url;
  32007. _this._noMipmap = noMipmap;
  32008. _this._invertY = invertY;
  32009. _this._samplingMode = samplingMode;
  32010. _this._buffer = buffer;
  32011. _this._deleteBuffer = deleteBuffer;
  32012. if (format) {
  32013. _this._format = format;
  32014. }
  32015. scene = _this.getScene();
  32016. if (!scene) {
  32017. return _this;
  32018. }
  32019. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  32020. var load = function () {
  32021. if (_this.onLoadObservable.hasObservers()) {
  32022. _this.onLoadObservable.notifyObservers(_this);
  32023. }
  32024. if (onLoad) {
  32025. onLoad();
  32026. }
  32027. if (!_this.isBlocking && scene) {
  32028. scene.resetCachedMaterial();
  32029. }
  32030. };
  32031. if (!_this.url) {
  32032. _this._delayedOnLoad = load;
  32033. _this._delayedOnError = onError;
  32034. return _this;
  32035. }
  32036. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  32037. if (!_this._texture) {
  32038. if (!scene.useDelayedTextureLoading) {
  32039. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  32040. if (deleteBuffer) {
  32041. delete _this._buffer;
  32042. }
  32043. }
  32044. else {
  32045. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32046. _this._delayedOnLoad = load;
  32047. _this._delayedOnError = onError;
  32048. }
  32049. }
  32050. else {
  32051. if (_this._texture.isReady) {
  32052. BABYLON.Tools.SetImmediate(function () { return load(); });
  32053. }
  32054. else {
  32055. _this._texture.onLoadedObservable.add(load);
  32056. }
  32057. }
  32058. return _this;
  32059. }
  32060. Object.defineProperty(Texture.prototype, "noMipmap", {
  32061. /**
  32062. * Are mip maps generated for this texture or not.
  32063. */
  32064. get: function () {
  32065. return this._noMipmap;
  32066. },
  32067. enumerable: true,
  32068. configurable: true
  32069. });
  32070. Object.defineProperty(Texture.prototype, "isBlocking", {
  32071. get: function () {
  32072. return this._isBlocking;
  32073. },
  32074. /**
  32075. * Is the texture preventing material to render while loading.
  32076. * If false, a default texture will be used instead of the loading one during the preparation step.
  32077. */
  32078. set: function (value) {
  32079. this._isBlocking = value;
  32080. },
  32081. enumerable: true,
  32082. configurable: true
  32083. });
  32084. Object.defineProperty(Texture.prototype, "samplingMode", {
  32085. /**
  32086. * Get the current sampling mode associated with the texture.
  32087. */
  32088. get: function () {
  32089. return this._samplingMode;
  32090. },
  32091. enumerable: true,
  32092. configurable: true
  32093. });
  32094. /**
  32095. * Update the url (and optional buffer) of this texture if url was null during construction.
  32096. * @param url the url of the texture
  32097. * @param buffer the buffer of the texture (defaults to null)
  32098. */
  32099. Texture.prototype.updateURL = function (url, buffer) {
  32100. if (buffer === void 0) { buffer = null; }
  32101. if (this.url) {
  32102. throw new Error("URL is already set");
  32103. }
  32104. this.url = url;
  32105. this._buffer = buffer;
  32106. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32107. this.delayLoad();
  32108. };
  32109. /**
  32110. * Finish the loading sequence of a texture flagged as delayed load.
  32111. * @hidden
  32112. */
  32113. Texture.prototype.delayLoad = function () {
  32114. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32115. return;
  32116. }
  32117. var scene = this.getScene();
  32118. if (!scene) {
  32119. return;
  32120. }
  32121. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32122. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  32123. if (!this._texture) {
  32124. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  32125. if (this._deleteBuffer) {
  32126. delete this._buffer;
  32127. }
  32128. }
  32129. else {
  32130. if (this._delayedOnLoad) {
  32131. if (this._texture.isReady) {
  32132. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  32133. }
  32134. else {
  32135. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  32136. }
  32137. }
  32138. }
  32139. this._delayedOnLoad = null;
  32140. this._delayedOnError = null;
  32141. };
  32142. /**
  32143. * Update the sampling mode of the texture.
  32144. * Default is Trilinear mode.
  32145. *
  32146. * | Value | Type | Description |
  32147. * | ----- | ------------------ | ----------- |
  32148. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  32149. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  32150. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  32151. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  32152. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  32153. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  32154. * | 7 | NEAREST_LINEAR | |
  32155. * | 8 | NEAREST_NEAREST | |
  32156. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  32157. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  32158. * | 11 | LINEAR_LINEAR | |
  32159. * | 12 | LINEAR_NEAREST | |
  32160. *
  32161. * > _mag_: magnification filter (close to the viewer)
  32162. * > _min_: minification filter (far from the viewer)
  32163. * > _mip_: filter used between mip map levels
  32164. *@param samplingMode Define the new sampling mode of the texture
  32165. */
  32166. Texture.prototype.updateSamplingMode = function (samplingMode) {
  32167. if (!this._texture) {
  32168. return;
  32169. }
  32170. var scene = this.getScene();
  32171. if (!scene) {
  32172. return;
  32173. }
  32174. this._samplingMode = samplingMode;
  32175. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  32176. };
  32177. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32178. x *= this.uScale;
  32179. y *= this.vScale;
  32180. x -= this.uRotationCenter * this.uScale;
  32181. y -= this.vRotationCenter * this.vScale;
  32182. z -= this.wRotationCenter;
  32183. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32184. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32185. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32186. t.z += this.wRotationCenter;
  32187. };
  32188. /**
  32189. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32190. * @returns the transform matrix of the texture.
  32191. */
  32192. Texture.prototype.getTextureMatrix = function () {
  32193. var _this = this;
  32194. if (this.uOffset === this._cachedUOffset &&
  32195. this.vOffset === this._cachedVOffset &&
  32196. this.uScale === this._cachedUScale &&
  32197. this.vScale === this._cachedVScale &&
  32198. this.uAng === this._cachedUAng &&
  32199. this.vAng === this._cachedVAng &&
  32200. this.wAng === this._cachedWAng) {
  32201. return this._cachedTextureMatrix;
  32202. }
  32203. this._cachedUOffset = this.uOffset;
  32204. this._cachedVOffset = this.vOffset;
  32205. this._cachedUScale = this.uScale;
  32206. this._cachedVScale = this.vScale;
  32207. this._cachedUAng = this.uAng;
  32208. this._cachedVAng = this.vAng;
  32209. this._cachedWAng = this.wAng;
  32210. if (!this._cachedTextureMatrix) {
  32211. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32212. this._rowGenerationMatrix = new BABYLON.Matrix();
  32213. this._t0 = BABYLON.Vector3.Zero();
  32214. this._t1 = BABYLON.Vector3.Zero();
  32215. this._t2 = BABYLON.Vector3.Zero();
  32216. }
  32217. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32218. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32219. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32220. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32221. this._t1.subtractInPlace(this._t0);
  32222. this._t2.subtractInPlace(this._t0);
  32223. 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);
  32224. var scene = this.getScene();
  32225. if (!scene) {
  32226. return this._cachedTextureMatrix;
  32227. }
  32228. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32229. return mat.hasTexture(_this);
  32230. });
  32231. return this._cachedTextureMatrix;
  32232. };
  32233. /**
  32234. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32235. * @returns The reflection texture transform
  32236. */
  32237. Texture.prototype.getReflectionTextureMatrix = function () {
  32238. var _this = this;
  32239. var scene = this.getScene();
  32240. if (!scene) {
  32241. return this._cachedTextureMatrix;
  32242. }
  32243. if (this.uOffset === this._cachedUOffset &&
  32244. this.vOffset === this._cachedVOffset &&
  32245. this.uScale === this._cachedUScale &&
  32246. this.vScale === this._cachedVScale &&
  32247. this.coordinatesMode === this._cachedCoordinatesMode) {
  32248. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32249. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32250. return this._cachedTextureMatrix;
  32251. }
  32252. }
  32253. else {
  32254. return this._cachedTextureMatrix;
  32255. }
  32256. }
  32257. if (!this._cachedTextureMatrix) {
  32258. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32259. }
  32260. if (!this._projectionModeMatrix) {
  32261. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32262. }
  32263. this._cachedUOffset = this.uOffset;
  32264. this._cachedVOffset = this.vOffset;
  32265. this._cachedUScale = this.uScale;
  32266. this._cachedVScale = this.vScale;
  32267. this._cachedCoordinatesMode = this.coordinatesMode;
  32268. switch (this.coordinatesMode) {
  32269. case Texture.PLANAR_MODE:
  32270. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32271. this._cachedTextureMatrix[0] = this.uScale;
  32272. this._cachedTextureMatrix[5] = this.vScale;
  32273. this._cachedTextureMatrix[12] = this.uOffset;
  32274. this._cachedTextureMatrix[13] = this.vOffset;
  32275. break;
  32276. case Texture.PROJECTION_MODE:
  32277. 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);
  32278. var projectionMatrix = scene.getProjectionMatrix();
  32279. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32280. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32281. break;
  32282. default:
  32283. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32284. break;
  32285. }
  32286. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32287. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32288. });
  32289. return this._cachedTextureMatrix;
  32290. };
  32291. /**
  32292. * Clones the texture.
  32293. * @returns the cloned texture
  32294. */
  32295. Texture.prototype.clone = function () {
  32296. var _this = this;
  32297. return BABYLON.SerializationHelper.Clone(function () {
  32298. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32299. }, this);
  32300. };
  32301. /**
  32302. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32303. * @returns The JSON representation of the texture
  32304. */
  32305. Texture.prototype.serialize = function () {
  32306. var serializationObject = _super.prototype.serialize.call(this);
  32307. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32308. serializationObject.base64String = this._buffer;
  32309. serializationObject.name = serializationObject.name.replace("data:", "");
  32310. }
  32311. serializationObject.invertY = this._invertY;
  32312. serializationObject.samplingMode = this.samplingMode;
  32313. return serializationObject;
  32314. };
  32315. /**
  32316. * Get the current class name of the texture usefull for serialization or dynamic coding.
  32317. * @returns "Texture"
  32318. */
  32319. Texture.prototype.getClassName = function () {
  32320. return "Texture";
  32321. };
  32322. /**
  32323. * Dispose the texture and release its associated resources.
  32324. */
  32325. Texture.prototype.dispose = function () {
  32326. _super.prototype.dispose.call(this);
  32327. this.onLoadObservable.clear();
  32328. this._delayedOnLoad = null;
  32329. this._delayedOnError = null;
  32330. };
  32331. /**
  32332. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32333. * @param parsedTexture Define the JSON representation of the texture
  32334. * @param scene Define the scene the parsed texture should be instantiated in
  32335. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32336. * @returns The parsed texture if successful
  32337. */
  32338. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32339. if (parsedTexture.customType) {
  32340. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32341. // Update Sampling Mode
  32342. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32343. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32344. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32345. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32346. }
  32347. }
  32348. return parsedCustomTexture;
  32349. }
  32350. if (parsedTexture.isCube) {
  32351. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32352. }
  32353. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32354. return null;
  32355. }
  32356. var texture = BABYLON.SerializationHelper.Parse(function () {
  32357. var generateMipMaps = true;
  32358. if (parsedTexture.noMipmap) {
  32359. generateMipMaps = false;
  32360. }
  32361. if (parsedTexture.mirrorPlane) {
  32362. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32363. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32364. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32365. return mirrorTexture;
  32366. }
  32367. else if (parsedTexture.isRenderTarget) {
  32368. var renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32369. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32370. return renderTargetTexture;
  32371. }
  32372. else {
  32373. var texture;
  32374. if (parsedTexture.base64String) {
  32375. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32376. }
  32377. else {
  32378. var url = rootUrl + parsedTexture.name;
  32379. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32380. url = parsedTexture.url;
  32381. }
  32382. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32383. }
  32384. return texture;
  32385. }
  32386. }, parsedTexture, scene);
  32387. // Update Sampling Mode
  32388. if (parsedTexture.samplingMode) {
  32389. var sampling = parsedTexture.samplingMode;
  32390. if (texture._samplingMode !== sampling) {
  32391. texture.updateSamplingMode(sampling);
  32392. }
  32393. }
  32394. // Animations
  32395. if (parsedTexture.animations) {
  32396. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32397. var parsedAnimation = parsedTexture.animations[animationIndex];
  32398. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32399. }
  32400. }
  32401. return texture;
  32402. };
  32403. /**
  32404. * Creates a texture from its base 64 representation.
  32405. * @param data Define the base64 payload without the data: prefix
  32406. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32407. * @param scene Define the scene the texture should belong to
  32408. * @param noMipmap Forces the texture to not create mip map information if true
  32409. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32410. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32411. * @param onLoad define a callback triggered when the texture has been loaded
  32412. * @param onError define a callback triggered when an error occurred during the loading session
  32413. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32414. * @returns the created texture
  32415. */
  32416. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32417. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32418. if (onLoad === void 0) { onLoad = null; }
  32419. if (onError === void 0) { onError = null; }
  32420. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32421. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32422. };
  32423. /**
  32424. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32425. * @param data Define the base64 payload without the data: prefix
  32426. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32427. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32428. * @param scene Define the scene the texture should belong to
  32429. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32430. * @param noMipmap Forces the texture to not create mip map information if true
  32431. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32432. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32433. * @param onLoad define a callback triggered when the texture has been loaded
  32434. * @param onError define a callback triggered when an error occurred during the loading session
  32435. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32436. * @returns the created texture
  32437. */
  32438. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32439. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32440. if (noMipmap === void 0) { noMipmap = false; }
  32441. if (invertY === void 0) { invertY = true; }
  32442. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32443. if (onLoad === void 0) { onLoad = null; }
  32444. if (onError === void 0) { onError = null; }
  32445. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32446. if (name.substr(0, 5) !== "data:") {
  32447. name = "data:" + name;
  32448. }
  32449. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32450. };
  32451. /** nearest is mag = nearest and min = nearest and mip = linear */
  32452. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32453. /** nearest is mag = nearest and min = nearest and mip = linear */
  32454. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32455. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32456. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32457. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32458. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32459. /** Trilinear is mag = linear and min = linear and mip = linear */
  32460. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32461. /** Trilinear is mag = linear and min = linear and mip = linear */
  32462. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32463. /** mag = nearest and min = nearest and mip = nearest */
  32464. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32465. /** mag = nearest and min = linear and mip = nearest */
  32466. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32467. /** mag = nearest and min = linear and mip = linear */
  32468. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32469. /** mag = nearest and min = linear and mip = none */
  32470. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32471. /** mag = nearest and min = nearest and mip = none */
  32472. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32473. /** mag = linear and min = nearest and mip = nearest */
  32474. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32475. /** mag = linear and min = nearest and mip = linear */
  32476. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32477. /** mag = linear and min = linear and mip = none */
  32478. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32479. /** mag = linear and min = nearest and mip = none */
  32480. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32481. /** Explicit coordinates mode */
  32482. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32483. /** Spherical coordinates mode */
  32484. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32485. /** Planar coordinates mode */
  32486. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32487. /** Cubic coordinates mode */
  32488. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32489. /** Projection coordinates mode */
  32490. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32491. /** Inverse Cubic coordinates mode */
  32492. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32493. /** Inverse Cubic coordinates mode */
  32494. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32495. /** Equirectangular coordinates mode */
  32496. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32497. /** Equirectangular Fixed coordinates mode */
  32498. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32499. /** Equirectangular Fixed Mirrored coordinates mode */
  32500. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32501. /** Texture is not repeating outside of 0..1 UVs */
  32502. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32503. /** Texture is repeating outside of 0..1 UVs */
  32504. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32505. /** Texture is repeating and mirrored */
  32506. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32507. /**
  32508. * 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
  32509. */
  32510. Texture.UseSerializedUrlIfAny = false;
  32511. __decorate([
  32512. BABYLON.serialize()
  32513. ], Texture.prototype, "url", void 0);
  32514. __decorate([
  32515. BABYLON.serialize()
  32516. ], Texture.prototype, "uOffset", void 0);
  32517. __decorate([
  32518. BABYLON.serialize()
  32519. ], Texture.prototype, "vOffset", void 0);
  32520. __decorate([
  32521. BABYLON.serialize()
  32522. ], Texture.prototype, "uScale", void 0);
  32523. __decorate([
  32524. BABYLON.serialize()
  32525. ], Texture.prototype, "vScale", void 0);
  32526. __decorate([
  32527. BABYLON.serialize()
  32528. ], Texture.prototype, "uAng", void 0);
  32529. __decorate([
  32530. BABYLON.serialize()
  32531. ], Texture.prototype, "vAng", void 0);
  32532. __decorate([
  32533. BABYLON.serialize()
  32534. ], Texture.prototype, "wAng", void 0);
  32535. __decorate([
  32536. BABYLON.serialize()
  32537. ], Texture.prototype, "uRotationCenter", void 0);
  32538. __decorate([
  32539. BABYLON.serialize()
  32540. ], Texture.prototype, "vRotationCenter", void 0);
  32541. __decorate([
  32542. BABYLON.serialize()
  32543. ], Texture.prototype, "wRotationCenter", void 0);
  32544. __decorate([
  32545. BABYLON.serialize()
  32546. ], Texture.prototype, "isBlocking", null);
  32547. return Texture;
  32548. }(BABYLON.BaseTexture));
  32549. BABYLON.Texture = Texture;
  32550. })(BABYLON || (BABYLON = {}));
  32551. //# sourceMappingURL=babylon.texture.js.map
  32552. var BABYLON;
  32553. (function (BABYLON) {
  32554. /**
  32555. * @hidden
  32556. **/
  32557. var _CreationDataStorage = /** @class */ (function () {
  32558. function _CreationDataStorage() {
  32559. }
  32560. return _CreationDataStorage;
  32561. }());
  32562. BABYLON._CreationDataStorage = _CreationDataStorage;
  32563. /**
  32564. * @hidden
  32565. **/
  32566. var _InstanceDataStorage = /** @class */ (function () {
  32567. function _InstanceDataStorage() {
  32568. this.visibleInstances = {};
  32569. this.renderIdForInstances = new Array();
  32570. this.batchCache = new _InstancesBatch();
  32571. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32572. }
  32573. return _InstanceDataStorage;
  32574. }());
  32575. /**
  32576. * @hidden
  32577. **/
  32578. var _InstancesBatch = /** @class */ (function () {
  32579. function _InstancesBatch() {
  32580. this.mustReturn = false;
  32581. this.visibleInstances = new Array();
  32582. this.renderSelf = new Array();
  32583. }
  32584. return _InstancesBatch;
  32585. }());
  32586. BABYLON._InstancesBatch = _InstancesBatch;
  32587. /**
  32588. * Class used to represent renderable models
  32589. */
  32590. var Mesh = /** @class */ (function (_super) {
  32591. __extends(Mesh, _super);
  32592. /**
  32593. * @constructor
  32594. * @param name The value used by scene.getMeshByName() to do a lookup.
  32595. * @param scene The scene to add this mesh to.
  32596. * @param parent The parent of this mesh, if it has one
  32597. * @param source An optional Mesh from which geometry is shared, cloned.
  32598. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32599. * When false, achieved by calling a clone(), also passing False.
  32600. * This will make creation of children, recursive.
  32601. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32602. */
  32603. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32604. if (scene === void 0) { scene = null; }
  32605. if (parent === void 0) { parent = null; }
  32606. if (source === void 0) { source = null; }
  32607. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32608. var _this = _super.call(this, name, scene) || this;
  32609. // Members
  32610. /**
  32611. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32612. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32613. */
  32614. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32615. /**
  32616. * Gets the list of instances created from this mesh
  32617. * it is not supposed to be modified manually.
  32618. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  32619. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32620. */
  32621. _this.instances = new Array();
  32622. _this._LODLevels = new Array();
  32623. /** @hidden */
  32624. _this._instanceDataStorage = new _InstanceDataStorage();
  32625. // Use by builder only to know what orientation were the mesh build in.
  32626. /** @hidden */
  32627. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32628. /**
  32629. * Use this property to change the original side orientation defined at construction time
  32630. */
  32631. _this.overrideMaterialSideOrientation = null;
  32632. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32633. // Will be used to save a source mesh reference, If any
  32634. _this._source = null;
  32635. scene = _this.getScene();
  32636. if (source) {
  32637. // Geometry
  32638. if (source._geometry) {
  32639. source._geometry.applyToMesh(_this);
  32640. }
  32641. // Deep copy
  32642. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32643. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32644. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32645. ], ["_poseMatrix"]);
  32646. // Source mesh
  32647. _this._source = source;
  32648. if (scene.useClonedMeshhMap) {
  32649. if (!source.meshMap) {
  32650. source.meshMap = {};
  32651. }
  32652. source.meshMap[_this.uniqueId] = _this;
  32653. }
  32654. // Construction Params
  32655. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32656. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32657. _this._creationDataStorage = source._creationDataStorage;
  32658. // Animation ranges
  32659. if (_this._source._ranges) {
  32660. var ranges = _this._source._ranges;
  32661. for (var name in ranges) {
  32662. if (!ranges.hasOwnProperty(name)) {
  32663. continue;
  32664. }
  32665. if (!ranges[name]) {
  32666. continue;
  32667. }
  32668. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  32669. }
  32670. }
  32671. // Metadata
  32672. if (source.metadata && source.metadata.clone) {
  32673. _this.metadata = source.metadata.clone();
  32674. }
  32675. else {
  32676. _this.metadata = source.metadata;
  32677. }
  32678. // Tags
  32679. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  32680. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  32681. }
  32682. // Parent
  32683. _this.parent = source.parent;
  32684. // Pivot
  32685. _this.setPivotMatrix(source.getPivotMatrix());
  32686. _this.id = name + "." + source.id;
  32687. // Material
  32688. _this.material = source.material;
  32689. var index;
  32690. if (!doNotCloneChildren) {
  32691. // Children
  32692. var directDescendants = source.getDescendants(true);
  32693. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  32694. var child = directDescendants[index_1];
  32695. if (child.clone) {
  32696. child.clone(name + "." + child.name, _this);
  32697. }
  32698. }
  32699. }
  32700. // Physics clone
  32701. var physicsEngine = _this.getScene().getPhysicsEngine();
  32702. if (clonePhysicsImpostor && physicsEngine) {
  32703. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  32704. if (impostor) {
  32705. _this.physicsImpostor = impostor.clone(_this);
  32706. }
  32707. }
  32708. // Particles
  32709. for (index = 0; index < scene.particleSystems.length; index++) {
  32710. var system = scene.particleSystems[index];
  32711. if (system.emitter === source) {
  32712. system.clone(system.name, _this);
  32713. }
  32714. }
  32715. _this.refreshBoundingInfo();
  32716. _this.computeWorldMatrix(true);
  32717. }
  32718. // Parent
  32719. if (parent !== null) {
  32720. _this.parent = parent;
  32721. }
  32722. return _this;
  32723. }
  32724. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  32725. /**
  32726. * An event triggered before rendering the mesh
  32727. */
  32728. get: function () {
  32729. if (!this._onBeforeRenderObservable) {
  32730. this._onBeforeRenderObservable = new BABYLON.Observable();
  32731. }
  32732. return this._onBeforeRenderObservable;
  32733. },
  32734. enumerable: true,
  32735. configurable: true
  32736. });
  32737. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  32738. /**
  32739. * An event triggered after rendering the mesh
  32740. */
  32741. get: function () {
  32742. if (!this._onAfterRenderObservable) {
  32743. this._onAfterRenderObservable = new BABYLON.Observable();
  32744. }
  32745. return this._onAfterRenderObservable;
  32746. },
  32747. enumerable: true,
  32748. configurable: true
  32749. });
  32750. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  32751. /**
  32752. * An event triggered before drawing the mesh
  32753. */
  32754. get: function () {
  32755. if (!this._onBeforeDrawObservable) {
  32756. this._onBeforeDrawObservable = new BABYLON.Observable();
  32757. }
  32758. return this._onBeforeDrawObservable;
  32759. },
  32760. enumerable: true,
  32761. configurable: true
  32762. });
  32763. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  32764. /**
  32765. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  32766. */
  32767. set: function (callback) {
  32768. if (this._onBeforeDrawObserver) {
  32769. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  32770. }
  32771. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  32772. },
  32773. enumerable: true,
  32774. configurable: true
  32775. });
  32776. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  32777. /**
  32778. * Gets or sets the morph target manager
  32779. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  32780. */
  32781. get: function () {
  32782. return this._morphTargetManager;
  32783. },
  32784. set: function (value) {
  32785. if (this._morphTargetManager === value) {
  32786. return;
  32787. }
  32788. this._morphTargetManager = value;
  32789. this._syncGeometryWithMorphTargetManager();
  32790. },
  32791. enumerable: true,
  32792. configurable: true
  32793. });
  32794. Object.defineProperty(Mesh.prototype, "source", {
  32795. /**
  32796. * Gets the source mesh (the one used to clone this one from)
  32797. */
  32798. get: function () {
  32799. return this._source;
  32800. },
  32801. enumerable: true,
  32802. configurable: true
  32803. });
  32804. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  32805. /**
  32806. * Gets or sets a boolean indicating that this mesh does not use index buffer
  32807. */
  32808. get: function () {
  32809. return this._unIndexed;
  32810. },
  32811. set: function (value) {
  32812. if (this._unIndexed !== value) {
  32813. this._unIndexed = value;
  32814. this._markSubMeshesAsAttributesDirty();
  32815. }
  32816. },
  32817. enumerable: true,
  32818. configurable: true
  32819. });
  32820. // Methods
  32821. /**
  32822. * Gets the class name
  32823. * @returns the string "Mesh".
  32824. */
  32825. Mesh.prototype.getClassName = function () {
  32826. return "Mesh";
  32827. };
  32828. /**
  32829. * Returns a description of this mesh
  32830. * @param fullDetails define if full details about this mesh must be used
  32831. * @returns a descriptive string representing this mesh
  32832. */
  32833. Mesh.prototype.toString = function (fullDetails) {
  32834. var ret = _super.prototype.toString.call(this, fullDetails);
  32835. ret += ", n vertices: " + this.getTotalVertices();
  32836. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  32837. if (this.animations) {
  32838. for (var i = 0; i < this.animations.length; i++) {
  32839. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  32840. }
  32841. }
  32842. if (fullDetails) {
  32843. if (this._geometry) {
  32844. var ib = this.getIndices();
  32845. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  32846. if (vb && ib) {
  32847. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  32848. }
  32849. }
  32850. else {
  32851. ret += ", flat shading: UNKNOWN";
  32852. }
  32853. }
  32854. return ret;
  32855. };
  32856. /** @hidden */
  32857. Mesh.prototype._unBindEffect = function () {
  32858. _super.prototype._unBindEffect.call(this);
  32859. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  32860. var instance = _a[_i];
  32861. instance._unBindEffect();
  32862. }
  32863. };
  32864. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  32865. /**
  32866. * Gets a boolean indicating if this mesh has LOD
  32867. */
  32868. get: function () {
  32869. return this._LODLevels.length > 0;
  32870. },
  32871. enumerable: true,
  32872. configurable: true
  32873. });
  32874. /**
  32875. * Gets the list of MeshLODLevel associated with the current mesh
  32876. * @returns an array of MeshLODLevel
  32877. */
  32878. Mesh.prototype.getLODLevels = function () {
  32879. return this._LODLevels;
  32880. };
  32881. Mesh.prototype._sortLODLevels = function () {
  32882. this._LODLevels.sort(function (a, b) {
  32883. if (a.distance < b.distance) {
  32884. return 1;
  32885. }
  32886. if (a.distance > b.distance) {
  32887. return -1;
  32888. }
  32889. return 0;
  32890. });
  32891. };
  32892. /**
  32893. * Add a mesh as LOD level triggered at the given distance.
  32894. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32895. * @param distance The distance from the center of the object to show this level
  32896. * @param mesh The mesh to be added as LOD level (can be null)
  32897. * @return This mesh (for chaining)
  32898. */
  32899. Mesh.prototype.addLODLevel = function (distance, mesh) {
  32900. if (mesh && mesh._masterMesh) {
  32901. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  32902. return this;
  32903. }
  32904. var level = new BABYLON.MeshLODLevel(distance, mesh);
  32905. this._LODLevels.push(level);
  32906. if (mesh) {
  32907. mesh._masterMesh = this;
  32908. }
  32909. this._sortLODLevels();
  32910. return this;
  32911. };
  32912. /**
  32913. * Returns the LOD level mesh at the passed distance or null if not found.
  32914. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32915. * @param distance The distance from the center of the object to show this level
  32916. * @returns a Mesh or `null`
  32917. */
  32918. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  32919. for (var index = 0; index < this._LODLevels.length; index++) {
  32920. var level = this._LODLevels[index];
  32921. if (level.distance === distance) {
  32922. return level.mesh;
  32923. }
  32924. }
  32925. return null;
  32926. };
  32927. /**
  32928. * Remove a mesh from the LOD array
  32929. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32930. * @param mesh defines the mesh to be removed
  32931. * @return This mesh (for chaining)
  32932. */
  32933. Mesh.prototype.removeLODLevel = function (mesh) {
  32934. for (var index = 0; index < this._LODLevels.length; index++) {
  32935. if (this._LODLevels[index].mesh === mesh) {
  32936. this._LODLevels.splice(index, 1);
  32937. if (mesh) {
  32938. mesh._masterMesh = null;
  32939. }
  32940. }
  32941. }
  32942. this._sortLODLevels();
  32943. return this;
  32944. };
  32945. /**
  32946. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  32947. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32948. * @param camera defines the camera to use to compute distance
  32949. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  32950. * @return This mesh (for chaining)
  32951. */
  32952. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  32953. if (!this._LODLevels || this._LODLevels.length === 0) {
  32954. return this;
  32955. }
  32956. var bSphere;
  32957. if (boundingSphere) {
  32958. bSphere = boundingSphere;
  32959. }
  32960. else {
  32961. var boundingInfo = this.getBoundingInfo();
  32962. bSphere = boundingInfo.boundingSphere;
  32963. }
  32964. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  32965. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  32966. if (this.onLODLevelSelection) {
  32967. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  32968. }
  32969. return this;
  32970. }
  32971. for (var index = 0; index < this._LODLevels.length; index++) {
  32972. var level = this._LODLevels[index];
  32973. if (level.distance < distanceToCamera) {
  32974. if (level.mesh) {
  32975. level.mesh._preActivate();
  32976. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  32977. }
  32978. if (this.onLODLevelSelection) {
  32979. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  32980. }
  32981. return level.mesh;
  32982. }
  32983. }
  32984. if (this.onLODLevelSelection) {
  32985. this.onLODLevelSelection(distanceToCamera, this, this);
  32986. }
  32987. return this;
  32988. };
  32989. Object.defineProperty(Mesh.prototype, "geometry", {
  32990. /**
  32991. * Gets the mesh internal Geometry object
  32992. */
  32993. get: function () {
  32994. return this._geometry;
  32995. },
  32996. enumerable: true,
  32997. configurable: true
  32998. });
  32999. /**
  33000. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  33001. * @returns the total number of vertices
  33002. */
  33003. Mesh.prototype.getTotalVertices = function () {
  33004. if (this._geometry === null || this._geometry === undefined) {
  33005. return 0;
  33006. }
  33007. return this._geometry.getTotalVertices();
  33008. };
  33009. /**
  33010. * Returns the content of an associated vertex buffer
  33011. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33012. * - BABYLON.VertexBuffer.PositionKind
  33013. * - BABYLON.VertexBuffer.UVKind
  33014. * - BABYLON.VertexBuffer.UV2Kind
  33015. * - BABYLON.VertexBuffer.UV3Kind
  33016. * - BABYLON.VertexBuffer.UV4Kind
  33017. * - BABYLON.VertexBuffer.UV5Kind
  33018. * - BABYLON.VertexBuffer.UV6Kind
  33019. * - BABYLON.VertexBuffer.ColorKind
  33020. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33021. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33022. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33023. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33024. * @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
  33025. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  33026. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  33027. */
  33028. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  33029. if (!this._geometry) {
  33030. return null;
  33031. }
  33032. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  33033. };
  33034. /**
  33035. * Returns the mesh VertexBuffer object from the requested `kind`
  33036. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33037. * - BABYLON.VertexBuffer.PositionKind
  33038. * - BABYLON.VertexBuffer.UVKind
  33039. * - BABYLON.VertexBuffer.UV2Kind
  33040. * - BABYLON.VertexBuffer.UV3Kind
  33041. * - BABYLON.VertexBuffer.UV4Kind
  33042. * - BABYLON.VertexBuffer.UV5Kind
  33043. * - BABYLON.VertexBuffer.UV6Kind
  33044. * - BABYLON.VertexBuffer.ColorKind
  33045. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33046. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33047. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33048. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33049. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  33050. */
  33051. Mesh.prototype.getVertexBuffer = function (kind) {
  33052. if (!this._geometry) {
  33053. return null;
  33054. }
  33055. return this._geometry.getVertexBuffer(kind);
  33056. };
  33057. /**
  33058. * Tests if a specific vertex buffer is associated with this mesh
  33059. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33060. * - BABYLON.VertexBuffer.PositionKind
  33061. * - BABYLON.VertexBuffer.UVKind
  33062. * - BABYLON.VertexBuffer.UV2Kind
  33063. * - BABYLON.VertexBuffer.UV3Kind
  33064. * - BABYLON.VertexBuffer.UV4Kind
  33065. * - BABYLON.VertexBuffer.UV5Kind
  33066. * - BABYLON.VertexBuffer.UV6Kind
  33067. * - BABYLON.VertexBuffer.ColorKind
  33068. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33069. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33070. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33071. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33072. * @returns a boolean
  33073. */
  33074. Mesh.prototype.isVerticesDataPresent = function (kind) {
  33075. if (!this._geometry) {
  33076. if (this._delayInfo) {
  33077. return this._delayInfo.indexOf(kind) !== -1;
  33078. }
  33079. return false;
  33080. }
  33081. return this._geometry.isVerticesDataPresent(kind);
  33082. };
  33083. /**
  33084. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  33085. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33086. * - BABYLON.VertexBuffer.PositionKind
  33087. * - BABYLON.VertexBuffer.UVKind
  33088. * - BABYLON.VertexBuffer.UV2Kind
  33089. * - BABYLON.VertexBuffer.UV3Kind
  33090. * - BABYLON.VertexBuffer.UV4Kind
  33091. * - BABYLON.VertexBuffer.UV5Kind
  33092. * - BABYLON.VertexBuffer.UV6Kind
  33093. * - BABYLON.VertexBuffer.ColorKind
  33094. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33095. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33096. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33097. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33098. * @returns a boolean
  33099. */
  33100. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  33101. if (!this._geometry) {
  33102. if (this._delayInfo) {
  33103. return this._delayInfo.indexOf(kind) !== -1;
  33104. }
  33105. return false;
  33106. }
  33107. return this._geometry.isVertexBufferUpdatable(kind);
  33108. };
  33109. /**
  33110. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  33111. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33112. * - BABYLON.VertexBuffer.PositionKind
  33113. * - BABYLON.VertexBuffer.UVKind
  33114. * - BABYLON.VertexBuffer.UV2Kind
  33115. * - BABYLON.VertexBuffer.UV3Kind
  33116. * - BABYLON.VertexBuffer.UV4Kind
  33117. * - BABYLON.VertexBuffer.UV5Kind
  33118. * - BABYLON.VertexBuffer.UV6Kind
  33119. * - BABYLON.VertexBuffer.ColorKind
  33120. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33121. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33122. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33123. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33124. * @returns an array of strings
  33125. */
  33126. Mesh.prototype.getVerticesDataKinds = function () {
  33127. if (!this._geometry) {
  33128. var result = new Array();
  33129. if (this._delayInfo) {
  33130. this._delayInfo.forEach(function (kind, index, array) {
  33131. result.push(kind);
  33132. });
  33133. }
  33134. return result;
  33135. }
  33136. return this._geometry.getVerticesDataKinds();
  33137. };
  33138. /**
  33139. * Returns a positive integer : the total number of indices in this mesh geometry.
  33140. * @returns the numner of indices or zero if the mesh has no geometry.
  33141. */
  33142. Mesh.prototype.getTotalIndices = function () {
  33143. if (!this._geometry) {
  33144. return 0;
  33145. }
  33146. return this._geometry.getTotalIndices();
  33147. };
  33148. /**
  33149. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33150. * @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.
  33151. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33152. * @returns the indices array or an empty array if the mesh has no geometry
  33153. */
  33154. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33155. if (!this._geometry) {
  33156. return [];
  33157. }
  33158. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33159. };
  33160. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33161. get: function () {
  33162. return this._masterMesh !== null && this._masterMesh !== undefined;
  33163. },
  33164. enumerable: true,
  33165. configurable: true
  33166. });
  33167. /**
  33168. * Determine if the current mesh is ready to be rendered
  33169. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33170. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33171. * @returns true if all associated assets are ready (material, textures, shaders)
  33172. */
  33173. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33174. if (completeCheck === void 0) { completeCheck = false; }
  33175. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33176. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33177. return false;
  33178. }
  33179. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33180. return false;
  33181. }
  33182. if (!this.subMeshes || this.subMeshes.length === 0) {
  33183. return true;
  33184. }
  33185. if (!completeCheck) {
  33186. return true;
  33187. }
  33188. var engine = this.getEngine();
  33189. var scene = this.getScene();
  33190. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33191. this.computeWorldMatrix();
  33192. var mat = this.material || scene.defaultMaterial;
  33193. if (mat) {
  33194. if (mat._storeEffectOnSubMeshes) {
  33195. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33196. var subMesh = _a[_i];
  33197. var effectiveMaterial = subMesh.getMaterial();
  33198. if (effectiveMaterial) {
  33199. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33200. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33201. return false;
  33202. }
  33203. }
  33204. else {
  33205. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33206. return false;
  33207. }
  33208. }
  33209. }
  33210. }
  33211. }
  33212. else {
  33213. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33214. return false;
  33215. }
  33216. }
  33217. }
  33218. // Shadows
  33219. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33220. var light = _c[_b];
  33221. var generator = light.getShadowGenerator();
  33222. if (generator) {
  33223. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33224. var subMesh = _e[_d];
  33225. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33226. return false;
  33227. }
  33228. }
  33229. }
  33230. }
  33231. // LOD
  33232. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33233. var lod = _g[_f];
  33234. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33235. return false;
  33236. }
  33237. }
  33238. return true;
  33239. };
  33240. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33241. /**
  33242. * 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.
  33243. */
  33244. get: function () {
  33245. return this._areNormalsFrozen;
  33246. },
  33247. enumerable: true,
  33248. configurable: true
  33249. });
  33250. /**
  33251. * 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.
  33252. * @returns the current mesh
  33253. */
  33254. Mesh.prototype.freezeNormals = function () {
  33255. this._areNormalsFrozen = true;
  33256. return this;
  33257. };
  33258. /**
  33259. * 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
  33260. * @returns the current mesh
  33261. */
  33262. Mesh.prototype.unfreezeNormals = function () {
  33263. this._areNormalsFrozen = false;
  33264. return this;
  33265. };
  33266. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33267. /**
  33268. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33269. */
  33270. set: function (count) {
  33271. this._instanceDataStorage.overridenInstanceCount = count;
  33272. },
  33273. enumerable: true,
  33274. configurable: true
  33275. });
  33276. // Methods
  33277. /** @hidden */
  33278. Mesh.prototype._preActivate = function () {
  33279. var sceneRenderId = this.getScene().getRenderId();
  33280. if (this._preActivateId === sceneRenderId) {
  33281. return this;
  33282. }
  33283. this._preActivateId = sceneRenderId;
  33284. this._instanceDataStorage.visibleInstances = null;
  33285. return this;
  33286. };
  33287. /** @hidden */
  33288. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33289. if (this._instanceDataStorage.visibleInstances) {
  33290. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33291. }
  33292. return this;
  33293. };
  33294. /** @hidden */
  33295. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33296. if (!this._instanceDataStorage.visibleInstances) {
  33297. this._instanceDataStorage.visibleInstances = {
  33298. defaultRenderId: renderId,
  33299. selfDefaultRenderId: this._renderId
  33300. };
  33301. }
  33302. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33303. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33304. }
  33305. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33306. return this;
  33307. };
  33308. /**
  33309. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33310. * This means the mesh underlying bounding box and sphere are recomputed.
  33311. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  33312. * @returns the current mesh
  33313. */
  33314. Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  33315. if (applySkeleton === void 0) { applySkeleton = false; }
  33316. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33317. return this;
  33318. }
  33319. var bias = this.geometry ? this.geometry.boundingBias : null;
  33320. this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);
  33321. return this;
  33322. };
  33323. /** @hidden */
  33324. Mesh.prototype._createGlobalSubMesh = function (force) {
  33325. var totalVertices = this.getTotalVertices();
  33326. if (!totalVertices || !this.getIndices()) {
  33327. return null;
  33328. }
  33329. // Check if we need to recreate the submeshes
  33330. if (this.subMeshes && this.subMeshes.length > 0) {
  33331. var ib = this.getIndices();
  33332. if (!ib) {
  33333. return null;
  33334. }
  33335. var totalIndices = ib.length;
  33336. var needToRecreate = false;
  33337. if (force) {
  33338. needToRecreate = true;
  33339. }
  33340. else {
  33341. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33342. var submesh = _a[_i];
  33343. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33344. needToRecreate = true;
  33345. break;
  33346. }
  33347. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33348. needToRecreate = true;
  33349. break;
  33350. }
  33351. }
  33352. }
  33353. if (!needToRecreate) {
  33354. return this.subMeshes[0];
  33355. }
  33356. }
  33357. this.releaseSubMeshes();
  33358. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33359. };
  33360. /**
  33361. * This function will subdivide the mesh into multiple submeshes
  33362. * @param count defines the expected number of submeshes
  33363. */
  33364. Mesh.prototype.subdivide = function (count) {
  33365. if (count < 1) {
  33366. return;
  33367. }
  33368. var totalIndices = this.getTotalIndices();
  33369. var subdivisionSize = (totalIndices / count) | 0;
  33370. var offset = 0;
  33371. // Ensure that subdivisionSize is a multiple of 3
  33372. while (subdivisionSize % 3 !== 0) {
  33373. subdivisionSize++;
  33374. }
  33375. this.releaseSubMeshes();
  33376. for (var index = 0; index < count; index++) {
  33377. if (offset >= totalIndices) {
  33378. break;
  33379. }
  33380. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33381. offset += subdivisionSize;
  33382. }
  33383. this.synchronizeInstances();
  33384. };
  33385. /**
  33386. * Copy a FloatArray into a specific associated vertex buffer
  33387. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33388. * - BABYLON.VertexBuffer.PositionKind
  33389. * - BABYLON.VertexBuffer.UVKind
  33390. * - BABYLON.VertexBuffer.UV2Kind
  33391. * - BABYLON.VertexBuffer.UV3Kind
  33392. * - BABYLON.VertexBuffer.UV4Kind
  33393. * - BABYLON.VertexBuffer.UV5Kind
  33394. * - BABYLON.VertexBuffer.UV6Kind
  33395. * - BABYLON.VertexBuffer.ColorKind
  33396. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33397. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33398. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33399. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33400. * @param data defines the data source
  33401. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33402. * @param stride defines the data stride size (can be null)
  33403. * @returns the current mesh
  33404. */
  33405. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33406. if (updatable === void 0) { updatable = false; }
  33407. if (!this._geometry) {
  33408. var vertexData = new BABYLON.VertexData();
  33409. vertexData.set(data, kind);
  33410. var scene = this.getScene();
  33411. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33412. }
  33413. else {
  33414. this._geometry.setVerticesData(kind, data, updatable, stride);
  33415. }
  33416. return this;
  33417. };
  33418. /**
  33419. * Flags an associated vertex buffer as updatable
  33420. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33421. * - BABYLON.VertexBuffer.PositionKind
  33422. * - BABYLON.VertexBuffer.UVKind
  33423. * - BABYLON.VertexBuffer.UV2Kind
  33424. * - BABYLON.VertexBuffer.UV3Kind
  33425. * - BABYLON.VertexBuffer.UV4Kind
  33426. * - BABYLON.VertexBuffer.UV5Kind
  33427. * - BABYLON.VertexBuffer.UV6Kind
  33428. * - BABYLON.VertexBuffer.ColorKind
  33429. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33430. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33431. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33432. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33433. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33434. */
  33435. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33436. if (updatable === void 0) { updatable = true; }
  33437. var vb = this.getVertexBuffer(kind);
  33438. if (!vb || vb.isUpdatable() === updatable) {
  33439. return;
  33440. }
  33441. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33442. };
  33443. /**
  33444. * Sets the mesh global Vertex Buffer
  33445. * @param buffer defines the buffer to use
  33446. * @returns the current mesh
  33447. */
  33448. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33449. if (!this._geometry) {
  33450. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33451. }
  33452. this._geometry.setVerticesBuffer(buffer);
  33453. return this;
  33454. };
  33455. /**
  33456. * Update a specific associated vertex buffer
  33457. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33458. * - BABYLON.VertexBuffer.PositionKind
  33459. * - BABYLON.VertexBuffer.UVKind
  33460. * - BABYLON.VertexBuffer.UV2Kind
  33461. * - BABYLON.VertexBuffer.UV3Kind
  33462. * - BABYLON.VertexBuffer.UV4Kind
  33463. * - BABYLON.VertexBuffer.UV5Kind
  33464. * - BABYLON.VertexBuffer.UV6Kind
  33465. * - BABYLON.VertexBuffer.ColorKind
  33466. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33467. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33468. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33469. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33470. * @param data defines the data source
  33471. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33472. * @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)
  33473. * @returns the current mesh
  33474. */
  33475. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33476. if (!this._geometry) {
  33477. return this;
  33478. }
  33479. if (!makeItUnique) {
  33480. this._geometry.updateVerticesData(kind, data, updateExtends);
  33481. }
  33482. else {
  33483. this.makeGeometryUnique();
  33484. this.updateVerticesData(kind, data, updateExtends, false);
  33485. }
  33486. return this;
  33487. };
  33488. /**
  33489. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33490. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33491. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33492. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33493. * @returns the current mesh
  33494. */
  33495. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33496. if (computeNormals === void 0) { computeNormals = true; }
  33497. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33498. if (!positions) {
  33499. return this;
  33500. }
  33501. positionFunction(positions);
  33502. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33503. if (computeNormals) {
  33504. var indices = this.getIndices();
  33505. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33506. if (!normals) {
  33507. return this;
  33508. }
  33509. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33510. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33511. }
  33512. return this;
  33513. };
  33514. /**
  33515. * Creates a un-shared specific occurence of the geometry for the mesh.
  33516. * @returns the current mesh
  33517. */
  33518. Mesh.prototype.makeGeometryUnique = function () {
  33519. if (!this._geometry) {
  33520. return this;
  33521. }
  33522. var oldGeometry = this._geometry;
  33523. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33524. oldGeometry.releaseForMesh(this, true);
  33525. geometry.applyToMesh(this);
  33526. return this;
  33527. };
  33528. /**
  33529. * Set the index buffer of this mesh
  33530. * @param indices defines the source data
  33531. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33532. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33533. * @returns the current mesh
  33534. */
  33535. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33536. if (totalVertices === void 0) { totalVertices = null; }
  33537. if (updatable === void 0) { updatable = false; }
  33538. if (!this._geometry) {
  33539. var vertexData = new BABYLON.VertexData();
  33540. vertexData.indices = indices;
  33541. var scene = this.getScene();
  33542. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33543. }
  33544. else {
  33545. this._geometry.setIndices(indices, totalVertices, updatable);
  33546. }
  33547. return this;
  33548. };
  33549. /**
  33550. * Update the current index buffer
  33551. * @param indices defines the source data
  33552. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33553. * @returns the current mesh
  33554. */
  33555. Mesh.prototype.updateIndices = function (indices, offset) {
  33556. if (!this._geometry) {
  33557. return this;
  33558. }
  33559. this._geometry.updateIndices(indices, offset);
  33560. return this;
  33561. };
  33562. /**
  33563. * Invert the geometry to move from a right handed system to a left handed one.
  33564. * @returns the current mesh
  33565. */
  33566. Mesh.prototype.toLeftHanded = function () {
  33567. if (!this._geometry) {
  33568. return this;
  33569. }
  33570. this._geometry.toLeftHanded();
  33571. return this;
  33572. };
  33573. /** @hidden */
  33574. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33575. if (!this._geometry) {
  33576. return this;
  33577. }
  33578. var engine = this.getScene().getEngine();
  33579. // Wireframe
  33580. var indexToBind;
  33581. if (this._unIndexed) {
  33582. indexToBind = null;
  33583. }
  33584. else {
  33585. switch (fillMode) {
  33586. case BABYLON.Material.PointFillMode:
  33587. indexToBind = null;
  33588. break;
  33589. case BABYLON.Material.WireFrameFillMode:
  33590. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33591. break;
  33592. default:
  33593. case BABYLON.Material.TriangleFillMode:
  33594. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33595. break;
  33596. }
  33597. }
  33598. // VBOs
  33599. this._geometry._bind(effect, indexToBind);
  33600. return this;
  33601. };
  33602. /** @hidden */
  33603. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33604. if (alternate === void 0) { alternate = false; }
  33605. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33606. return this;
  33607. }
  33608. if (this._onBeforeDrawObservable) {
  33609. this._onBeforeDrawObservable.notifyObservers(this);
  33610. }
  33611. var scene = this.getScene();
  33612. var engine = scene.getEngine();
  33613. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33614. // or triangles as points
  33615. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33616. }
  33617. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33618. // Triangles as wireframe
  33619. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33620. }
  33621. else {
  33622. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33623. }
  33624. if (scene._isAlternateRenderingEnabled && !alternate) {
  33625. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33626. if (!effect || !scene.activeCamera) {
  33627. return this;
  33628. }
  33629. scene._switchToAlternateCameraConfiguration(true);
  33630. this._effectiveMaterial.bindView(effect);
  33631. this._effectiveMaterial.bindViewProjection(effect);
  33632. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33633. this._draw(subMesh, fillMode, instancesCount, true);
  33634. engine.setViewport(scene.activeCamera.viewport);
  33635. scene._switchToAlternateCameraConfiguration(false);
  33636. this._effectiveMaterial.bindView(effect);
  33637. this._effectiveMaterial.bindViewProjection(effect);
  33638. }
  33639. return this;
  33640. };
  33641. /**
  33642. * Registers for this mesh a javascript function called just before the rendering process
  33643. * @param func defines the function to call before rendering this mesh
  33644. * @returns the current mesh
  33645. */
  33646. Mesh.prototype.registerBeforeRender = function (func) {
  33647. this.onBeforeRenderObservable.add(func);
  33648. return this;
  33649. };
  33650. /**
  33651. * Disposes a previously registered javascript function called before the rendering
  33652. * @param func defines the function to remove
  33653. * @returns the current mesh
  33654. */
  33655. Mesh.prototype.unregisterBeforeRender = function (func) {
  33656. this.onBeforeRenderObservable.removeCallback(func);
  33657. return this;
  33658. };
  33659. /**
  33660. * Registers for this mesh a javascript function called just after the rendering is complete
  33661. * @param func defines the function to call after rendering this mesh
  33662. * @returns the current mesh
  33663. */
  33664. Mesh.prototype.registerAfterRender = function (func) {
  33665. this.onAfterRenderObservable.add(func);
  33666. return this;
  33667. };
  33668. /**
  33669. * Disposes a previously registered javascript function called after the rendering.
  33670. * @param func defines the function to remove
  33671. * @returns the current mesh
  33672. */
  33673. Mesh.prototype.unregisterAfterRender = function (func) {
  33674. this.onAfterRenderObservable.removeCallback(func);
  33675. return this;
  33676. };
  33677. /** @hidden */
  33678. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  33679. var scene = this.getScene();
  33680. var batchCache = this._instanceDataStorage.batchCache;
  33681. batchCache.mustReturn = false;
  33682. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  33683. batchCache.visibleInstances[subMeshId] = null;
  33684. if (this._instanceDataStorage.visibleInstances) {
  33685. var visibleInstances = this._instanceDataStorage.visibleInstances;
  33686. var currentRenderId = scene.getRenderId();
  33687. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  33688. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  33689. var selfRenderId = this._renderId;
  33690. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  33691. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  33692. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  33693. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  33694. }
  33695. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  33696. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  33697. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  33698. batchCache.mustReturn = true;
  33699. return batchCache;
  33700. }
  33701. if (currentRenderId !== selfRenderId) {
  33702. batchCache.renderSelf[subMeshId] = false;
  33703. }
  33704. }
  33705. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  33706. }
  33707. return batchCache;
  33708. };
  33709. /** @hidden */
  33710. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  33711. var visibleInstances = batch.visibleInstances[subMesh._id];
  33712. if (!visibleInstances) {
  33713. return this;
  33714. }
  33715. var matricesCount = visibleInstances.length + 1;
  33716. var bufferSize = matricesCount * 16 * 4;
  33717. var instanceStorage = this._instanceDataStorage;
  33718. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  33719. var instancesBuffer = instanceStorage.instancesBuffer;
  33720. while (instanceStorage.instancesBufferSize < bufferSize) {
  33721. instanceStorage.instancesBufferSize *= 2;
  33722. }
  33723. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33724. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  33725. }
  33726. var offset = 0;
  33727. var instancesCount = 0;
  33728. var world = this.getWorldMatrix();
  33729. if (batch.renderSelf[subMesh._id]) {
  33730. world.copyToArray(instanceStorage.instancesData, offset);
  33731. offset += 16;
  33732. instancesCount++;
  33733. }
  33734. if (visibleInstances) {
  33735. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  33736. var instance = visibleInstances[instanceIndex];
  33737. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  33738. offset += 16;
  33739. instancesCount++;
  33740. }
  33741. }
  33742. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33743. if (instancesBuffer) {
  33744. instancesBuffer.dispose();
  33745. }
  33746. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  33747. instanceStorage.instancesBuffer = instancesBuffer;
  33748. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  33749. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  33750. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  33751. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  33752. }
  33753. else {
  33754. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  33755. }
  33756. this._bind(subMesh, effect, fillMode);
  33757. this._draw(subMesh, fillMode, instancesCount);
  33758. engine.unbindInstanceAttributes();
  33759. return this;
  33760. };
  33761. /** @hidden */
  33762. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  33763. var scene = this.getScene();
  33764. var engine = scene.getEngine();
  33765. if (hardwareInstancedRendering) {
  33766. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  33767. }
  33768. else {
  33769. if (batch.renderSelf[subMesh._id]) {
  33770. // Draw
  33771. if (onBeforeDraw) {
  33772. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  33773. }
  33774. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  33775. }
  33776. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  33777. if (visibleInstancesForSubMesh) {
  33778. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  33779. var instance = visibleInstancesForSubMesh[instanceIndex];
  33780. // World
  33781. var world = instance.getWorldMatrix();
  33782. if (onBeforeDraw) {
  33783. onBeforeDraw(true, world, effectiveMaterial);
  33784. }
  33785. // Draw
  33786. this._draw(subMesh, fillMode);
  33787. }
  33788. }
  33789. }
  33790. return this;
  33791. };
  33792. /**
  33793. * 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
  33794. * @param subMesh defines the subMesh to render
  33795. * @param enableAlphaMode defines if alpha mode can be changed
  33796. * @returns the current mesh
  33797. */
  33798. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  33799. if (this._checkOcclusionQuery()) {
  33800. return this;
  33801. }
  33802. var scene = this.getScene();
  33803. // Managing instances
  33804. var batch = this._getInstancesRenderList(subMesh._id);
  33805. if (batch.mustReturn) {
  33806. return this;
  33807. }
  33808. // Checking geometry state
  33809. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33810. return this;
  33811. }
  33812. if (this._onBeforeRenderObservable) {
  33813. this._onBeforeRenderObservable.notifyObservers(this);
  33814. }
  33815. var engine = scene.getEngine();
  33816. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  33817. // Material
  33818. var material = subMesh.getMaterial();
  33819. if (!material) {
  33820. return this;
  33821. }
  33822. this._effectiveMaterial = material;
  33823. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33824. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33825. return this;
  33826. }
  33827. }
  33828. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33829. return this;
  33830. }
  33831. // Alpha mode
  33832. if (enableAlphaMode) {
  33833. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  33834. }
  33835. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  33836. var step = _a[_i];
  33837. step.action(this, subMesh, batch);
  33838. }
  33839. var effect;
  33840. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33841. effect = subMesh.effect;
  33842. }
  33843. else {
  33844. effect = this._effectiveMaterial.getEffect();
  33845. }
  33846. if (!effect) {
  33847. return this;
  33848. }
  33849. var sideOrientation = this.overrideMaterialSideOrientation;
  33850. if (sideOrientation == null) {
  33851. sideOrientation = this._effectiveMaterial.sideOrientation;
  33852. if (this._getWorldMatrixDeterminant() < 0) {
  33853. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  33854. }
  33855. }
  33856. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  33857. if (this._effectiveMaterial.forceDepthWrite) {
  33858. engine.setDepthWrite(true);
  33859. }
  33860. // Bind
  33861. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  33862. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  33863. this._bind(subMesh, effect, fillMode);
  33864. }
  33865. var world = this.getWorldMatrix();
  33866. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33867. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  33868. }
  33869. else {
  33870. this._effectiveMaterial.bind(world, this);
  33871. }
  33872. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  33873. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  33874. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33875. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  33876. }
  33877. // Draw
  33878. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33879. // Unbind
  33880. this._effectiveMaterial.unbind();
  33881. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  33882. var step = _c[_b];
  33883. step.action(this, subMesh, batch);
  33884. }
  33885. if (this._onAfterRenderObservable) {
  33886. this._onAfterRenderObservable.notifyObservers(this);
  33887. }
  33888. return this;
  33889. };
  33890. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  33891. if (isInstance && effectiveMaterial) {
  33892. effectiveMaterial.bindOnlyWorldMatrix(world);
  33893. }
  33894. };
  33895. /**
  33896. * Renormalize the mesh and patch it up if there are no weights
  33897. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  33898. * However in the case of zero weights then we set just a single influence to 1.
  33899. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  33900. */
  33901. Mesh.prototype.cleanMatrixWeights = function () {
  33902. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  33903. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  33904. this.normalizeSkinWeightsAndExtra();
  33905. }
  33906. else {
  33907. this.normalizeSkinFourWeights();
  33908. }
  33909. }
  33910. };
  33911. // faster 4 weight version.
  33912. Mesh.prototype.normalizeSkinFourWeights = function () {
  33913. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33914. var numWeights = matricesWeights.length;
  33915. for (var a = 0; a < numWeights; a += 4) {
  33916. // accumulate weights
  33917. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33918. // check for invalid weight and just set it to 1.
  33919. if (t === 0) {
  33920. matricesWeights[a] = 1;
  33921. }
  33922. else {
  33923. // renormalize so everything adds to 1 use reciprical
  33924. var recip = 1 / t;
  33925. matricesWeights[a] *= recip;
  33926. matricesWeights[a + 1] *= recip;
  33927. matricesWeights[a + 2] *= recip;
  33928. matricesWeights[a + 3] *= recip;
  33929. }
  33930. }
  33931. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33932. };
  33933. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  33934. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  33935. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33936. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33937. var numWeights = matricesWeights.length;
  33938. for (var a = 0; a < numWeights; a += 4) {
  33939. // accumulate weights
  33940. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33941. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  33942. // check for invalid weight and just set it to 1.
  33943. if (t === 0) {
  33944. matricesWeights[a] = 1;
  33945. }
  33946. else {
  33947. // renormalize so everything adds to 1 use reciprical
  33948. var recip = 1 / t;
  33949. matricesWeights[a] *= recip;
  33950. matricesWeights[a + 1] *= recip;
  33951. matricesWeights[a + 2] *= recip;
  33952. matricesWeights[a + 3] *= recip;
  33953. // same goes for extras
  33954. matricesWeightsExtra[a] *= recip;
  33955. matricesWeightsExtra[a + 1] *= recip;
  33956. matricesWeightsExtra[a + 2] *= recip;
  33957. matricesWeightsExtra[a + 3] *= recip;
  33958. }
  33959. }
  33960. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33961. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  33962. };
  33963. /**
  33964. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  33965. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  33966. * the user know there was an issue with importing the mesh
  33967. * @returns a validation object with skinned, valid and report string
  33968. */
  33969. Mesh.prototype.validateSkinning = function () {
  33970. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33971. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33972. if (matricesWeights === null || this.skeleton == null) {
  33973. return { skinned: false, valid: true, report: "not skinned" };
  33974. }
  33975. var numWeights = matricesWeights.length;
  33976. var numberNotSorted = 0;
  33977. var missingWeights = 0;
  33978. var maxUsedWeights = 0;
  33979. var numberNotNormalized = 0;
  33980. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  33981. var usedWeightCounts = new Array();
  33982. for (var a = 0; a <= numInfluences; a++) {
  33983. usedWeightCounts[a] = 0;
  33984. }
  33985. var toleranceEpsilon = 0.001;
  33986. for (var a = 0; a < numWeights; a += 4) {
  33987. var lastWeight = matricesWeights[a];
  33988. var t = lastWeight;
  33989. var usedWeights = t === 0 ? 0 : 1;
  33990. for (var b = 1; b < numInfluences; b++) {
  33991. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  33992. if (d > lastWeight) {
  33993. numberNotSorted++;
  33994. }
  33995. if (d !== 0) {
  33996. usedWeights++;
  33997. }
  33998. t += d;
  33999. lastWeight = d;
  34000. }
  34001. // count the buffer weights usage
  34002. usedWeightCounts[usedWeights]++;
  34003. // max influences
  34004. if (usedWeights > maxUsedWeights) {
  34005. maxUsedWeights = usedWeights;
  34006. }
  34007. // check for invalid weight and just set it to 1.
  34008. if (t === 0) {
  34009. missingWeights++;
  34010. }
  34011. else {
  34012. // renormalize so everything adds to 1 use reciprical
  34013. var recip = 1 / t;
  34014. var tolerance = 0;
  34015. for (b = 0; b < numInfluences; b++) {
  34016. if (b < 4) {
  34017. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  34018. }
  34019. else {
  34020. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  34021. }
  34022. }
  34023. // arbitary epsilon value for dicdating not normalized
  34024. if (tolerance > toleranceEpsilon) {
  34025. numberNotNormalized++;
  34026. }
  34027. }
  34028. }
  34029. // validate bone indices are in range of the skeleton
  34030. var numBones = this.skeleton.bones.length;
  34031. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  34032. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  34033. var numBadBoneIndices = 0;
  34034. for (var a = 0; a < numWeights; a++) {
  34035. for (var b = 0; b < numInfluences; b++) {
  34036. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  34037. if (index >= numBones || index < 0) {
  34038. numBadBoneIndices++;
  34039. }
  34040. }
  34041. }
  34042. // log mesh stats
  34043. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  34044. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  34045. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  34046. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  34047. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  34048. };
  34049. /** @hidden */
  34050. Mesh.prototype._checkDelayState = function () {
  34051. var scene = this.getScene();
  34052. if (this._geometry) {
  34053. this._geometry.load(scene);
  34054. }
  34055. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  34056. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  34057. this._queueLoad(scene);
  34058. }
  34059. return this;
  34060. };
  34061. Mesh.prototype._queueLoad = function (scene) {
  34062. var _this = this;
  34063. scene._addPendingData(this);
  34064. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  34065. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  34066. if (data instanceof ArrayBuffer) {
  34067. _this._delayLoadingFunction(data, _this);
  34068. }
  34069. else {
  34070. _this._delayLoadingFunction(JSON.parse(data), _this);
  34071. }
  34072. _this.instances.forEach(function (instance) {
  34073. instance._syncSubMeshes();
  34074. });
  34075. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34076. scene._removePendingData(_this);
  34077. }, function () { }, scene.offlineProvider, getBinaryData);
  34078. return this;
  34079. };
  34080. /**
  34081. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34082. * A mesh is in the frustum if its bounding box intersects the frustum
  34083. * @param frustumPlanes defines the frustum to test
  34084. * @returns true if the mesh is in the frustum planes
  34085. */
  34086. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34087. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34088. return false;
  34089. }
  34090. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34091. return false;
  34092. }
  34093. this._checkDelayState();
  34094. return true;
  34095. };
  34096. /**
  34097. * Sets the mesh material by the material or multiMaterial `id` property
  34098. * @param id is a string identifying the material or the multiMaterial
  34099. * @returns the current mesh
  34100. */
  34101. Mesh.prototype.setMaterialByID = function (id) {
  34102. var materials = this.getScene().materials;
  34103. var index;
  34104. for (index = materials.length - 1; index > -1; index--) {
  34105. if (materials[index].id === id) {
  34106. this.material = materials[index];
  34107. return this;
  34108. }
  34109. }
  34110. // Multi
  34111. var multiMaterials = this.getScene().multiMaterials;
  34112. for (index = multiMaterials.length - 1; index > -1; index--) {
  34113. if (multiMaterials[index].id === id) {
  34114. this.material = multiMaterials[index];
  34115. return this;
  34116. }
  34117. }
  34118. return this;
  34119. };
  34120. /**
  34121. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34122. * @returns an array of IAnimatable
  34123. */
  34124. Mesh.prototype.getAnimatables = function () {
  34125. var results = new Array();
  34126. if (this.material) {
  34127. results.push(this.material);
  34128. }
  34129. if (this.skeleton) {
  34130. results.push(this.skeleton);
  34131. }
  34132. return results;
  34133. };
  34134. /**
  34135. * Modifies the mesh geometry according to the passed transformation matrix.
  34136. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34137. * The mesh normals are modified using the same transformation.
  34138. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34139. * @param transform defines the transform matrix to use
  34140. * @see http://doc.babylonjs.com/resources/baking_transformations
  34141. * @returns the current mesh
  34142. */
  34143. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34144. // Position
  34145. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34146. return this;
  34147. }
  34148. var submeshes = this.subMeshes.splice(0);
  34149. this._resetPointsArrayCache();
  34150. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34151. var temp = new Array();
  34152. var index;
  34153. for (index = 0; index < data.length; index += 3) {
  34154. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34155. }
  34156. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34157. // Normals
  34158. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34159. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34160. temp = [];
  34161. for (index = 0; index < data.length; index += 3) {
  34162. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34163. }
  34164. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34165. }
  34166. // flip faces?
  34167. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34168. this.flipFaces();
  34169. }
  34170. // Restore submeshes
  34171. this.releaseSubMeshes();
  34172. this.subMeshes = submeshes;
  34173. return this;
  34174. };
  34175. /**
  34176. * Modifies the mesh geometry according to its own current World Matrix.
  34177. * The mesh World Matrix is then reset.
  34178. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34179. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34180. * @see http://doc.babylonjs.com/resources/baking_transformations
  34181. * @returns the current mesh
  34182. */
  34183. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34184. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34185. this.scaling.copyFromFloats(1, 1, 1);
  34186. this.position.copyFromFloats(0, 0, 0);
  34187. this.rotation.copyFromFloats(0, 0, 0);
  34188. //only if quaternion is already set
  34189. if (this.rotationQuaternion) {
  34190. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34191. }
  34192. this._worldMatrix = BABYLON.Matrix.Identity();
  34193. return this;
  34194. };
  34195. Object.defineProperty(Mesh.prototype, "_positions", {
  34196. // Cache
  34197. /** @hidden */
  34198. get: function () {
  34199. if (this._geometry) {
  34200. return this._geometry._positions;
  34201. }
  34202. return null;
  34203. },
  34204. enumerable: true,
  34205. configurable: true
  34206. });
  34207. /** @hidden */
  34208. Mesh.prototype._resetPointsArrayCache = function () {
  34209. if (this._geometry) {
  34210. this._geometry._resetPointsArrayCache();
  34211. }
  34212. return this;
  34213. };
  34214. /** @hidden */
  34215. Mesh.prototype._generatePointsArray = function () {
  34216. if (this._geometry) {
  34217. return this._geometry._generatePointsArray();
  34218. }
  34219. return false;
  34220. };
  34221. /**
  34222. * Returns a new Mesh object generated from the current mesh properties.
  34223. * This method must not get confused with createInstance()
  34224. * @param name is a string, the name given to the new mesh
  34225. * @param newParent can be any Node object (default `null`)
  34226. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34227. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34228. * @returns a new mesh
  34229. */
  34230. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34231. if (name === void 0) { name = ""; }
  34232. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34233. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34234. };
  34235. /**
  34236. * Releases resources associated with this mesh.
  34237. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34238. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34239. */
  34240. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34241. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34242. this.morphTargetManager = null;
  34243. if (this._geometry) {
  34244. this._geometry.releaseForMesh(this, true);
  34245. }
  34246. if (this._onBeforeDrawObservable) {
  34247. this._onBeforeDrawObservable.clear();
  34248. }
  34249. if (this._onBeforeRenderObservable) {
  34250. this._onBeforeRenderObservable.clear();
  34251. }
  34252. if (this._onAfterRenderObservable) {
  34253. this._onAfterRenderObservable.clear();
  34254. }
  34255. // Sources
  34256. if (this._scene.useClonedMeshhMap) {
  34257. if (this.meshMap) {
  34258. for (var uniqueId in this.meshMap) {
  34259. var mesh = this.meshMap[uniqueId];
  34260. if (mesh) {
  34261. mesh._source = null;
  34262. this.meshMap[uniqueId] = undefined;
  34263. }
  34264. }
  34265. }
  34266. if (this._source && this._source.meshMap) {
  34267. this._source.meshMap[this.uniqueId] = undefined;
  34268. }
  34269. }
  34270. else {
  34271. var meshes = this.getScene().meshes;
  34272. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34273. var abstractMesh = meshes_1[_i];
  34274. var mesh = abstractMesh;
  34275. if (mesh._source && mesh._source === this) {
  34276. mesh._source = null;
  34277. }
  34278. }
  34279. }
  34280. this._source = null;
  34281. // Instances
  34282. if (this._instanceDataStorage.instancesBuffer) {
  34283. this._instanceDataStorage.instancesBuffer.dispose();
  34284. this._instanceDataStorage.instancesBuffer = null;
  34285. }
  34286. while (this.instances.length) {
  34287. this.instances[0].dispose();
  34288. }
  34289. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34290. };
  34291. /**
  34292. * Modifies the mesh geometry according to a displacement map.
  34293. * 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.
  34294. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34295. * @param url is a string, the URL from the image file is to be downloaded.
  34296. * @param minHeight is the lower limit of the displacement.
  34297. * @param maxHeight is the upper limit of the displacement.
  34298. * @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.
  34299. * @param uvOffset is an optional vector2 used to offset UV.
  34300. * @param uvScale is an optional vector2 used to scale UV.
  34301. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is usefull to apply on a deserialized model for instance.
  34302. * @returns the Mesh.
  34303. */
  34304. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34305. var _this = this;
  34306. if (forceUpdate === void 0) { forceUpdate = false; }
  34307. var scene = this.getScene();
  34308. var onload = function (img) {
  34309. // Getting height map data
  34310. var canvas = document.createElement("canvas");
  34311. var context = canvas.getContext("2d");
  34312. var heightMapWidth = img.width;
  34313. var heightMapHeight = img.height;
  34314. canvas.width = heightMapWidth;
  34315. canvas.height = heightMapHeight;
  34316. context.drawImage(img, 0, 0);
  34317. // Create VertexData from map data
  34318. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34319. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34320. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34321. //execute success callback, if set
  34322. if (onSuccess) {
  34323. onSuccess(_this);
  34324. }
  34325. };
  34326. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34327. return this;
  34328. };
  34329. /**
  34330. * Modifies the mesh geometry according to a displacementMap buffer.
  34331. * 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.
  34332. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34333. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34334. * @param heightMapWidth is the width of the buffer image.
  34335. * @param heightMapHeight is the height of the buffer image.
  34336. * @param minHeight is the lower limit of the displacement.
  34337. * @param maxHeight is the upper limit of the displacement.
  34338. * @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.
  34339. * @param uvOffset is an optional vector2 used to offset UV.
  34340. * @param uvScale is an optional vector2 used to scale UV.
  34341. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is usefull to apply on a deserialized model for instance.
  34342. * @returns the Mesh.
  34343. */
  34344. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34345. if (forceUpdate === void 0) { forceUpdate = false; }
  34346. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34347. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34348. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34349. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34350. return this;
  34351. }
  34352. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34353. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34354. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34355. var position = BABYLON.Vector3.Zero();
  34356. var normal = BABYLON.Vector3.Zero();
  34357. var uv = BABYLON.Vector2.Zero();
  34358. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34359. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34360. for (var index = 0; index < positions.length; index += 3) {
  34361. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34362. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34363. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34364. // Compute height
  34365. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34366. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34367. var pos = (u + v * heightMapWidth) * 4;
  34368. var r = buffer[pos] / 255.0;
  34369. var g = buffer[pos + 1] / 255.0;
  34370. var b = buffer[pos + 2] / 255.0;
  34371. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34372. normal.normalize();
  34373. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34374. position = position.add(normal);
  34375. position.toArray(positions, index);
  34376. }
  34377. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34378. if (forceUpdate) {
  34379. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34380. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34381. }
  34382. else {
  34383. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34384. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34385. }
  34386. return this;
  34387. };
  34388. /**
  34389. * Modify the mesh to get a flat shading rendering.
  34390. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34391. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34392. * @returns current mesh
  34393. */
  34394. Mesh.prototype.convertToFlatShadedMesh = function () {
  34395. var kinds = this.getVerticesDataKinds();
  34396. var vbs = {};
  34397. var data = {};
  34398. var newdata = {};
  34399. var updatableNormals = false;
  34400. var kindIndex;
  34401. var kind;
  34402. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34403. kind = kinds[kindIndex];
  34404. var vertexBuffer = this.getVertexBuffer(kind);
  34405. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34406. updatableNormals = vertexBuffer.isUpdatable();
  34407. kinds.splice(kindIndex, 1);
  34408. kindIndex--;
  34409. continue;
  34410. }
  34411. vbs[kind] = vertexBuffer;
  34412. data[kind] = vbs[kind].getData();
  34413. newdata[kind] = [];
  34414. }
  34415. // Save previous submeshes
  34416. var previousSubmeshes = this.subMeshes.slice(0);
  34417. var indices = this.getIndices();
  34418. var totalIndices = this.getTotalIndices();
  34419. // Generating unique vertices per face
  34420. var index;
  34421. for (index = 0; index < totalIndices; index++) {
  34422. var vertexIndex = indices[index];
  34423. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34424. kind = kinds[kindIndex];
  34425. var stride = vbs[kind].getStrideSize();
  34426. for (var offset = 0; offset < stride; offset++) {
  34427. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34428. }
  34429. }
  34430. }
  34431. // Updating faces & normal
  34432. var normals = [];
  34433. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34434. for (index = 0; index < totalIndices; index += 3) {
  34435. indices[index] = index;
  34436. indices[index + 1] = index + 1;
  34437. indices[index + 2] = index + 2;
  34438. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34439. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34440. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34441. var p1p2 = p1.subtract(p2);
  34442. var p3p2 = p3.subtract(p2);
  34443. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34444. // Store same normals for every vertex
  34445. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34446. normals.push(normal.x);
  34447. normals.push(normal.y);
  34448. normals.push(normal.z);
  34449. }
  34450. }
  34451. this.setIndices(indices);
  34452. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34453. // Updating vertex buffers
  34454. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34455. kind = kinds[kindIndex];
  34456. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34457. }
  34458. // Updating submeshes
  34459. this.releaseSubMeshes();
  34460. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34461. var previousOne = previousSubmeshes[submeshIndex];
  34462. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34463. }
  34464. this.synchronizeInstances();
  34465. return this;
  34466. };
  34467. /**
  34468. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34469. * In other words, more vertices, no more indices and a single bigger VBO.
  34470. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34471. * @returns current mesh
  34472. */
  34473. Mesh.prototype.convertToUnIndexedMesh = function () {
  34474. var kinds = this.getVerticesDataKinds();
  34475. var vbs = {};
  34476. var data = {};
  34477. var newdata = {};
  34478. var kindIndex;
  34479. var kind;
  34480. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34481. kind = kinds[kindIndex];
  34482. var vertexBuffer = this.getVertexBuffer(kind);
  34483. vbs[kind] = vertexBuffer;
  34484. data[kind] = vbs[kind].getData();
  34485. newdata[kind] = [];
  34486. }
  34487. // Save previous submeshes
  34488. var previousSubmeshes = this.subMeshes.slice(0);
  34489. var indices = this.getIndices();
  34490. var totalIndices = this.getTotalIndices();
  34491. // Generating unique vertices per face
  34492. var index;
  34493. for (index = 0; index < totalIndices; index++) {
  34494. var vertexIndex = indices[index];
  34495. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34496. kind = kinds[kindIndex];
  34497. var stride = vbs[kind].getStrideSize();
  34498. for (var offset = 0; offset < stride; offset++) {
  34499. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34500. }
  34501. }
  34502. }
  34503. // Updating indices
  34504. for (index = 0; index < totalIndices; index += 3) {
  34505. indices[index] = index;
  34506. indices[index + 1] = index + 1;
  34507. indices[index + 2] = index + 2;
  34508. }
  34509. this.setIndices(indices);
  34510. // Updating vertex buffers
  34511. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34512. kind = kinds[kindIndex];
  34513. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34514. }
  34515. // Updating submeshes
  34516. this.releaseSubMeshes();
  34517. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34518. var previousOne = previousSubmeshes[submeshIndex];
  34519. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34520. }
  34521. this._unIndexed = true;
  34522. this.synchronizeInstances();
  34523. return this;
  34524. };
  34525. /**
  34526. * Inverses facet orientations.
  34527. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34528. * @param flipNormals will also inverts the normals
  34529. * @returns current mesh
  34530. */
  34531. Mesh.prototype.flipFaces = function (flipNormals) {
  34532. if (flipNormals === void 0) { flipNormals = false; }
  34533. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34534. var i;
  34535. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34536. for (i = 0; i < vertex_data.normals.length; i++) {
  34537. vertex_data.normals[i] *= -1;
  34538. }
  34539. }
  34540. if (vertex_data.indices) {
  34541. var temp;
  34542. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34543. // reassign indices
  34544. temp = vertex_data.indices[i + 1];
  34545. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34546. vertex_data.indices[i + 2] = temp;
  34547. }
  34548. }
  34549. vertex_data.applyToMesh(this);
  34550. return this;
  34551. };
  34552. // Instances
  34553. /**
  34554. * Creates a new InstancedMesh object from the mesh model.
  34555. * Warning : this method is not supported for Line mesh and LineSystem
  34556. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34557. * @param name defines the name of the new instance
  34558. * @returns a new InstancedMesh
  34559. */
  34560. Mesh.prototype.createInstance = function (name) {
  34561. return new BABYLON.InstancedMesh(name, this);
  34562. };
  34563. /**
  34564. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34565. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34566. * @returns the current mesh
  34567. */
  34568. Mesh.prototype.synchronizeInstances = function () {
  34569. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34570. var instance = this.instances[instanceIndex];
  34571. instance._syncSubMeshes();
  34572. }
  34573. return this;
  34574. };
  34575. /**
  34576. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34577. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34578. * This should be used together with the simplification to avoid disappearing triangles.
  34579. * @param successCallback an optional success callback to be called after the optimization finished.
  34580. * @returns the current mesh
  34581. */
  34582. Mesh.prototype.optimizeIndices = function (successCallback) {
  34583. var _this = this;
  34584. var indices = this.getIndices();
  34585. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34586. if (!positions || !indices) {
  34587. return this;
  34588. }
  34589. var vectorPositions = new Array();
  34590. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34591. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34592. }
  34593. var dupes = new Array();
  34594. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34595. var realPos = vectorPositions.length - 1 - iteration;
  34596. var testedPosition = vectorPositions[realPos];
  34597. for (var j = 0; j < realPos; ++j) {
  34598. var againstPosition = vectorPositions[j];
  34599. if (testedPosition.equals(againstPosition)) {
  34600. dupes[realPos] = j;
  34601. break;
  34602. }
  34603. }
  34604. }, function () {
  34605. for (var i = 0; i < indices.length; ++i) {
  34606. indices[i] = dupes[indices[i]] || indices[i];
  34607. }
  34608. //indices are now reordered
  34609. var originalSubMeshes = _this.subMeshes.slice(0);
  34610. _this.setIndices(indices);
  34611. _this.subMeshes = originalSubMeshes;
  34612. if (successCallback) {
  34613. successCallback(_this);
  34614. }
  34615. });
  34616. return this;
  34617. };
  34618. /**
  34619. * Serialize current mesh
  34620. * @param serializationObject defines the object which will receive the serialization data
  34621. */
  34622. Mesh.prototype.serialize = function (serializationObject) {
  34623. serializationObject.name = this.name;
  34624. serializationObject.id = this.id;
  34625. serializationObject.type = this.getClassName();
  34626. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34627. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34628. }
  34629. serializationObject.position = this.position.asArray();
  34630. if (this.rotationQuaternion) {
  34631. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34632. }
  34633. else if (this.rotation) {
  34634. serializationObject.rotation = this.rotation.asArray();
  34635. }
  34636. serializationObject.scaling = this.scaling.asArray();
  34637. if (this._postMultiplyPivotMatrix) {
  34638. serializationObject.pivotMatrix = this.getPivotMatrix().asArray();
  34639. }
  34640. else {
  34641. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34642. }
  34643. serializationObject.isEnabled = this.isEnabled(false);
  34644. serializationObject.isVisible = this.isVisible;
  34645. serializationObject.infiniteDistance = this.infiniteDistance;
  34646. serializationObject.pickable = this.isPickable;
  34647. serializationObject.receiveShadows = this.receiveShadows;
  34648. serializationObject.billboardMode = this.billboardMode;
  34649. serializationObject.visibility = this.visibility;
  34650. serializationObject.checkCollisions = this.checkCollisions;
  34651. serializationObject.isBlocker = this.isBlocker;
  34652. // Parent
  34653. if (this.parent) {
  34654. serializationObject.parentId = this.parent.id;
  34655. }
  34656. // Geometry
  34657. serializationObject.isUnIndexed = this.isUnIndexed;
  34658. var geometry = this._geometry;
  34659. if (geometry) {
  34660. var geometryId = geometry.id;
  34661. serializationObject.geometryId = geometryId;
  34662. // SubMeshes
  34663. serializationObject.subMeshes = [];
  34664. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  34665. var subMesh = this.subMeshes[subIndex];
  34666. serializationObject.subMeshes.push({
  34667. materialIndex: subMesh.materialIndex,
  34668. verticesStart: subMesh.verticesStart,
  34669. verticesCount: subMesh.verticesCount,
  34670. indexStart: subMesh.indexStart,
  34671. indexCount: subMesh.indexCount
  34672. });
  34673. }
  34674. }
  34675. // Material
  34676. if (this.material) {
  34677. serializationObject.materialId = this.material.id;
  34678. }
  34679. else {
  34680. this.material = null;
  34681. }
  34682. // Morph targets
  34683. if (this.morphTargetManager) {
  34684. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  34685. }
  34686. // Skeleton
  34687. if (this.skeleton) {
  34688. serializationObject.skeletonId = this.skeleton.id;
  34689. }
  34690. // Physics
  34691. //TODO implement correct serialization for physics impostors.
  34692. var impostor = this.getPhysicsImpostor();
  34693. if (impostor) {
  34694. serializationObject.physicsMass = impostor.getParam("mass");
  34695. serializationObject.physicsFriction = impostor.getParam("friction");
  34696. serializationObject.physicsRestitution = impostor.getParam("mass");
  34697. serializationObject.physicsImpostor = impostor.type;
  34698. }
  34699. // Metadata
  34700. if (this.metadata) {
  34701. serializationObject.metadata = this.metadata;
  34702. }
  34703. // Instances
  34704. serializationObject.instances = [];
  34705. for (var index = 0; index < this.instances.length; index++) {
  34706. var instance = this.instances[index];
  34707. if (instance.doNotSerialize) {
  34708. continue;
  34709. }
  34710. var serializationInstance = {
  34711. name: instance.name,
  34712. id: instance.id,
  34713. position: instance.position.asArray(),
  34714. scaling: instance.scaling.asArray()
  34715. };
  34716. if (instance.parent) {
  34717. serializationInstance.parentId = instance.parent.id;
  34718. }
  34719. if (instance.rotationQuaternion) {
  34720. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  34721. }
  34722. else if (instance.rotation) {
  34723. serializationInstance.rotation = instance.rotation.asArray();
  34724. }
  34725. serializationObject.instances.push(serializationInstance);
  34726. // Animations
  34727. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  34728. serializationInstance.ranges = instance.serializeAnimationRanges();
  34729. }
  34730. //
  34731. // Animations
  34732. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  34733. serializationObject.ranges = this.serializeAnimationRanges();
  34734. // Layer mask
  34735. serializationObject.layerMask = this.layerMask;
  34736. // Alpha
  34737. serializationObject.alphaIndex = this.alphaIndex;
  34738. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  34739. // Overlay
  34740. serializationObject.overlayAlpha = this.overlayAlpha;
  34741. serializationObject.overlayColor = this.overlayColor.asArray();
  34742. serializationObject.renderOverlay = this.renderOverlay;
  34743. // Fog
  34744. serializationObject.applyFog = this.applyFog;
  34745. // Action Manager
  34746. if (this.actionManager) {
  34747. serializationObject.actions = this.actionManager.serialize(this.name);
  34748. }
  34749. };
  34750. /** @hidden */
  34751. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  34752. if (!this.geometry) {
  34753. return;
  34754. }
  34755. this._markSubMeshesAsAttributesDirty();
  34756. var morphTargetManager = this._morphTargetManager;
  34757. if (morphTargetManager && morphTargetManager.vertexCount) {
  34758. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  34759. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  34760. this.morphTargetManager = null;
  34761. return;
  34762. }
  34763. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  34764. var morphTarget = morphTargetManager.getActiveTarget(index);
  34765. var positions = morphTarget.getPositions();
  34766. if (!positions) {
  34767. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  34768. return;
  34769. }
  34770. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  34771. var normals = morphTarget.getNormals();
  34772. if (normals) {
  34773. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  34774. }
  34775. var tangents = morphTarget.getTangents();
  34776. if (tangents) {
  34777. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  34778. }
  34779. }
  34780. }
  34781. else {
  34782. var index = 0;
  34783. // Positions
  34784. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  34785. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  34786. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  34787. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  34788. }
  34789. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  34790. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  34791. }
  34792. index++;
  34793. }
  34794. }
  34795. };
  34796. // Statics
  34797. /**
  34798. * Returns a new Mesh object parsed from the source provided.
  34799. * @param parsedMesh is the source
  34800. * @param scene defines the hosting scene
  34801. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  34802. * @returns a new Mesh
  34803. */
  34804. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  34805. var mesh;
  34806. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  34807. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  34808. }
  34809. else {
  34810. mesh = new Mesh(parsedMesh.name, scene);
  34811. }
  34812. mesh.id = parsedMesh.id;
  34813. if (BABYLON.Tags) {
  34814. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  34815. }
  34816. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  34817. if (parsedMesh.metadata !== undefined) {
  34818. mesh.metadata = parsedMesh.metadata;
  34819. }
  34820. if (parsedMesh.rotationQuaternion) {
  34821. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  34822. }
  34823. else if (parsedMesh.rotation) {
  34824. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  34825. }
  34826. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  34827. if (parsedMesh.localMatrix) {
  34828. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  34829. }
  34830. else if (parsedMesh.pivotMatrix) {
  34831. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  34832. }
  34833. mesh.setEnabled(parsedMesh.isEnabled);
  34834. mesh.isVisible = parsedMesh.isVisible;
  34835. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  34836. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  34837. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  34838. if (parsedMesh.applyFog !== undefined) {
  34839. mesh.applyFog = parsedMesh.applyFog;
  34840. }
  34841. if (parsedMesh.pickable !== undefined) {
  34842. mesh.isPickable = parsedMesh.pickable;
  34843. }
  34844. if (parsedMesh.alphaIndex !== undefined) {
  34845. mesh.alphaIndex = parsedMesh.alphaIndex;
  34846. }
  34847. mesh.receiveShadows = parsedMesh.receiveShadows;
  34848. mesh.billboardMode = parsedMesh.billboardMode;
  34849. if (parsedMesh.visibility !== undefined) {
  34850. mesh.visibility = parsedMesh.visibility;
  34851. }
  34852. mesh.checkCollisions = parsedMesh.checkCollisions;
  34853. if (parsedMesh.isBlocker !== undefined) {
  34854. mesh.isBlocker = parsedMesh.isBlocker;
  34855. }
  34856. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  34857. // freezeWorldMatrix
  34858. if (parsedMesh.freezeWorldMatrix) {
  34859. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  34860. }
  34861. // Parent
  34862. if (parsedMesh.parentId) {
  34863. mesh._waitingParentId = parsedMesh.parentId;
  34864. }
  34865. // Actions
  34866. if (parsedMesh.actions !== undefined) {
  34867. mesh._waitingActions = parsedMesh.actions;
  34868. }
  34869. // Overlay
  34870. if (parsedMesh.overlayAlpha !== undefined) {
  34871. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  34872. }
  34873. if (parsedMesh.overlayColor !== undefined) {
  34874. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  34875. }
  34876. if (parsedMesh.renderOverlay !== undefined) {
  34877. mesh.renderOverlay = parsedMesh.renderOverlay;
  34878. }
  34879. // Geometry
  34880. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  34881. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  34882. if (parsedMesh.delayLoadingFile) {
  34883. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  34884. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  34885. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  34886. if (parsedMesh._binaryInfo) {
  34887. mesh._binaryInfo = parsedMesh._binaryInfo;
  34888. }
  34889. mesh._delayInfo = [];
  34890. if (parsedMesh.hasUVs) {
  34891. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  34892. }
  34893. if (parsedMesh.hasUVs2) {
  34894. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  34895. }
  34896. if (parsedMesh.hasUVs3) {
  34897. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  34898. }
  34899. if (parsedMesh.hasUVs4) {
  34900. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  34901. }
  34902. if (parsedMesh.hasUVs5) {
  34903. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  34904. }
  34905. if (parsedMesh.hasUVs6) {
  34906. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  34907. }
  34908. if (parsedMesh.hasColors) {
  34909. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  34910. }
  34911. if (parsedMesh.hasMatricesIndices) {
  34912. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  34913. }
  34914. if (parsedMesh.hasMatricesWeights) {
  34915. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  34916. }
  34917. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  34918. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  34919. mesh._checkDelayState();
  34920. }
  34921. }
  34922. else {
  34923. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  34924. }
  34925. // Material
  34926. if (parsedMesh.materialId) {
  34927. mesh.setMaterialByID(parsedMesh.materialId);
  34928. }
  34929. else {
  34930. mesh.material = null;
  34931. }
  34932. // Morph targets
  34933. if (parsedMesh.morphTargetManagerId > -1) {
  34934. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  34935. }
  34936. // Skeleton
  34937. if (parsedMesh.skeletonId > -1) {
  34938. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  34939. if (parsedMesh.numBoneInfluencers) {
  34940. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  34941. }
  34942. }
  34943. // Animations
  34944. if (parsedMesh.animations) {
  34945. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  34946. var parsedAnimation = parsedMesh.animations[animationIndex];
  34947. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  34948. }
  34949. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  34950. }
  34951. if (parsedMesh.autoAnimate) {
  34952. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  34953. }
  34954. // Layer Mask
  34955. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  34956. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  34957. }
  34958. else {
  34959. mesh.layerMask = 0x0FFFFFFF;
  34960. }
  34961. // Physics
  34962. if (parsedMesh.physicsImpostor) {
  34963. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  34964. mass: parsedMesh.physicsMass,
  34965. friction: parsedMesh.physicsFriction,
  34966. restitution: parsedMesh.physicsRestitution
  34967. }, scene);
  34968. }
  34969. // Instances
  34970. if (parsedMesh.instances) {
  34971. for (var index = 0; index < parsedMesh.instances.length; index++) {
  34972. var parsedInstance = parsedMesh.instances[index];
  34973. var instance = mesh.createInstance(parsedInstance.name);
  34974. if (parsedInstance.id) {
  34975. instance.id = parsedInstance.id;
  34976. }
  34977. if (BABYLON.Tags) {
  34978. if (parsedInstance.tags) {
  34979. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  34980. }
  34981. else {
  34982. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  34983. }
  34984. }
  34985. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  34986. if (parsedInstance.parentId) {
  34987. instance._waitingParentId = parsedInstance.parentId;
  34988. }
  34989. if (parsedInstance.rotationQuaternion) {
  34990. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  34991. }
  34992. else if (parsedInstance.rotation) {
  34993. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  34994. }
  34995. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  34996. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  34997. instance.checkCollisions = parsedInstance.checkCollisions;
  34998. }
  34999. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  35000. instance.isPickable = parsedInstance.pickable;
  35001. }
  35002. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  35003. instance.showBoundingBox = parsedInstance.showBoundingBox;
  35004. }
  35005. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35006. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  35007. }
  35008. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35009. instance.alphaIndex = parsedInstance.alphaIndex;
  35010. }
  35011. // Physics
  35012. if (parsedInstance.physicsImpostor) {
  35013. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  35014. mass: parsedInstance.physicsMass,
  35015. friction: parsedInstance.physicsFriction,
  35016. restitution: parsedInstance.physicsRestitution
  35017. }, scene);
  35018. }
  35019. // Animation
  35020. if (parsedInstance.animations) {
  35021. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  35022. parsedAnimation = parsedInstance.animations[animationIndex];
  35023. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35024. }
  35025. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  35026. if (parsedInstance.autoAnimate) {
  35027. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  35028. }
  35029. }
  35030. }
  35031. }
  35032. return mesh;
  35033. };
  35034. /**
  35035. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  35036. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35037. * @param name defines the name of the mesh to create
  35038. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  35039. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  35040. * @param closePath creates a seam between the first and the last points of each path of the path array
  35041. * @param offset is taken in account only if the `pathArray` is containing a single path
  35042. * @param scene defines the hosting scene
  35043. * @param updatable defines if the mesh must be flagged as updatable
  35044. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35045. * @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)
  35046. * @returns a new Mesh
  35047. */
  35048. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  35049. if (closeArray === void 0) { closeArray = false; }
  35050. if (updatable === void 0) { updatable = false; }
  35051. return BABYLON.MeshBuilder.CreateRibbon(name, {
  35052. pathArray: pathArray,
  35053. closeArray: closeArray,
  35054. closePath: closePath,
  35055. offset: offset,
  35056. updatable: updatable,
  35057. sideOrientation: sideOrientation,
  35058. instance: instance
  35059. }, scene);
  35060. };
  35061. /**
  35062. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  35063. * @param name defines the name of the mesh to create
  35064. * @param radius sets the radius size (float) of the polygon (default 0.5)
  35065. * @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
  35066. * @param scene defines the hosting scene
  35067. * @param updatable defines if the mesh must be flagged as updatable
  35068. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35069. * @returns a new Mesh
  35070. */
  35071. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  35072. if (scene === void 0) { scene = null; }
  35073. var options = {
  35074. radius: radius,
  35075. tessellation: tessellation,
  35076. sideOrientation: sideOrientation,
  35077. updatable: updatable
  35078. };
  35079. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  35080. };
  35081. /**
  35082. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35083. * @param name defines the name of the mesh to create
  35084. * @param size sets the size (float) of each box side (default 1)
  35085. * @param scene defines the hosting scene
  35086. * @param updatable defines if the mesh must be flagged as updatable
  35087. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35088. * @returns a new Mesh
  35089. */
  35090. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35091. if (scene === void 0) { scene = null; }
  35092. var options = {
  35093. size: size,
  35094. sideOrientation: sideOrientation,
  35095. updatable: updatable
  35096. };
  35097. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35098. };
  35099. /**
  35100. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35101. * @param name defines the name of the mesh to create
  35102. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35103. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35104. * @param scene defines the hosting scene
  35105. * @param updatable defines if the mesh must be flagged as updatable
  35106. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35107. * @returns a new Mesh
  35108. */
  35109. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35110. var options = {
  35111. segments: segments,
  35112. diameterX: diameter,
  35113. diameterY: diameter,
  35114. diameterZ: diameter,
  35115. sideOrientation: sideOrientation,
  35116. updatable: updatable
  35117. };
  35118. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35119. };
  35120. /**
  35121. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  35122. * @param name defines the name of the mesh to create
  35123. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  35124. * @param diameterTop set the top cap diameter (floats, default 1)
  35125. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35126. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35127. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  35128. * @param scene defines the hosting scene
  35129. * @param updatable defines if the mesh must be flagged as updatable
  35130. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35131. * @returns a new Mesh
  35132. */
  35133. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35134. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35135. if (scene !== undefined) {
  35136. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35137. updatable = scene;
  35138. }
  35139. scene = subdivisions;
  35140. subdivisions = 1;
  35141. }
  35142. var options = {
  35143. height: height,
  35144. diameterTop: diameterTop,
  35145. diameterBottom: diameterBottom,
  35146. tessellation: tessellation,
  35147. subdivisions: subdivisions,
  35148. sideOrientation: sideOrientation,
  35149. updatable: updatable
  35150. };
  35151. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35152. };
  35153. // Torus (Code from SharpDX.org)
  35154. /**
  35155. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35156. * @param name defines the name of the mesh to create
  35157. * @param diameter sets the diameter size (float) of the torus (default 1)
  35158. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35159. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35160. * @param scene defines the hosting scene
  35161. * @param updatable defines if the mesh must be flagged as updatable
  35162. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35163. * @returns a new Mesh
  35164. */
  35165. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35166. var options = {
  35167. diameter: diameter,
  35168. thickness: thickness,
  35169. tessellation: tessellation,
  35170. sideOrientation: sideOrientation,
  35171. updatable: updatable
  35172. };
  35173. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35174. };
  35175. /**
  35176. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35177. * @param name defines the name of the mesh to create
  35178. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35179. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35180. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35181. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35182. * @param p the number of windings on X axis (positive integers, default 2)
  35183. * @param q the number of windings on Y axis (positive integers, default 3)
  35184. * @param scene defines the hosting scene
  35185. * @param updatable defines if the mesh must be flagged as updatable
  35186. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35187. * @returns a new Mesh
  35188. */
  35189. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35190. var options = {
  35191. radius: radius,
  35192. tube: tube,
  35193. radialSegments: radialSegments,
  35194. tubularSegments: tubularSegments,
  35195. p: p,
  35196. q: q,
  35197. sideOrientation: sideOrientation,
  35198. updatable: updatable
  35199. };
  35200. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35201. };
  35202. /**
  35203. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35204. * @param name defines the name of the mesh to create
  35205. * @param points is an array successive Vector3
  35206. * @param scene defines the hosting scene
  35207. * @param updatable defines if the mesh must be flagged as updatable
  35208. * @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).
  35209. * @returns a new Mesh
  35210. */
  35211. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35212. if (scene === void 0) { scene = null; }
  35213. if (updatable === void 0) { updatable = false; }
  35214. if (instance === void 0) { instance = null; }
  35215. var options = {
  35216. points: points,
  35217. updatable: updatable,
  35218. instance: instance
  35219. };
  35220. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35221. };
  35222. /**
  35223. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35224. * @param name defines the name of the mesh to create
  35225. * @param points is an array successive Vector3
  35226. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35227. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35228. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35229. * @param scene defines the hosting scene
  35230. * @param updatable defines if the mesh must be flagged as updatable
  35231. * @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)
  35232. * @returns a new Mesh
  35233. */
  35234. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35235. if (scene === void 0) { scene = null; }
  35236. var options = {
  35237. points: points,
  35238. dashSize: dashSize,
  35239. gapSize: gapSize,
  35240. dashNb: dashNb,
  35241. updatable: updatable,
  35242. instance: instance
  35243. };
  35244. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35245. };
  35246. /**
  35247. * Creates a polygon mesh.
  35248. * Please consider using the same method from the MeshBuilder class instead.
  35249. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35250. * 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.
  35251. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35252. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35253. * Remember you can only change the shape positions, not their number when updating a polygon.
  35254. */
  35255. /**
  35256. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35257. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35258. * @param name defines the name of the mesh to create
  35259. * @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
  35260. * @param scene defines the hosting scene
  35261. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35262. * @param updatable defines if the mesh must be flagged as updatable
  35263. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35264. * @returns a new Mesh
  35265. */
  35266. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35267. var options = {
  35268. shape: shape,
  35269. holes: holes,
  35270. updatable: updatable,
  35271. sideOrientation: sideOrientation
  35272. };
  35273. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35274. };
  35275. /**
  35276. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35277. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35278. * @param name defines the name of the mesh to create
  35279. * @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
  35280. * @param depth defines the height of extrusion
  35281. * @param scene defines the hosting scene
  35282. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35283. * @param updatable defines if the mesh must be flagged as updatable
  35284. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35285. * @returns a new Mesh
  35286. */
  35287. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35288. var options = {
  35289. shape: shape,
  35290. holes: holes,
  35291. depth: depth,
  35292. updatable: updatable,
  35293. sideOrientation: sideOrientation
  35294. };
  35295. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35296. };
  35297. /**
  35298. * Creates an extruded shape mesh.
  35299. * 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
  35300. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35301. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35302. * @param name defines the name of the mesh to create
  35303. * @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
  35304. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35305. * @param scale is the value to scale the shape
  35306. * @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
  35307. * @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
  35308. * @param scene defines the hosting scene
  35309. * @param updatable defines if the mesh must be flagged as updatable
  35310. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35311. * @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)
  35312. * @returns a new Mesh
  35313. */
  35314. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35315. if (scene === void 0) { scene = null; }
  35316. var options = {
  35317. shape: shape,
  35318. path: path,
  35319. scale: scale,
  35320. rotation: rotation,
  35321. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35322. sideOrientation: sideOrientation,
  35323. instance: instance,
  35324. updatable: updatable
  35325. };
  35326. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35327. };
  35328. /**
  35329. * Creates an custom extruded shape mesh.
  35330. * The custom extrusion is a parametric shape.
  35331. * It has no predefined shape. Its final shape will depend on the input parameters.
  35332. * Please consider using the same method from the MeshBuilder class instead
  35333. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35334. * @param name defines the name of the mesh to create
  35335. * @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
  35336. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35337. * @param scaleFunction is a custom Javascript function called on each path point
  35338. * @param rotationFunction is a custom Javascript function called on each path point
  35339. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35340. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35341. * @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
  35342. * @param scene defines the hosting scene
  35343. * @param updatable defines if the mesh must be flagged as updatable
  35344. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35345. * @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)
  35346. * @returns a new Mesh
  35347. */
  35348. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35349. var options = {
  35350. shape: shape,
  35351. path: path,
  35352. scaleFunction: scaleFunction,
  35353. rotationFunction: rotationFunction,
  35354. ribbonCloseArray: ribbonCloseArray,
  35355. ribbonClosePath: ribbonClosePath,
  35356. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35357. sideOrientation: sideOrientation,
  35358. instance: instance,
  35359. updatable: updatable
  35360. };
  35361. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35362. };
  35363. /**
  35364. * Creates lathe mesh.
  35365. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35366. * Please consider using the same method from the MeshBuilder class instead
  35367. * @param name defines the name of the mesh to create
  35368. * @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
  35369. * @param radius is the radius value of the lathe
  35370. * @param tessellation is the side number of the lathe.
  35371. * @param scene defines the hosting scene
  35372. * @param updatable defines if the mesh must be flagged as updatable
  35373. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35374. * @returns a new Mesh
  35375. */
  35376. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35377. var options = {
  35378. shape: shape,
  35379. radius: radius,
  35380. tessellation: tessellation,
  35381. sideOrientation: sideOrientation,
  35382. updatable: updatable
  35383. };
  35384. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35385. };
  35386. /**
  35387. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35388. * @param name defines the name of the mesh to create
  35389. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35390. * @param scene defines the hosting scene
  35391. * @param updatable defines if the mesh must be flagged as updatable
  35392. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35393. * @returns a new Mesh
  35394. */
  35395. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35396. var options = {
  35397. size: size,
  35398. width: size,
  35399. height: size,
  35400. sideOrientation: sideOrientation,
  35401. updatable: updatable
  35402. };
  35403. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35404. };
  35405. /**
  35406. * Creates a ground mesh.
  35407. * Please consider using the same method from the MeshBuilder class instead
  35408. * @param name defines the name of the mesh to create
  35409. * @param width set the width of the ground
  35410. * @param height set the height of the ground
  35411. * @param subdivisions sets the number of subdivisions per side
  35412. * @param scene defines the hosting scene
  35413. * @param updatable defines if the mesh must be flagged as updatable
  35414. * @returns a new Mesh
  35415. */
  35416. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35417. var options = {
  35418. width: width,
  35419. height: height,
  35420. subdivisions: subdivisions,
  35421. updatable: updatable
  35422. };
  35423. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35424. };
  35425. /**
  35426. * Creates a tiled ground mesh.
  35427. * Please consider using the same method from the MeshBuilder class instead
  35428. * @param name defines the name of the mesh to create
  35429. * @param xmin set the ground minimum X coordinate
  35430. * @param zmin set the ground minimum Y coordinate
  35431. * @param xmax set the ground maximum X coordinate
  35432. * @param zmax set the ground maximum Z coordinate
  35433. * @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
  35434. * @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
  35435. * @param scene defines the hosting scene
  35436. * @param updatable defines if the mesh must be flagged as updatable
  35437. * @returns a new Mesh
  35438. */
  35439. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35440. var options = {
  35441. xmin: xmin,
  35442. zmin: zmin,
  35443. xmax: xmax,
  35444. zmax: zmax,
  35445. subdivisions: subdivisions,
  35446. precision: precision,
  35447. updatable: updatable
  35448. };
  35449. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35450. };
  35451. /**
  35452. * Creates a ground mesh from a height map.
  35453. * Please consider using the same method from the MeshBuilder class instead
  35454. * @see http://doc.babylonjs.com/babylon101/height_map
  35455. * @param name defines the name of the mesh to create
  35456. * @param url sets the URL of the height map image resource
  35457. * @param width set the ground width size
  35458. * @param height set the ground height size
  35459. * @param subdivisions sets the number of subdivision per side
  35460. * @param minHeight is the minimum altitude on the ground
  35461. * @param maxHeight is the maximum altitude on the ground
  35462. * @param scene defines the hosting scene
  35463. * @param updatable defines if the mesh must be flagged as updatable
  35464. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35465. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35466. * @returns a new Mesh
  35467. */
  35468. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35469. var options = {
  35470. width: width,
  35471. height: height,
  35472. subdivisions: subdivisions,
  35473. minHeight: minHeight,
  35474. maxHeight: maxHeight,
  35475. updatable: updatable,
  35476. onReady: onReady,
  35477. alphaFilter: alphaFilter
  35478. };
  35479. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35480. };
  35481. /**
  35482. * Creates a tube mesh.
  35483. * The tube is a parametric shape.
  35484. * It has no predefined shape. Its final shape will depend on the input parameters.
  35485. * Please consider using the same method from the MeshBuilder class instead
  35486. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35487. * @param name defines the name of the mesh to create
  35488. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35489. * @param radius sets the tube radius size
  35490. * @param tessellation is the number of sides on the tubular surface
  35491. * @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
  35492. * @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
  35493. * @param scene defines the hosting scene
  35494. * @param updatable defines if the mesh must be flagged as updatable
  35495. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35496. * @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)
  35497. * @returns a new Mesh
  35498. */
  35499. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35500. var options = {
  35501. path: path,
  35502. radius: radius,
  35503. tessellation: tessellation,
  35504. radiusFunction: radiusFunction,
  35505. arc: 1,
  35506. cap: cap,
  35507. updatable: updatable,
  35508. sideOrientation: sideOrientation,
  35509. instance: instance
  35510. };
  35511. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35512. };
  35513. /**
  35514. * Creates a polyhedron mesh.
  35515. * Please consider using the same method from the MeshBuilder class instead.
  35516. * * 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
  35517. * * The parameter `size` (positive float, default 1) sets the polygon size
  35518. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35519. * * 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`
  35520. * * 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
  35521. * * 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)`)
  35522. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  35523. * * 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
  35524. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35525. * * 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
  35526. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35527. * @param name defines the name of the mesh to create
  35528. * @param options defines the options used to create the mesh
  35529. * @param scene defines the hosting scene
  35530. * @returns a new Mesh
  35531. */
  35532. Mesh.CreatePolyhedron = function (name, options, scene) {
  35533. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35534. };
  35535. /**
  35536. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35537. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35538. * * 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`)
  35539. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35540. * * 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
  35541. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35542. * * 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
  35543. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35544. * @param name defines the name of the mesh
  35545. * @param options defines the options used to create the mesh
  35546. * @param scene defines the hosting scene
  35547. * @returns a new Mesh
  35548. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35549. */
  35550. Mesh.CreateIcoSphere = function (name, options, scene) {
  35551. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35552. };
  35553. /**
  35554. * Creates a decal mesh.
  35555. * Please consider using the same method from the MeshBuilder class instead.
  35556. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35557. * @param name defines the name of the mesh
  35558. * @param sourceMesh defines the mesh receiving the decal
  35559. * @param position sets the position of the decal in world coordinates
  35560. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35561. * @param size sets the decal scaling
  35562. * @param angle sets the angle to rotate the decal
  35563. * @returns a new Mesh
  35564. */
  35565. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35566. var options = {
  35567. position: position,
  35568. normal: normal,
  35569. size: size,
  35570. angle: angle
  35571. };
  35572. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35573. };
  35574. // Skeletons
  35575. /**
  35576. * Prepare internal position array for software CPU skinning
  35577. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35578. */
  35579. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35580. if (!this._sourcePositions) {
  35581. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35582. if (!source) {
  35583. return this._sourcePositions;
  35584. }
  35585. this._sourcePositions = new Float32Array(source);
  35586. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35587. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35588. }
  35589. }
  35590. return this._sourcePositions;
  35591. };
  35592. /**
  35593. * Prepare internal normal array for software CPU skinning
  35594. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35595. */
  35596. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35597. if (!this._sourceNormals) {
  35598. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35599. if (!source) {
  35600. return this._sourceNormals;
  35601. }
  35602. this._sourceNormals = new Float32Array(source);
  35603. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35604. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35605. }
  35606. }
  35607. return this._sourceNormals;
  35608. };
  35609. /**
  35610. * Updates the vertex buffer by applying transformation from the bones
  35611. * @param skeleton defines the skeleton to apply to current mesh
  35612. * @returns the current mesh
  35613. */
  35614. Mesh.prototype.applySkeleton = function (skeleton) {
  35615. if (!this.geometry) {
  35616. return this;
  35617. }
  35618. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35619. return this;
  35620. }
  35621. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35622. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35623. return this;
  35624. }
  35625. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35626. return this;
  35627. }
  35628. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35629. return this;
  35630. }
  35631. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35632. return this;
  35633. }
  35634. if (!this._sourcePositions) {
  35635. var submeshes = this.subMeshes.slice();
  35636. this.setPositionsForCPUSkinning();
  35637. this.subMeshes = submeshes;
  35638. }
  35639. if (!this._sourceNormals) {
  35640. this.setNormalsForCPUSkinning();
  35641. }
  35642. // positionsData checks for not being Float32Array will only pass at most once
  35643. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35644. if (!positionsData) {
  35645. return this;
  35646. }
  35647. if (!(positionsData instanceof Float32Array)) {
  35648. positionsData = new Float32Array(positionsData);
  35649. }
  35650. // normalsData checks for not being Float32Array will only pass at most once
  35651. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35652. if (!normalsData) {
  35653. return this;
  35654. }
  35655. if (!(normalsData instanceof Float32Array)) {
  35656. normalsData = new Float32Array(normalsData);
  35657. }
  35658. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  35659. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  35660. if (!matricesWeightsData || !matricesIndicesData) {
  35661. return this;
  35662. }
  35663. var needExtras = this.numBoneInfluencers > 4;
  35664. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  35665. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  35666. var skeletonMatrices = skeleton.getTransformMatrices(this);
  35667. var tempVector3 = BABYLON.Vector3.Zero();
  35668. var finalMatrix = new BABYLON.Matrix();
  35669. var tempMatrix = new BABYLON.Matrix();
  35670. var matWeightIdx = 0;
  35671. var inf;
  35672. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  35673. var weight;
  35674. for (inf = 0; inf < 4; inf++) {
  35675. weight = matricesWeightsData[matWeightIdx + inf];
  35676. if (weight > 0) {
  35677. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35678. finalMatrix.addToSelf(tempMatrix);
  35679. }
  35680. }
  35681. if (needExtras) {
  35682. for (inf = 0; inf < 4; inf++) {
  35683. weight = matricesWeightsExtraData[matWeightIdx + inf];
  35684. if (weight > 0) {
  35685. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35686. finalMatrix.addToSelf(tempMatrix);
  35687. }
  35688. }
  35689. }
  35690. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  35691. tempVector3.toArray(positionsData, index);
  35692. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  35693. tempVector3.toArray(normalsData, index);
  35694. finalMatrix.reset();
  35695. }
  35696. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  35697. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  35698. return this;
  35699. };
  35700. // Tools
  35701. /**
  35702. * 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
  35703. * @param meshes defines the list of meshes to scan
  35704. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  35705. */
  35706. Mesh.MinMax = function (meshes) {
  35707. var minVector = null;
  35708. var maxVector = null;
  35709. meshes.forEach(function (mesh, index, array) {
  35710. var boundingInfo = mesh.getBoundingInfo();
  35711. var boundingBox = boundingInfo.boundingBox;
  35712. if (!minVector || !maxVector) {
  35713. minVector = boundingBox.minimumWorld;
  35714. maxVector = boundingBox.maximumWorld;
  35715. }
  35716. else {
  35717. minVector.minimizeInPlace(boundingBox.minimumWorld);
  35718. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  35719. }
  35720. });
  35721. if (!minVector || !maxVector) {
  35722. return {
  35723. min: BABYLON.Vector3.Zero(),
  35724. max: BABYLON.Vector3.Zero()
  35725. };
  35726. }
  35727. return {
  35728. min: minVector,
  35729. max: maxVector
  35730. };
  35731. };
  35732. /**
  35733. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  35734. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  35735. * @returns a vector3
  35736. */
  35737. Mesh.Center = function (meshesOrMinMaxVector) {
  35738. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  35739. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  35740. };
  35741. /**
  35742. * Merge the array of meshes into a single mesh for performance reasons.
  35743. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  35744. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  35745. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  35746. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  35747. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  35748. * @returns a new mesh
  35749. */
  35750. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  35751. if (disposeSource === void 0) { disposeSource = true; }
  35752. var index;
  35753. if (!allow32BitsIndices) {
  35754. var totalVertices = 0;
  35755. // Counting vertices
  35756. for (index = 0; index < meshes.length; index++) {
  35757. if (meshes[index]) {
  35758. totalVertices += meshes[index].getTotalVertices();
  35759. if (totalVertices > 65536) {
  35760. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  35761. return null;
  35762. }
  35763. }
  35764. }
  35765. }
  35766. // Merge
  35767. var vertexData = null;
  35768. var otherVertexData;
  35769. var indiceArray = new Array();
  35770. var source = null;
  35771. for (index = 0; index < meshes.length; index++) {
  35772. if (meshes[index]) {
  35773. var wm = meshes[index].computeWorldMatrix(true);
  35774. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  35775. otherVertexData.transform(wm);
  35776. if (vertexData) {
  35777. vertexData.merge(otherVertexData, allow32BitsIndices);
  35778. }
  35779. else {
  35780. vertexData = otherVertexData;
  35781. source = meshes[index];
  35782. }
  35783. if (subdivideWithSubMeshes) {
  35784. indiceArray.push(meshes[index].getTotalIndices());
  35785. }
  35786. }
  35787. }
  35788. source = source;
  35789. if (!meshSubclass) {
  35790. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  35791. }
  35792. vertexData.applyToMesh(meshSubclass);
  35793. // Setting properties
  35794. meshSubclass.material = source.material;
  35795. meshSubclass.checkCollisions = source.checkCollisions;
  35796. // Cleaning
  35797. if (disposeSource) {
  35798. for (index = 0; index < meshes.length; index++) {
  35799. if (meshes[index]) {
  35800. meshes[index].dispose();
  35801. }
  35802. }
  35803. }
  35804. // Subdivide
  35805. if (subdivideWithSubMeshes) {
  35806. //-- removal of global submesh
  35807. meshSubclass.releaseSubMeshes();
  35808. index = 0;
  35809. var offset = 0;
  35810. //-- apply subdivision according to index table
  35811. while (index < indiceArray.length) {
  35812. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  35813. offset += indiceArray[index];
  35814. index++;
  35815. }
  35816. }
  35817. return meshSubclass;
  35818. };
  35819. /** @hidden */
  35820. Mesh.prototype.addInstance = function (instance) {
  35821. instance._indexInSourceMeshInstanceArray = this.instances.length;
  35822. this.instances.push(instance);
  35823. };
  35824. /** @hidden */
  35825. Mesh.prototype.removeInstance = function (instance) {
  35826. // Remove from mesh
  35827. var index = instance._indexInSourceMeshInstanceArray;
  35828. if (index != -1) {
  35829. if (index !== this.instances.length - 1) {
  35830. var last = this.instances[this.instances.length - 1];
  35831. this.instances[index] = last;
  35832. last._indexInSourceMeshInstanceArray = index;
  35833. }
  35834. instance._indexInSourceMeshInstanceArray = -1;
  35835. this.instances.pop();
  35836. }
  35837. };
  35838. // Consts
  35839. /**
  35840. * Mesh side orientation : usually the external or front surface
  35841. */
  35842. Mesh.FRONTSIDE = 0;
  35843. /**
  35844. * Mesh side orientation : usually the internal or back surface
  35845. */
  35846. Mesh.BACKSIDE = 1;
  35847. /**
  35848. * Mesh side orientation : both internal and external or front and back surfaces
  35849. */
  35850. Mesh.DOUBLESIDE = 2;
  35851. /**
  35852. * Mesh side orientation : by default, `FRONTSIDE`
  35853. */
  35854. Mesh.DEFAULTSIDE = 0;
  35855. /**
  35856. * Mesh cap setting : no cap
  35857. */
  35858. Mesh.NO_CAP = 0;
  35859. /**
  35860. * Mesh cap setting : one cap at the beginning of the mesh
  35861. */
  35862. Mesh.CAP_START = 1;
  35863. /**
  35864. * Mesh cap setting : one cap at the end of the mesh
  35865. */
  35866. Mesh.CAP_END = 2;
  35867. /**
  35868. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  35869. */
  35870. Mesh.CAP_ALL = 3;
  35871. return Mesh;
  35872. }(BABYLON.AbstractMesh));
  35873. BABYLON.Mesh = Mesh;
  35874. })(BABYLON || (BABYLON = {}));
  35875. //# sourceMappingURL=babylon.mesh.js.map
  35876. var BABYLON;
  35877. (function (BABYLON) {
  35878. /**
  35879. * Base class for submeshes
  35880. */
  35881. var BaseSubMesh = /** @class */ (function () {
  35882. function BaseSubMesh() {
  35883. }
  35884. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  35885. /**
  35886. * Gets associated effect
  35887. */
  35888. get: function () {
  35889. return this._materialEffect;
  35890. },
  35891. enumerable: true,
  35892. configurable: true
  35893. });
  35894. /**
  35895. * Sets associated effect (effect used to render this submesh)
  35896. * @param effect defines the effect to associate with
  35897. * @param defines defines the set of defines used to compile this effect
  35898. */
  35899. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  35900. if (defines === void 0) { defines = null; }
  35901. if (this._materialEffect === effect) {
  35902. if (!effect) {
  35903. this._materialDefines = null;
  35904. }
  35905. return;
  35906. }
  35907. this._materialDefines = defines;
  35908. this._materialEffect = effect;
  35909. };
  35910. return BaseSubMesh;
  35911. }());
  35912. BABYLON.BaseSubMesh = BaseSubMesh;
  35913. /**
  35914. * Defines a subdivision inside a mesh
  35915. */
  35916. var SubMesh = /** @class */ (function (_super) {
  35917. __extends(SubMesh, _super);
  35918. /**
  35919. * Creates a new submesh
  35920. * @param materialIndex defines the material index to use
  35921. * @param verticesStart defines vertex index start
  35922. * @param verticesCount defines vertices count
  35923. * @param indexStart defines index start
  35924. * @param indexCount defines indices count
  35925. * @param mesh defines the parent mesh
  35926. * @param renderingMesh defines an optional rendering mesh
  35927. * @param createBoundingBox defines if bounding box should be created for this submesh
  35928. */
  35929. function SubMesh(
  35930. /** the material index to use */
  35931. materialIndex,
  35932. /** vertex index start */
  35933. verticesStart,
  35934. /** vertices count */
  35935. verticesCount,
  35936. /** index start */
  35937. indexStart,
  35938. /** indices count */
  35939. indexCount, mesh, renderingMesh, createBoundingBox) {
  35940. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35941. var _this = _super.call(this) || this;
  35942. _this.materialIndex = materialIndex;
  35943. _this.verticesStart = verticesStart;
  35944. _this.verticesCount = verticesCount;
  35945. _this.indexStart = indexStart;
  35946. _this.indexCount = indexCount;
  35947. /** @hidden */
  35948. _this._renderId = 0;
  35949. _this._mesh = mesh;
  35950. _this._renderingMesh = renderingMesh || mesh;
  35951. mesh.subMeshes.push(_this);
  35952. _this._trianglePlanes = [];
  35953. _this._id = mesh.subMeshes.length - 1;
  35954. if (createBoundingBox) {
  35955. _this.refreshBoundingInfo();
  35956. mesh.computeWorldMatrix(true);
  35957. }
  35958. return _this;
  35959. }
  35960. /**
  35961. * Add a new submesh to a mesh
  35962. * @param materialIndex defines the material index to use
  35963. * @param verticesStart defines vertex index start
  35964. * @param verticesCount defines vertices count
  35965. * @param indexStart defines index start
  35966. * @param indexCount defines indices count
  35967. * @param mesh defines the parent mesh
  35968. * @param renderingMesh defines an optional rendering mesh
  35969. * @param createBoundingBox defines if bounding box should be created for this submesh
  35970. * @returns the new submesh
  35971. */
  35972. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  35973. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35974. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  35975. };
  35976. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  35977. /**
  35978. * Returns true if this submesh covers the entire parent mesh
  35979. * @ignorenaming
  35980. */
  35981. get: function () {
  35982. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  35983. },
  35984. enumerable: true,
  35985. configurable: true
  35986. });
  35987. /**
  35988. * Returns the submesh BoudingInfo object
  35989. * @returns current bounding info (or mesh's one if the submesh is global)
  35990. */
  35991. SubMesh.prototype.getBoundingInfo = function () {
  35992. if (this.IsGlobal) {
  35993. return this._mesh.getBoundingInfo();
  35994. }
  35995. return this._boundingInfo;
  35996. };
  35997. /**
  35998. * Sets the submesh BoundingInfo
  35999. * @param boundingInfo defines the new bounding info to use
  36000. * @returns the SubMesh
  36001. */
  36002. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  36003. this._boundingInfo = boundingInfo;
  36004. return this;
  36005. };
  36006. /**
  36007. * Returns the mesh of the current submesh
  36008. * @return the parent mesh
  36009. */
  36010. SubMesh.prototype.getMesh = function () {
  36011. return this._mesh;
  36012. };
  36013. /**
  36014. * Returns the rendering mesh of the submesh
  36015. * @returns the rendering mesh (could be different from parent mesh)
  36016. */
  36017. SubMesh.prototype.getRenderingMesh = function () {
  36018. return this._renderingMesh;
  36019. };
  36020. /**
  36021. * Returns the submesh material
  36022. * @returns null or the current material
  36023. */
  36024. SubMesh.prototype.getMaterial = function () {
  36025. var rootMaterial = this._renderingMesh.material;
  36026. if (rootMaterial === null || rootMaterial === undefined) {
  36027. return this._mesh.getScene().defaultMaterial;
  36028. }
  36029. else if (rootMaterial.getSubMaterial) {
  36030. var multiMaterial = rootMaterial;
  36031. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  36032. if (this._currentMaterial !== effectiveMaterial) {
  36033. this._currentMaterial = effectiveMaterial;
  36034. this._materialDefines = null;
  36035. }
  36036. return effectiveMaterial;
  36037. }
  36038. return rootMaterial;
  36039. };
  36040. // Methods
  36041. /**
  36042. * Sets a new updated BoundingInfo object to the submesh
  36043. * @returns the SubMesh
  36044. */
  36045. SubMesh.prototype.refreshBoundingInfo = function () {
  36046. this._lastColliderWorldVertices = null;
  36047. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  36048. return this;
  36049. }
  36050. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36051. if (!data) {
  36052. this._boundingInfo = this._mesh.getBoundingInfo();
  36053. return this;
  36054. }
  36055. var indices = this._renderingMesh.getIndices();
  36056. var extend;
  36057. //is this the only submesh?
  36058. if (this.indexStart === 0 && this.indexCount === indices.length) {
  36059. var boundingInfo = this._renderingMesh.getBoundingInfo();
  36060. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  36061. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  36062. }
  36063. else {
  36064. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  36065. }
  36066. if (this._boundingInfo) {
  36067. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  36068. }
  36069. else {
  36070. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  36071. }
  36072. return this;
  36073. };
  36074. /** @hidden */
  36075. SubMesh.prototype._checkCollision = function (collider) {
  36076. var boundingInfo = this.getBoundingInfo();
  36077. return boundingInfo._checkCollision(collider);
  36078. };
  36079. /**
  36080. * Updates the submesh BoundingInfo
  36081. * @param world defines the world matrix to use to update the bounding info
  36082. * @returns the submesh
  36083. */
  36084. SubMesh.prototype.updateBoundingInfo = function (world) {
  36085. var boundingInfo = this.getBoundingInfo();
  36086. if (!boundingInfo) {
  36087. this.refreshBoundingInfo();
  36088. boundingInfo = this.getBoundingInfo();
  36089. }
  36090. boundingInfo.update(world);
  36091. return this;
  36092. };
  36093. /**
  36094. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36095. * @param frustumPlanes defines the frustum planes
  36096. * @returns true if the submesh is intersecting with the frustum
  36097. */
  36098. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36099. var boundingInfo = this.getBoundingInfo();
  36100. if (!boundingInfo) {
  36101. return false;
  36102. }
  36103. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36104. };
  36105. /**
  36106. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36107. * @param frustumPlanes defines the frustum planes
  36108. * @returns true if the submesh is inside the frustum
  36109. */
  36110. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36111. var boundingInfo = this.getBoundingInfo();
  36112. if (!boundingInfo) {
  36113. return false;
  36114. }
  36115. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36116. };
  36117. /**
  36118. * Renders the submesh
  36119. * @param enableAlphaMode defines if alpha needs to be used
  36120. * @returns the submesh
  36121. */
  36122. SubMesh.prototype.render = function (enableAlphaMode) {
  36123. this._renderingMesh.render(this, enableAlphaMode);
  36124. return this;
  36125. };
  36126. /**
  36127. * @hidden
  36128. */
  36129. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36130. if (!this._linesIndexBuffer) {
  36131. var linesIndices = [];
  36132. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36133. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36134. }
  36135. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36136. this._linesIndexCount = linesIndices.length;
  36137. }
  36138. return this._linesIndexBuffer;
  36139. };
  36140. /**
  36141. * Checks if the submesh intersects with a ray
  36142. * @param ray defines the ray to test
  36143. * @returns true is the passed ray intersects the submesh bounding box
  36144. */
  36145. SubMesh.prototype.canIntersects = function (ray) {
  36146. var boundingInfo = this.getBoundingInfo();
  36147. if (!boundingInfo) {
  36148. return false;
  36149. }
  36150. return ray.intersectsBox(boundingInfo.boundingBox);
  36151. };
  36152. /**
  36153. * Intersects current submesh with a ray
  36154. * @param ray defines the ray to test
  36155. * @param positions defines mesh's positions array
  36156. * @param indices defines mesh's indices array
  36157. * @param fastCheck defines if only bounding info should be used
  36158. * @returns intersection info or null if no intersection
  36159. */
  36160. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36161. var material = this.getMaterial();
  36162. if (!material) {
  36163. return null;
  36164. }
  36165. switch (material.fillMode) {
  36166. case BABYLON.Material.PointListDrawMode:
  36167. case BABYLON.Material.LineListDrawMode:
  36168. case BABYLON.Material.LineLoopDrawMode:
  36169. case BABYLON.Material.LineStripDrawMode:
  36170. case BABYLON.Material.TriangleFanDrawMode:
  36171. case BABYLON.Material.TriangleStripDrawMode:
  36172. return null;
  36173. }
  36174. // LineMesh first as it's also a Mesh...
  36175. if (BABYLON.LinesMesh) {
  36176. var mesh = this._mesh instanceof BABYLON.InstancedMesh ? this._mesh.sourceMesh : this._mesh;
  36177. if (mesh instanceof BABYLON.LinesMesh) {
  36178. var linesMesh = mesh;
  36179. return this._intersectLines(ray, positions, indices, linesMesh.intersectionThreshold, fastCheck);
  36180. }
  36181. }
  36182. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36183. };
  36184. /** @hidden */
  36185. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36186. var intersectInfo = null;
  36187. // Line test
  36188. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36189. var p0 = positions[indices[index]];
  36190. var p1 = positions[indices[index + 1]];
  36191. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36192. if (length < 0) {
  36193. continue;
  36194. }
  36195. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36196. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36197. if (fastCheck) {
  36198. break;
  36199. }
  36200. }
  36201. }
  36202. return intersectInfo;
  36203. };
  36204. /** @hidden */
  36205. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36206. var intersectInfo = null;
  36207. // Triangles test
  36208. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36209. var p0 = positions[indices[index]];
  36210. var p1 = positions[indices[index + 1]];
  36211. var p2 = positions[indices[index + 2]];
  36212. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36213. if (currentIntersectInfo) {
  36214. if (currentIntersectInfo.distance < 0) {
  36215. continue;
  36216. }
  36217. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36218. intersectInfo = currentIntersectInfo;
  36219. intersectInfo.faceId = index / 3;
  36220. if (fastCheck) {
  36221. break;
  36222. }
  36223. }
  36224. }
  36225. }
  36226. return intersectInfo;
  36227. };
  36228. /** @hidden */
  36229. SubMesh.prototype._rebuild = function () {
  36230. if (this._linesIndexBuffer) {
  36231. this._linesIndexBuffer = null;
  36232. }
  36233. };
  36234. // Clone
  36235. /**
  36236. * Creates a new submesh from the passed mesh
  36237. * @param newMesh defines the new hosting mesh
  36238. * @param newRenderingMesh defines an optional rendering mesh
  36239. * @returns the new submesh
  36240. */
  36241. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36242. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36243. if (!this.IsGlobal) {
  36244. var boundingInfo = this.getBoundingInfo();
  36245. if (!boundingInfo) {
  36246. return result;
  36247. }
  36248. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36249. }
  36250. return result;
  36251. };
  36252. // Dispose
  36253. /**
  36254. * Release associated resources
  36255. */
  36256. SubMesh.prototype.dispose = function () {
  36257. if (this._linesIndexBuffer) {
  36258. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36259. this._linesIndexBuffer = null;
  36260. }
  36261. // Remove from mesh
  36262. var index = this._mesh.subMeshes.indexOf(this);
  36263. this._mesh.subMeshes.splice(index, 1);
  36264. };
  36265. // Statics
  36266. /**
  36267. * Creates a new submesh from indices data
  36268. * @param materialIndex the index of the main mesh material
  36269. * @param startIndex the index where to start the copy in the mesh indices array
  36270. * @param indexCount the number of indices to copy then from the startIndex
  36271. * @param mesh the main mesh to create the submesh from
  36272. * @param renderingMesh the optional rendering mesh
  36273. * @returns a new submesh
  36274. */
  36275. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36276. var minVertexIndex = Number.MAX_VALUE;
  36277. var maxVertexIndex = -Number.MAX_VALUE;
  36278. renderingMesh = (renderingMesh || mesh);
  36279. var indices = renderingMesh.getIndices();
  36280. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36281. var vertexIndex = indices[index];
  36282. if (vertexIndex < minVertexIndex) {
  36283. minVertexIndex = vertexIndex;
  36284. }
  36285. if (vertexIndex > maxVertexIndex) {
  36286. maxVertexIndex = vertexIndex;
  36287. }
  36288. }
  36289. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36290. };
  36291. return SubMesh;
  36292. }(BaseSubMesh));
  36293. BABYLON.SubMesh = SubMesh;
  36294. })(BABYLON || (BABYLON = {}));
  36295. //# sourceMappingURL=babylon.subMesh.js.map
  36296. var __assign = (this && this.__assign) || function () {
  36297. __assign = Object.assign || function(t) {
  36298. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36299. s = arguments[i];
  36300. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36301. t[p] = s[p];
  36302. }
  36303. return t;
  36304. };
  36305. return __assign.apply(this, arguments);
  36306. };
  36307. var BABYLON;
  36308. (function (BABYLON) {
  36309. /**
  36310. * Manages the defines for the Material
  36311. */
  36312. var MaterialDefines = /** @class */ (function () {
  36313. function MaterialDefines() {
  36314. this._isDirty = true;
  36315. /** @hidden */
  36316. this._areLightsDirty = true;
  36317. /** @hidden */
  36318. this._areAttributesDirty = true;
  36319. /** @hidden */
  36320. this._areTexturesDirty = true;
  36321. /** @hidden */
  36322. this._areFresnelDirty = true;
  36323. /** @hidden */
  36324. this._areMiscDirty = true;
  36325. /** @hidden */
  36326. this._areImageProcessingDirty = true;
  36327. /** @hidden */
  36328. this._normals = false;
  36329. /** @hidden */
  36330. this._uvs = false;
  36331. /** @hidden */
  36332. this._needNormals = false;
  36333. /** @hidden */
  36334. this._needUVs = false;
  36335. }
  36336. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36337. /**
  36338. * Specifies if the material needs to be re-calculated
  36339. */
  36340. get: function () {
  36341. return this._isDirty;
  36342. },
  36343. enumerable: true,
  36344. configurable: true
  36345. });
  36346. /**
  36347. * Marks the material to indicate that it has been re-calculated
  36348. */
  36349. MaterialDefines.prototype.markAsProcessed = function () {
  36350. this._isDirty = false;
  36351. this._areAttributesDirty = false;
  36352. this._areTexturesDirty = false;
  36353. this._areFresnelDirty = false;
  36354. this._areLightsDirty = false;
  36355. this._areMiscDirty = false;
  36356. this._areImageProcessingDirty = false;
  36357. };
  36358. /**
  36359. * Marks the material to indicate that it needs to be re-calculated
  36360. */
  36361. MaterialDefines.prototype.markAsUnprocessed = function () {
  36362. this._isDirty = true;
  36363. };
  36364. /**
  36365. * Marks the material to indicate all of its defines need to be re-calculated
  36366. */
  36367. MaterialDefines.prototype.markAllAsDirty = function () {
  36368. this._areTexturesDirty = true;
  36369. this._areAttributesDirty = true;
  36370. this._areLightsDirty = true;
  36371. this._areFresnelDirty = true;
  36372. this._areMiscDirty = true;
  36373. this._areImageProcessingDirty = true;
  36374. this._isDirty = true;
  36375. };
  36376. /**
  36377. * Marks the material to indicate that image processing needs to be re-calculated
  36378. */
  36379. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36380. this._areImageProcessingDirty = true;
  36381. this._isDirty = true;
  36382. };
  36383. /**
  36384. * Marks the material to indicate the lights need to be re-calculated
  36385. */
  36386. MaterialDefines.prototype.markAsLightDirty = function () {
  36387. this._areLightsDirty = true;
  36388. this._isDirty = true;
  36389. };
  36390. /**
  36391. * Marks the attribute state as changed
  36392. */
  36393. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36394. this._areAttributesDirty = true;
  36395. this._isDirty = true;
  36396. };
  36397. /**
  36398. * Marks the texture state as changed
  36399. */
  36400. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36401. this._areTexturesDirty = true;
  36402. this._isDirty = true;
  36403. };
  36404. /**
  36405. * Marks the fresnel state as changed
  36406. */
  36407. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36408. this._areFresnelDirty = true;
  36409. this._isDirty = true;
  36410. };
  36411. /**
  36412. * Marks the misc state as changed
  36413. */
  36414. MaterialDefines.prototype.markAsMiscDirty = function () {
  36415. this._areMiscDirty = true;
  36416. this._isDirty = true;
  36417. };
  36418. /**
  36419. * Rebuilds the material defines
  36420. */
  36421. MaterialDefines.prototype.rebuild = function () {
  36422. if (this._keys) {
  36423. delete this._keys;
  36424. }
  36425. this._keys = [];
  36426. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36427. var key = _a[_i];
  36428. if (key[0] === "_") {
  36429. continue;
  36430. }
  36431. this._keys.push(key);
  36432. }
  36433. };
  36434. /**
  36435. * Specifies if two material defines are equal
  36436. * @param other - A material define instance to compare to
  36437. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36438. */
  36439. MaterialDefines.prototype.isEqual = function (other) {
  36440. if (this._keys.length !== other._keys.length) {
  36441. return false;
  36442. }
  36443. for (var index = 0; index < this._keys.length; index++) {
  36444. var prop = this._keys[index];
  36445. if (this[prop] !== other[prop]) {
  36446. return false;
  36447. }
  36448. }
  36449. return true;
  36450. };
  36451. /**
  36452. * Clones this instance's defines to another instance
  36453. * @param other - material defines to clone values to
  36454. */
  36455. MaterialDefines.prototype.cloneTo = function (other) {
  36456. if (this._keys.length !== other._keys.length) {
  36457. other._keys = this._keys.slice(0);
  36458. }
  36459. for (var index = 0; index < this._keys.length; index++) {
  36460. var prop = this._keys[index];
  36461. other[prop] = this[prop];
  36462. }
  36463. };
  36464. /**
  36465. * Resets the material define values
  36466. */
  36467. MaterialDefines.prototype.reset = function () {
  36468. for (var index = 0; index < this._keys.length; index++) {
  36469. var prop = this._keys[index];
  36470. var type = typeof this[prop];
  36471. switch (type) {
  36472. case "number":
  36473. this[prop] = 0;
  36474. break;
  36475. case "string":
  36476. this[prop] = "";
  36477. break;
  36478. default:
  36479. this[prop] = false;
  36480. break;
  36481. }
  36482. }
  36483. };
  36484. /**
  36485. * Converts the material define values to a string
  36486. * @returns - String of material define information
  36487. */
  36488. MaterialDefines.prototype.toString = function () {
  36489. var result = "";
  36490. for (var index = 0; index < this._keys.length; index++) {
  36491. var prop = this._keys[index];
  36492. var value = this[prop];
  36493. var type = typeof value;
  36494. switch (type) {
  36495. case "number":
  36496. case "string":
  36497. result += "#define " + prop + " " + value + "\n";
  36498. break;
  36499. default:
  36500. if (value) {
  36501. result += "#define " + prop + "\n";
  36502. }
  36503. break;
  36504. }
  36505. }
  36506. return result;
  36507. };
  36508. return MaterialDefines;
  36509. }());
  36510. BABYLON.MaterialDefines = MaterialDefines;
  36511. /**
  36512. * Base class for the main features of a material in Babylon.js
  36513. */
  36514. var Material = /** @class */ (function () {
  36515. /**
  36516. * Creates a material instance
  36517. * @param name defines the name of the material
  36518. * @param scene defines the scene to reference
  36519. * @param doNotAdd specifies if the material should be added to the scene
  36520. */
  36521. function Material(name, scene, doNotAdd) {
  36522. /**
  36523. * Specifies if the ready state should be checked on each call
  36524. */
  36525. this.checkReadyOnEveryCall = false;
  36526. /**
  36527. * Specifies if the ready state should be checked once
  36528. */
  36529. this.checkReadyOnlyOnce = false;
  36530. /**
  36531. * The state of the material
  36532. */
  36533. this.state = "";
  36534. /**
  36535. * The alpha value of the material
  36536. */
  36537. this._alpha = 1.0;
  36538. /**
  36539. * Specifies if back face culling is enabled
  36540. */
  36541. this._backFaceCulling = true;
  36542. /**
  36543. * Specifies if the material should be serialized
  36544. */
  36545. this.doNotSerialize = false;
  36546. /**
  36547. * @hidden
  36548. */
  36549. this._storeEffectOnSubMeshes = false;
  36550. /**
  36551. * An event triggered when the material is disposed
  36552. */
  36553. this.onDisposeObservable = new BABYLON.Observable();
  36554. /**
  36555. * Stores the value of the alpha mode
  36556. */
  36557. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36558. /**
  36559. * Stores the state of the need depth pre-pass value
  36560. */
  36561. this._needDepthPrePass = false;
  36562. /**
  36563. * Specifies if depth writing should be disabled
  36564. */
  36565. this.disableDepthWrite = false;
  36566. /**
  36567. * Specifies if depth writing should be forced
  36568. */
  36569. this.forceDepthWrite = false;
  36570. /**
  36571. * Specifies if there should be a separate pass for culling
  36572. */
  36573. this.separateCullingPass = false;
  36574. /**
  36575. * Stores the state specifing if fog should be enabled
  36576. */
  36577. this._fogEnabled = true;
  36578. /**
  36579. * Stores the size of points
  36580. */
  36581. this.pointSize = 1.0;
  36582. /**
  36583. * Stores the z offset value
  36584. */
  36585. this.zOffset = 0;
  36586. /**
  36587. * @hidden
  36588. * Specifies if the material was previously ready
  36589. */
  36590. this._wasPreviouslyReady = false;
  36591. /**
  36592. * Stores the fill mode state
  36593. */
  36594. this._fillMode = Material.TriangleFillMode;
  36595. /** @hidden */
  36596. this._indexInSceneMaterialArray = -1;
  36597. this.name = name;
  36598. this.id = name || BABYLON.Tools.RandomId();
  36599. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36600. this.uniqueId = this._scene.getUniqueId();
  36601. if (this._scene.useRightHandedSystem) {
  36602. this.sideOrientation = Material.ClockWiseSideOrientation;
  36603. }
  36604. else {
  36605. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36606. }
  36607. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36608. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36609. if (!doNotAdd) {
  36610. this._scene.addMaterial(this);
  36611. }
  36612. if (this._scene.useMaterialMeshMap) {
  36613. this.meshMap = {};
  36614. }
  36615. }
  36616. Object.defineProperty(Material, "TriangleFillMode", {
  36617. /**
  36618. * Returns the triangle fill mode
  36619. */
  36620. get: function () {
  36621. return Material._TriangleFillMode;
  36622. },
  36623. enumerable: true,
  36624. configurable: true
  36625. });
  36626. Object.defineProperty(Material, "WireFrameFillMode", {
  36627. /**
  36628. * Returns the wireframe mode
  36629. */
  36630. get: function () {
  36631. return Material._WireFrameFillMode;
  36632. },
  36633. enumerable: true,
  36634. configurable: true
  36635. });
  36636. Object.defineProperty(Material, "PointFillMode", {
  36637. /**
  36638. * Returns the point fill mode
  36639. */
  36640. get: function () {
  36641. return Material._PointFillMode;
  36642. },
  36643. enumerable: true,
  36644. configurable: true
  36645. });
  36646. Object.defineProperty(Material, "PointListDrawMode", {
  36647. /**
  36648. * Returns the point list draw mode
  36649. */
  36650. get: function () {
  36651. return Material._PointListDrawMode;
  36652. },
  36653. enumerable: true,
  36654. configurable: true
  36655. });
  36656. Object.defineProperty(Material, "LineListDrawMode", {
  36657. /**
  36658. * Returns the line list draw mode
  36659. */
  36660. get: function () {
  36661. return Material._LineListDrawMode;
  36662. },
  36663. enumerable: true,
  36664. configurable: true
  36665. });
  36666. Object.defineProperty(Material, "LineLoopDrawMode", {
  36667. /**
  36668. * Returns the line loop draw mode
  36669. */
  36670. get: function () {
  36671. return Material._LineLoopDrawMode;
  36672. },
  36673. enumerable: true,
  36674. configurable: true
  36675. });
  36676. Object.defineProperty(Material, "LineStripDrawMode", {
  36677. /**
  36678. * Returns the line strip draw mode
  36679. */
  36680. get: function () {
  36681. return Material._LineStripDrawMode;
  36682. },
  36683. enumerable: true,
  36684. configurable: true
  36685. });
  36686. Object.defineProperty(Material, "TriangleStripDrawMode", {
  36687. /**
  36688. * Returns the triangle strip draw mode
  36689. */
  36690. get: function () {
  36691. return Material._TriangleStripDrawMode;
  36692. },
  36693. enumerable: true,
  36694. configurable: true
  36695. });
  36696. Object.defineProperty(Material, "TriangleFanDrawMode", {
  36697. /**
  36698. * Returns the triangle fan draw mode
  36699. */
  36700. get: function () {
  36701. return Material._TriangleFanDrawMode;
  36702. },
  36703. enumerable: true,
  36704. configurable: true
  36705. });
  36706. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  36707. /**
  36708. * Returns the clock-wise side orientation
  36709. */
  36710. get: function () {
  36711. return Material._ClockWiseSideOrientation;
  36712. },
  36713. enumerable: true,
  36714. configurable: true
  36715. });
  36716. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  36717. /**
  36718. * Returns the counter clock-wise side orientation
  36719. */
  36720. get: function () {
  36721. return Material._CounterClockWiseSideOrientation;
  36722. },
  36723. enumerable: true,
  36724. configurable: true
  36725. });
  36726. Object.defineProperty(Material.prototype, "alpha", {
  36727. /**
  36728. * Gets the alpha value of the material
  36729. */
  36730. get: function () {
  36731. return this._alpha;
  36732. },
  36733. /**
  36734. * Sets the alpha value of the material
  36735. */
  36736. set: function (value) {
  36737. if (this._alpha === value) {
  36738. return;
  36739. }
  36740. this._alpha = value;
  36741. this.markAsDirty(Material.MiscDirtyFlag);
  36742. },
  36743. enumerable: true,
  36744. configurable: true
  36745. });
  36746. Object.defineProperty(Material.prototype, "backFaceCulling", {
  36747. /**
  36748. * Gets the back-face culling state
  36749. */
  36750. get: function () {
  36751. return this._backFaceCulling;
  36752. },
  36753. /**
  36754. * Sets the back-face culling state
  36755. */
  36756. set: function (value) {
  36757. if (this._backFaceCulling === value) {
  36758. return;
  36759. }
  36760. this._backFaceCulling = value;
  36761. this.markAsDirty(Material.TextureDirtyFlag);
  36762. },
  36763. enumerable: true,
  36764. configurable: true
  36765. });
  36766. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  36767. /**
  36768. * Gets a boolean indicating that current material needs to register RTT
  36769. */
  36770. get: function () {
  36771. return false;
  36772. },
  36773. enumerable: true,
  36774. configurable: true
  36775. });
  36776. Object.defineProperty(Material.prototype, "onDispose", {
  36777. /**
  36778. * Called during a dispose event
  36779. */
  36780. set: function (callback) {
  36781. if (this._onDisposeObserver) {
  36782. this.onDisposeObservable.remove(this._onDisposeObserver);
  36783. }
  36784. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  36785. },
  36786. enumerable: true,
  36787. configurable: true
  36788. });
  36789. Object.defineProperty(Material.prototype, "onBindObservable", {
  36790. /**
  36791. * An event triggered when the material is bound
  36792. */
  36793. get: function () {
  36794. if (!this._onBindObservable) {
  36795. this._onBindObservable = new BABYLON.Observable();
  36796. }
  36797. return this._onBindObservable;
  36798. },
  36799. enumerable: true,
  36800. configurable: true
  36801. });
  36802. Object.defineProperty(Material.prototype, "onBind", {
  36803. /**
  36804. * Called during a bind event
  36805. */
  36806. set: function (callback) {
  36807. if (this._onBindObserver) {
  36808. this.onBindObservable.remove(this._onBindObserver);
  36809. }
  36810. this._onBindObserver = this.onBindObservable.add(callback);
  36811. },
  36812. enumerable: true,
  36813. configurable: true
  36814. });
  36815. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  36816. /**
  36817. * An event triggered when the material is unbound
  36818. */
  36819. get: function () {
  36820. if (!this._onUnBindObservable) {
  36821. this._onUnBindObservable = new BABYLON.Observable();
  36822. }
  36823. return this._onUnBindObservable;
  36824. },
  36825. enumerable: true,
  36826. configurable: true
  36827. });
  36828. Object.defineProperty(Material.prototype, "alphaMode", {
  36829. /**
  36830. * Gets the value of the alpha mode
  36831. */
  36832. get: function () {
  36833. return this._alphaMode;
  36834. },
  36835. /**
  36836. * Sets the value of the alpha mode.
  36837. *
  36838. * | Value | Type | Description |
  36839. * | --- | --- | --- |
  36840. * | 0 | ALPHA_DISABLE | |
  36841. * | 1 | ALPHA_ADD | |
  36842. * | 2 | ALPHA_COMBINE | |
  36843. * | 3 | ALPHA_SUBTRACT | |
  36844. * | 4 | ALPHA_MULTIPLY | |
  36845. * | 5 | ALPHA_MAXIMIZED | |
  36846. * | 6 | ALPHA_ONEONE | |
  36847. * | 7 | ALPHA_PREMULTIPLIED | |
  36848. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  36849. * | 9 | ALPHA_INTERPOLATE | |
  36850. * | 10 | ALPHA_SCREENMODE | |
  36851. *
  36852. */
  36853. set: function (value) {
  36854. if (this._alphaMode === value) {
  36855. return;
  36856. }
  36857. this._alphaMode = value;
  36858. this.markAsDirty(Material.TextureDirtyFlag);
  36859. },
  36860. enumerable: true,
  36861. configurable: true
  36862. });
  36863. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  36864. /**
  36865. * Gets the depth pre-pass value
  36866. */
  36867. get: function () {
  36868. return this._needDepthPrePass;
  36869. },
  36870. /**
  36871. * Sets the need depth pre-pass value
  36872. */
  36873. set: function (value) {
  36874. if (this._needDepthPrePass === value) {
  36875. return;
  36876. }
  36877. this._needDepthPrePass = value;
  36878. if (this._needDepthPrePass) {
  36879. this.checkReadyOnEveryCall = true;
  36880. }
  36881. },
  36882. enumerable: true,
  36883. configurable: true
  36884. });
  36885. Object.defineProperty(Material.prototype, "fogEnabled", {
  36886. /**
  36887. * Gets the value of the fog enabled state
  36888. */
  36889. get: function () {
  36890. return this._fogEnabled;
  36891. },
  36892. /**
  36893. * Sets the state for enabling fog
  36894. */
  36895. set: function (value) {
  36896. if (this._fogEnabled === value) {
  36897. return;
  36898. }
  36899. this._fogEnabled = value;
  36900. this.markAsDirty(Material.MiscDirtyFlag);
  36901. },
  36902. enumerable: true,
  36903. configurable: true
  36904. });
  36905. Object.defineProperty(Material.prototype, "wireframe", {
  36906. /**
  36907. * Gets a value specifying if wireframe mode is enabled
  36908. */
  36909. get: function () {
  36910. switch (this._fillMode) {
  36911. case Material.WireFrameFillMode:
  36912. case Material.LineListDrawMode:
  36913. case Material.LineLoopDrawMode:
  36914. case Material.LineStripDrawMode:
  36915. return true;
  36916. }
  36917. return this._scene.forceWireframe;
  36918. },
  36919. /**
  36920. * Sets the state of wireframe mode
  36921. */
  36922. set: function (value) {
  36923. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  36924. },
  36925. enumerable: true,
  36926. configurable: true
  36927. });
  36928. Object.defineProperty(Material.prototype, "pointsCloud", {
  36929. /**
  36930. * Gets the value specifying if point clouds are enabled
  36931. */
  36932. get: function () {
  36933. switch (this._fillMode) {
  36934. case Material.PointFillMode:
  36935. case Material.PointListDrawMode:
  36936. return true;
  36937. }
  36938. return this._scene.forcePointsCloud;
  36939. },
  36940. /**
  36941. * Sets the state of point cloud mode
  36942. */
  36943. set: function (value) {
  36944. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  36945. },
  36946. enumerable: true,
  36947. configurable: true
  36948. });
  36949. Object.defineProperty(Material.prototype, "fillMode", {
  36950. /**
  36951. * Gets the material fill mode
  36952. */
  36953. get: function () {
  36954. return this._fillMode;
  36955. },
  36956. /**
  36957. * Sets the material fill mode
  36958. */
  36959. set: function (value) {
  36960. if (this._fillMode === value) {
  36961. return;
  36962. }
  36963. this._fillMode = value;
  36964. this.markAsDirty(Material.MiscDirtyFlag);
  36965. },
  36966. enumerable: true,
  36967. configurable: true
  36968. });
  36969. /**
  36970. * Returns a string representation of the current material
  36971. * @param fullDetails defines a boolean indicating which levels of logging is desired
  36972. * @returns a string with material information
  36973. */
  36974. Material.prototype.toString = function (fullDetails) {
  36975. var ret = "Name: " + this.name;
  36976. if (fullDetails) {
  36977. }
  36978. return ret;
  36979. };
  36980. /**
  36981. * Gets the class name of the material
  36982. * @returns a string with the class name of the material
  36983. */
  36984. Material.prototype.getClassName = function () {
  36985. return "Material";
  36986. };
  36987. Object.defineProperty(Material.prototype, "isFrozen", {
  36988. /**
  36989. * Specifies if updates for the material been locked
  36990. */
  36991. get: function () {
  36992. return this.checkReadyOnlyOnce;
  36993. },
  36994. enumerable: true,
  36995. configurable: true
  36996. });
  36997. /**
  36998. * Locks updates for the material
  36999. */
  37000. Material.prototype.freeze = function () {
  37001. this.checkReadyOnlyOnce = true;
  37002. };
  37003. /**
  37004. * Unlocks updates for the material
  37005. */
  37006. Material.prototype.unfreeze = function () {
  37007. this.checkReadyOnlyOnce = false;
  37008. };
  37009. /**
  37010. * Specifies if the material is ready to be used
  37011. * @param mesh defines the mesh to check
  37012. * @param useInstances specifies if instances should be used
  37013. * @returns a boolean indicating if the material is ready to be used
  37014. */
  37015. Material.prototype.isReady = function (mesh, useInstances) {
  37016. return true;
  37017. };
  37018. /**
  37019. * Specifies that the submesh is ready to be used
  37020. * @param mesh defines the mesh to check
  37021. * @param subMesh defines which submesh to check
  37022. * @param useInstances specifies that instances should be used
  37023. * @returns a boolean indicating that the submesh is ready or not
  37024. */
  37025. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  37026. return false;
  37027. };
  37028. /**
  37029. * Returns the material effect
  37030. * @returns the effect associated with the material
  37031. */
  37032. Material.prototype.getEffect = function () {
  37033. return this._effect;
  37034. };
  37035. /**
  37036. * Returns the current scene
  37037. * @returns a Scene
  37038. */
  37039. Material.prototype.getScene = function () {
  37040. return this._scene;
  37041. };
  37042. /**
  37043. * Specifies if the material will require alpha blending
  37044. * @returns a boolean specifying if alpha blending is needed
  37045. */
  37046. Material.prototype.needAlphaBlending = function () {
  37047. return (this.alpha < 1.0);
  37048. };
  37049. /**
  37050. * Specifies if the mesh will require alpha blending
  37051. * @param mesh defines the mesh to check
  37052. * @returns a boolean specifying if alpha blending is needed for the mesh
  37053. */
  37054. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  37055. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  37056. };
  37057. /**
  37058. * Specifies if this material should be rendered in alpha test mode
  37059. * @returns a boolean specifying if an alpha test is needed.
  37060. */
  37061. Material.prototype.needAlphaTesting = function () {
  37062. return false;
  37063. };
  37064. /**
  37065. * Gets the texture used for the alpha test
  37066. * @returns the texture to use for alpha testing
  37067. */
  37068. Material.prototype.getAlphaTestTexture = function () {
  37069. return null;
  37070. };
  37071. /**
  37072. * Marks the material to indicate that it needs to be re-calculated
  37073. */
  37074. Material.prototype.markDirty = function () {
  37075. this._wasPreviouslyReady = false;
  37076. };
  37077. /** @hidden */
  37078. Material.prototype._preBind = function (effect, overrideOrientation) {
  37079. if (overrideOrientation === void 0) { overrideOrientation = null; }
  37080. var engine = this._scene.getEngine();
  37081. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37082. var reverse = orientation === Material.ClockWiseSideOrientation;
  37083. engine.enableEffect(effect ? effect : this._effect);
  37084. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37085. return reverse;
  37086. };
  37087. /**
  37088. * Binds the material to the mesh
  37089. * @param world defines the world transformation matrix
  37090. * @param mesh defines the mesh to bind the material to
  37091. */
  37092. Material.prototype.bind = function (world, mesh) {
  37093. };
  37094. /**
  37095. * Binds the submesh to the material
  37096. * @param world defines the world transformation matrix
  37097. * @param mesh defines the mesh containing the submesh
  37098. * @param subMesh defines the submesh to bind the material to
  37099. */
  37100. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37101. };
  37102. /**
  37103. * Binds the world matrix to the material
  37104. * @param world defines the world transformation matrix
  37105. */
  37106. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37107. };
  37108. /**
  37109. * Binds the scene's uniform buffer to the effect.
  37110. * @param effect defines the effect to bind to the scene uniform buffer
  37111. * @param sceneUbo defines the uniform buffer storing scene data
  37112. */
  37113. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37114. sceneUbo.bindToEffect(effect, "Scene");
  37115. };
  37116. /**
  37117. * Binds the view matrix to the effect
  37118. * @param effect defines the effect to bind the view matrix to
  37119. */
  37120. Material.prototype.bindView = function (effect) {
  37121. if (!this._useUBO) {
  37122. effect.setMatrix("view", this.getScene().getViewMatrix());
  37123. }
  37124. else {
  37125. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37126. }
  37127. };
  37128. /**
  37129. * Binds the view projection matrix to the effect
  37130. * @param effect defines the effect to bind the view projection matrix to
  37131. */
  37132. Material.prototype.bindViewProjection = function (effect) {
  37133. if (!this._useUBO) {
  37134. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37135. }
  37136. else {
  37137. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37138. }
  37139. };
  37140. /**
  37141. * Specifies if material alpha testing should be turned on for the mesh
  37142. * @param mesh defines the mesh to check
  37143. */
  37144. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37145. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37146. };
  37147. /**
  37148. * Processes to execute after binding the material to a mesh
  37149. * @param mesh defines the rendered mesh
  37150. */
  37151. Material.prototype._afterBind = function (mesh) {
  37152. this._scene._cachedMaterial = this;
  37153. if (mesh) {
  37154. this._scene._cachedVisibility = mesh.visibility;
  37155. }
  37156. else {
  37157. this._scene._cachedVisibility = 1;
  37158. }
  37159. if (this._onBindObservable && mesh) {
  37160. this._onBindObservable.notifyObservers(mesh);
  37161. }
  37162. if (this.disableDepthWrite) {
  37163. var engine = this._scene.getEngine();
  37164. this._cachedDepthWriteState = engine.getDepthWrite();
  37165. engine.setDepthWrite(false);
  37166. }
  37167. };
  37168. /**
  37169. * Unbinds the material from the mesh
  37170. */
  37171. Material.prototype.unbind = function () {
  37172. if (this._onUnBindObservable) {
  37173. this._onUnBindObservable.notifyObservers(this);
  37174. }
  37175. if (this.disableDepthWrite) {
  37176. var engine = this._scene.getEngine();
  37177. engine.setDepthWrite(this._cachedDepthWriteState);
  37178. }
  37179. };
  37180. /**
  37181. * Gets the active textures from the material
  37182. * @returns an array of textures
  37183. */
  37184. Material.prototype.getActiveTextures = function () {
  37185. return [];
  37186. };
  37187. /**
  37188. * Specifies if the material uses a texture
  37189. * @param texture defines the texture to check against the material
  37190. * @returns a boolean specifying if the material uses the texture
  37191. */
  37192. Material.prototype.hasTexture = function (texture) {
  37193. return false;
  37194. };
  37195. /**
  37196. * Makes a duplicate of the material, and gives it a new name
  37197. * @param name defines the new name for the duplicated material
  37198. * @returns the cloned material
  37199. */
  37200. Material.prototype.clone = function (name) {
  37201. return null;
  37202. };
  37203. /**
  37204. * Gets the meshes bound to the material
  37205. * @returns an array of meshes bound to the material
  37206. */
  37207. Material.prototype.getBindedMeshes = function () {
  37208. var _this = this;
  37209. if (this.meshMap) {
  37210. var result = new Array();
  37211. for (var meshId in this.meshMap) {
  37212. var mesh = this.meshMap[meshId];
  37213. if (mesh) {
  37214. result.push(mesh);
  37215. }
  37216. }
  37217. return result;
  37218. }
  37219. else {
  37220. var meshes = this._scene.meshes;
  37221. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37222. }
  37223. };
  37224. /**
  37225. * Force shader compilation
  37226. * @param mesh defines the mesh associated with this material
  37227. * @param onCompiled defines a function to execute once the material is compiled
  37228. * @param options defines the options to configure the compilation
  37229. */
  37230. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37231. var _this = this;
  37232. var localOptions = __assign({ clipPlane: false }, options);
  37233. var subMesh = new BABYLON.BaseSubMesh();
  37234. var scene = this.getScene();
  37235. var checkReady = function () {
  37236. if (!_this._scene || !_this._scene.getEngine()) {
  37237. return;
  37238. }
  37239. if (subMesh._materialDefines) {
  37240. subMesh._materialDefines._renderId = -1;
  37241. }
  37242. var clipPlaneState = scene.clipPlane;
  37243. if (localOptions.clipPlane) {
  37244. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37245. }
  37246. if (_this._storeEffectOnSubMeshes) {
  37247. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37248. if (onCompiled) {
  37249. onCompiled(_this);
  37250. }
  37251. }
  37252. else {
  37253. setTimeout(checkReady, 16);
  37254. }
  37255. }
  37256. else {
  37257. if (_this.isReady(mesh)) {
  37258. if (onCompiled) {
  37259. onCompiled(_this);
  37260. }
  37261. }
  37262. else {
  37263. setTimeout(checkReady, 16);
  37264. }
  37265. }
  37266. if (localOptions.clipPlane) {
  37267. scene.clipPlane = clipPlaneState;
  37268. }
  37269. };
  37270. checkReady();
  37271. };
  37272. /**
  37273. * Force shader compilation
  37274. * @param mesh defines the mesh that will use this material
  37275. * @param options defines additional options for compiling the shaders
  37276. * @returns a promise that resolves when the compilation completes
  37277. */
  37278. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37279. var _this = this;
  37280. return new Promise(function (resolve) {
  37281. _this.forceCompilation(mesh, function () {
  37282. resolve();
  37283. }, options);
  37284. });
  37285. };
  37286. /**
  37287. * Marks a define in the material to indicate that it needs to be re-computed
  37288. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37289. */
  37290. Material.prototype.markAsDirty = function (flag) {
  37291. if (this.getScene().blockMaterialDirtyMechanism) {
  37292. return;
  37293. }
  37294. Material._DirtyCallbackArray.length = 0;
  37295. if (flag & Material.TextureDirtyFlag) {
  37296. Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);
  37297. }
  37298. if (flag & Material.LightDirtyFlag) {
  37299. Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);
  37300. }
  37301. if (flag & Material.FresnelDirtyFlag) {
  37302. Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);
  37303. }
  37304. if (flag & Material.AttributesDirtyFlag) {
  37305. Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);
  37306. }
  37307. if (flag & Material.MiscDirtyFlag) {
  37308. Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);
  37309. }
  37310. if (Material._DirtyCallbackArray.length) {
  37311. this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);
  37312. }
  37313. this.getScene().resetCachedMaterial();
  37314. };
  37315. /**
  37316. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37317. * @param func defines a function which checks material defines against the submeshes
  37318. */
  37319. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37320. if (this.getScene().blockMaterialDirtyMechanism) {
  37321. return;
  37322. }
  37323. var meshes = this.getScene().meshes;
  37324. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37325. var mesh = meshes_1[_i];
  37326. if (!mesh.subMeshes) {
  37327. continue;
  37328. }
  37329. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  37330. var subMesh = _b[_a];
  37331. if (subMesh.getMaterial() !== this) {
  37332. continue;
  37333. }
  37334. if (!subMesh._materialDefines) {
  37335. continue;
  37336. }
  37337. func(subMesh._materialDefines);
  37338. }
  37339. }
  37340. };
  37341. /**
  37342. * Indicates that image processing needs to be re-calculated for all submeshes
  37343. */
  37344. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37345. this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);
  37346. };
  37347. /**
  37348. * Indicates that textures need to be re-calculated for all submeshes
  37349. */
  37350. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37351. this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);
  37352. };
  37353. /**
  37354. * Indicates that fresnel needs to be re-calculated for all submeshes
  37355. */
  37356. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37357. this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);
  37358. };
  37359. /**
  37360. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37361. */
  37362. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37363. this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);
  37364. };
  37365. /**
  37366. * Indicates that lights need to be re-calculated for all submeshes
  37367. */
  37368. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37369. this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);
  37370. };
  37371. /**
  37372. * Indicates that attributes need to be re-calculated for all submeshes
  37373. */
  37374. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37375. this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);
  37376. };
  37377. /**
  37378. * Indicates that misc needs to be re-calculated for all submeshes
  37379. */
  37380. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37381. this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
  37382. };
  37383. /**
  37384. * Indicates that textures and misc need to be re-calculated for all submeshes
  37385. */
  37386. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37387. this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);
  37388. };
  37389. /**
  37390. * Disposes the material
  37391. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37392. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37393. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37394. */
  37395. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37396. var scene = this.getScene();
  37397. // Animations
  37398. scene.stopAnimation(this);
  37399. scene.freeProcessedMaterials();
  37400. // Remove from scene
  37401. scene.removeMaterial(this);
  37402. if (notBoundToMesh !== true) {
  37403. // Remove from meshes
  37404. if (this.meshMap) {
  37405. for (var meshId in this.meshMap) {
  37406. var mesh = this.meshMap[meshId];
  37407. if (mesh) {
  37408. mesh.material = null; // will set the entry in the map to undefined
  37409. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37410. }
  37411. }
  37412. }
  37413. else {
  37414. var meshes = scene.meshes;
  37415. for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {
  37416. var mesh = meshes_2[_i];
  37417. if (mesh.material === this) {
  37418. mesh.material = null;
  37419. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37420. }
  37421. }
  37422. }
  37423. }
  37424. this._uniformBuffer.dispose();
  37425. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37426. if (forceDisposeEffect && this._effect) {
  37427. if (!this._storeEffectOnSubMeshes) {
  37428. scene.getEngine()._releaseEffect(this._effect);
  37429. }
  37430. this._effect = null;
  37431. }
  37432. // Callback
  37433. this.onDisposeObservable.notifyObservers(this);
  37434. this.onDisposeObservable.clear();
  37435. if (this._onBindObservable) {
  37436. this._onBindObservable.clear();
  37437. }
  37438. if (this._onUnBindObservable) {
  37439. this._onUnBindObservable.clear();
  37440. }
  37441. };
  37442. /** @hidden */
  37443. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37444. if (mesh.geometry) {
  37445. var geometry = (mesh.geometry);
  37446. var scene = this.getScene();
  37447. if (this._storeEffectOnSubMeshes) {
  37448. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37449. var subMesh = _a[_i];
  37450. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37451. if (forceDisposeEffect && subMesh._materialEffect) {
  37452. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37453. }
  37454. }
  37455. }
  37456. else {
  37457. geometry._releaseVertexArrayObject(this._effect);
  37458. }
  37459. }
  37460. };
  37461. /**
  37462. * Serializes this material
  37463. * @returns the serialized material object
  37464. */
  37465. Material.prototype.serialize = function () {
  37466. return BABYLON.SerializationHelper.Serialize(this);
  37467. };
  37468. /**
  37469. * Creates a MultiMaterial from parsed MultiMaterial data.
  37470. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37471. * @param scene defines the hosting scene
  37472. * @returns a new MultiMaterial
  37473. */
  37474. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37475. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37476. multiMaterial.id = parsedMultiMaterial.id;
  37477. if (BABYLON.Tags) {
  37478. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37479. }
  37480. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37481. var subMatId = parsedMultiMaterial.materials[matIndex];
  37482. if (subMatId) {
  37483. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37484. }
  37485. else {
  37486. multiMaterial.subMaterials.push(null);
  37487. }
  37488. }
  37489. return multiMaterial;
  37490. };
  37491. /**
  37492. * Creates a material from parsed material data
  37493. * @param parsedMaterial defines parsed material data
  37494. * @param scene defines the hosting scene
  37495. * @param rootUrl defines the root URL to use to load textures
  37496. * @returns a new material
  37497. */
  37498. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37499. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37500. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37501. }
  37502. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37503. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37504. if (!BABYLON.LegacyPBRMaterial) {
  37505. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37506. return;
  37507. }
  37508. }
  37509. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37510. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37511. };
  37512. // Triangle views
  37513. Material._TriangleFillMode = 0;
  37514. Material._WireFrameFillMode = 1;
  37515. Material._PointFillMode = 2;
  37516. // Draw modes
  37517. Material._PointListDrawMode = 3;
  37518. Material._LineListDrawMode = 4;
  37519. Material._LineLoopDrawMode = 5;
  37520. Material._LineStripDrawMode = 6;
  37521. Material._TriangleStripDrawMode = 7;
  37522. Material._TriangleFanDrawMode = 8;
  37523. /**
  37524. * Stores the clock-wise side orientation
  37525. */
  37526. Material._ClockWiseSideOrientation = 0;
  37527. /**
  37528. * Stores the counter clock-wise side orientation
  37529. */
  37530. Material._CounterClockWiseSideOrientation = 1;
  37531. /**
  37532. * The dirty texture flag value
  37533. */
  37534. Material.TextureDirtyFlag = 1;
  37535. /**
  37536. * The dirty light flag value
  37537. */
  37538. Material.LightDirtyFlag = 2;
  37539. /**
  37540. * The dirty fresnel flag value
  37541. */
  37542. Material.FresnelDirtyFlag = 4;
  37543. /**
  37544. * The dirty attribute flag value
  37545. */
  37546. Material.AttributesDirtyFlag = 8;
  37547. /**
  37548. * The dirty misc flag value
  37549. */
  37550. Material.MiscDirtyFlag = 16;
  37551. /**
  37552. * The all dirty flag value
  37553. */
  37554. Material.AllDirtyFlag = 31;
  37555. Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };
  37556. Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };
  37557. Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };
  37558. Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };
  37559. Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };
  37560. Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };
  37561. Material._FresnelAndMiscDirtyCallBack = function (defines) {
  37562. Material._FresnelDirtyCallBack(defines);
  37563. Material._MiscDirtyCallBack(defines);
  37564. };
  37565. Material._TextureAndMiscDirtyCallBack = function (defines) {
  37566. Material._TextureDirtyCallBack(defines);
  37567. Material._MiscDirtyCallBack(defines);
  37568. };
  37569. Material._DirtyCallbackArray = [];
  37570. Material._RunDirtyCallBacks = function (defines) {
  37571. for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {
  37572. var cb = _a[_i];
  37573. cb(defines);
  37574. }
  37575. };
  37576. __decorate([
  37577. BABYLON.serialize()
  37578. ], Material.prototype, "id", void 0);
  37579. __decorate([
  37580. BABYLON.serialize()
  37581. ], Material.prototype, "uniqueId", void 0);
  37582. __decorate([
  37583. BABYLON.serialize()
  37584. ], Material.prototype, "name", void 0);
  37585. __decorate([
  37586. BABYLON.serialize()
  37587. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37588. __decorate([
  37589. BABYLON.serialize()
  37590. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37591. __decorate([
  37592. BABYLON.serialize()
  37593. ], Material.prototype, "state", void 0);
  37594. __decorate([
  37595. BABYLON.serialize("alpha")
  37596. ], Material.prototype, "_alpha", void 0);
  37597. __decorate([
  37598. BABYLON.serialize("backFaceCulling")
  37599. ], Material.prototype, "_backFaceCulling", void 0);
  37600. __decorate([
  37601. BABYLON.serialize()
  37602. ], Material.prototype, "sideOrientation", void 0);
  37603. __decorate([
  37604. BABYLON.serialize("alphaMode")
  37605. ], Material.prototype, "_alphaMode", void 0);
  37606. __decorate([
  37607. BABYLON.serialize()
  37608. ], Material.prototype, "_needDepthPrePass", void 0);
  37609. __decorate([
  37610. BABYLON.serialize()
  37611. ], Material.prototype, "disableDepthWrite", void 0);
  37612. __decorate([
  37613. BABYLON.serialize()
  37614. ], Material.prototype, "forceDepthWrite", void 0);
  37615. __decorate([
  37616. BABYLON.serialize()
  37617. ], Material.prototype, "separateCullingPass", void 0);
  37618. __decorate([
  37619. BABYLON.serialize("fogEnabled")
  37620. ], Material.prototype, "_fogEnabled", void 0);
  37621. __decorate([
  37622. BABYLON.serialize()
  37623. ], Material.prototype, "pointSize", void 0);
  37624. __decorate([
  37625. BABYLON.serialize()
  37626. ], Material.prototype, "zOffset", void 0);
  37627. __decorate([
  37628. BABYLON.serialize()
  37629. ], Material.prototype, "wireframe", null);
  37630. __decorate([
  37631. BABYLON.serialize()
  37632. ], Material.prototype, "pointsCloud", null);
  37633. __decorate([
  37634. BABYLON.serialize()
  37635. ], Material.prototype, "fillMode", null);
  37636. return Material;
  37637. }());
  37638. BABYLON.Material = Material;
  37639. })(BABYLON || (BABYLON = {}));
  37640. //# sourceMappingURL=babylon.material.js.map
  37641. var BABYLON;
  37642. (function (BABYLON) {
  37643. /**
  37644. * Uniform buffer objects.
  37645. *
  37646. * Handles blocks of uniform on the GPU.
  37647. *
  37648. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37649. *
  37650. * For more information, please refer to :
  37651. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37652. */
  37653. var UniformBuffer = /** @class */ (function () {
  37654. /**
  37655. * Instantiates a new Uniform buffer objects.
  37656. *
  37657. * Handles blocks of uniform on the GPU.
  37658. *
  37659. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37660. *
  37661. * For more information, please refer to :
  37662. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37663. * @param engine Define the engine the buffer is associated with
  37664. * @param data Define the data contained in the buffer
  37665. * @param dynamic Define if the buffer is updatable
  37666. */
  37667. function UniformBuffer(engine, data, dynamic) {
  37668. this._engine = engine;
  37669. this._noUBO = !engine.supportsUniformBuffers;
  37670. this._dynamic = dynamic;
  37671. this._data = data || [];
  37672. this._uniformLocations = {};
  37673. this._uniformSizes = {};
  37674. this._uniformLocationPointer = 0;
  37675. this._needSync = false;
  37676. if (this._noUBO) {
  37677. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  37678. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  37679. this.updateFloat = this._updateFloatForEffect;
  37680. this.updateFloat2 = this._updateFloat2ForEffect;
  37681. this.updateFloat3 = this._updateFloat3ForEffect;
  37682. this.updateFloat4 = this._updateFloat4ForEffect;
  37683. this.updateMatrix = this._updateMatrixForEffect;
  37684. this.updateVector3 = this._updateVector3ForEffect;
  37685. this.updateVector4 = this._updateVector4ForEffect;
  37686. this.updateColor3 = this._updateColor3ForEffect;
  37687. this.updateColor4 = this._updateColor4ForEffect;
  37688. }
  37689. else {
  37690. this._engine._uniformBuffers.push(this);
  37691. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  37692. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  37693. this.updateFloat = this._updateFloatForUniform;
  37694. this.updateFloat2 = this._updateFloat2ForUniform;
  37695. this.updateFloat3 = this._updateFloat3ForUniform;
  37696. this.updateFloat4 = this._updateFloat4ForUniform;
  37697. this.updateMatrix = this._updateMatrixForUniform;
  37698. this.updateVector3 = this._updateVector3ForUniform;
  37699. this.updateVector4 = this._updateVector4ForUniform;
  37700. this.updateColor3 = this._updateColor3ForUniform;
  37701. this.updateColor4 = this._updateColor4ForUniform;
  37702. }
  37703. }
  37704. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  37705. /**
  37706. * Indicates if the buffer is using the WebGL2 UBO implementation,
  37707. * or just falling back on setUniformXXX calls.
  37708. */
  37709. get: function () {
  37710. return !this._noUBO;
  37711. },
  37712. enumerable: true,
  37713. configurable: true
  37714. });
  37715. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  37716. /**
  37717. * Indicates if the WebGL underlying uniform buffer is in sync
  37718. * with the javascript cache data.
  37719. */
  37720. get: function () {
  37721. return !this._needSync;
  37722. },
  37723. enumerable: true,
  37724. configurable: true
  37725. });
  37726. /**
  37727. * Indicates if the WebGL underlying uniform buffer is dynamic.
  37728. * Also, a dynamic UniformBuffer will disable cache verification and always
  37729. * update the underlying WebGL uniform buffer to the GPU.
  37730. * @returns if Dynamic, otherwise false
  37731. */
  37732. UniformBuffer.prototype.isDynamic = function () {
  37733. return this._dynamic !== undefined;
  37734. };
  37735. /**
  37736. * The data cache on JS side.
  37737. * @returns the underlying data as a float array
  37738. */
  37739. UniformBuffer.prototype.getData = function () {
  37740. return this._bufferData;
  37741. };
  37742. /**
  37743. * The underlying WebGL Uniform buffer.
  37744. * @returns the webgl buffer
  37745. */
  37746. UniformBuffer.prototype.getBuffer = function () {
  37747. return this._buffer;
  37748. };
  37749. /**
  37750. * std140 layout specifies how to align data within an UBO structure.
  37751. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  37752. * for specs.
  37753. */
  37754. UniformBuffer.prototype._fillAlignment = function (size) {
  37755. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  37756. // and 4x4 matrices
  37757. // TODO : change if other types are used
  37758. var alignment;
  37759. if (size <= 2) {
  37760. alignment = size;
  37761. }
  37762. else {
  37763. alignment = 4;
  37764. }
  37765. if ((this._uniformLocationPointer % alignment) !== 0) {
  37766. var oldPointer = this._uniformLocationPointer;
  37767. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  37768. var diff = this._uniformLocationPointer - oldPointer;
  37769. for (var i = 0; i < diff; i++) {
  37770. this._data.push(0);
  37771. }
  37772. }
  37773. };
  37774. /**
  37775. * Adds an uniform in the buffer.
  37776. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  37777. * for the layout to be correct !
  37778. * @param name Name of the uniform, as used in the uniform block in the shader.
  37779. * @param size Data size, or data directly.
  37780. */
  37781. UniformBuffer.prototype.addUniform = function (name, size) {
  37782. if (this._noUBO) {
  37783. return;
  37784. }
  37785. if (this._uniformLocations[name] !== undefined) {
  37786. // Already existing uniform
  37787. return;
  37788. }
  37789. // This function must be called in the order of the shader layout !
  37790. // size can be the size of the uniform, or data directly
  37791. var data;
  37792. if (size instanceof Array) {
  37793. data = size;
  37794. size = data.length;
  37795. }
  37796. else {
  37797. size = size;
  37798. data = [];
  37799. // Fill with zeros
  37800. for (var i = 0; i < size; i++) {
  37801. data.push(0);
  37802. }
  37803. }
  37804. this._fillAlignment(size);
  37805. this._uniformSizes[name] = size;
  37806. this._uniformLocations[name] = this._uniformLocationPointer;
  37807. this._uniformLocationPointer += size;
  37808. for (var i = 0; i < size; i++) {
  37809. this._data.push(data[i]);
  37810. }
  37811. this._needSync = true;
  37812. };
  37813. /**
  37814. * Adds a Matrix 4x4 to the uniform buffer.
  37815. * @param name Name of the uniform, as used in the uniform block in the shader.
  37816. * @param mat A 4x4 matrix.
  37817. */
  37818. UniformBuffer.prototype.addMatrix = function (name, mat) {
  37819. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  37820. };
  37821. /**
  37822. * Adds a vec2 to the uniform buffer.
  37823. * @param name Name of the uniform, as used in the uniform block in the shader.
  37824. * @param x Define the x component value of the vec2
  37825. * @param y Define the y component value of the vec2
  37826. */
  37827. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  37828. var temp = [x, y];
  37829. this.addUniform(name, temp);
  37830. };
  37831. /**
  37832. * Adds a vec3 to the uniform buffer.
  37833. * @param name Name of the uniform, as used in the uniform block in the shader.
  37834. * @param x Define the x component value of the vec3
  37835. * @param y Define the y component value of the vec3
  37836. * @param z Define the z component value of the vec3
  37837. */
  37838. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  37839. var temp = [x, y, z];
  37840. this.addUniform(name, temp);
  37841. };
  37842. /**
  37843. * Adds a vec3 to the uniform buffer.
  37844. * @param name Name of the uniform, as used in the uniform block in the shader.
  37845. * @param color Define the vec3 from a Color
  37846. */
  37847. UniformBuffer.prototype.addColor3 = function (name, color) {
  37848. var temp = new Array();
  37849. color.toArray(temp);
  37850. this.addUniform(name, temp);
  37851. };
  37852. /**
  37853. * Adds a vec4 to the uniform buffer.
  37854. * @param name Name of the uniform, as used in the uniform block in the shader.
  37855. * @param color Define the rgb components from a Color
  37856. * @param alpha Define the a component of the vec4
  37857. */
  37858. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  37859. var temp = new Array();
  37860. color.toArray(temp);
  37861. temp.push(alpha);
  37862. this.addUniform(name, temp);
  37863. };
  37864. /**
  37865. * Adds a vec3 to the uniform buffer.
  37866. * @param name Name of the uniform, as used in the uniform block in the shader.
  37867. * @param vector Define the vec3 components from a Vector
  37868. */
  37869. UniformBuffer.prototype.addVector3 = function (name, vector) {
  37870. var temp = new Array();
  37871. vector.toArray(temp);
  37872. this.addUniform(name, temp);
  37873. };
  37874. /**
  37875. * Adds a Matrix 3x3 to the uniform buffer.
  37876. * @param name Name of the uniform, as used in the uniform block in the shader.
  37877. */
  37878. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  37879. this.addUniform(name, 12);
  37880. };
  37881. /**
  37882. * Adds a Matrix 2x2 to the uniform buffer.
  37883. * @param name Name of the uniform, as used in the uniform block in the shader.
  37884. */
  37885. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  37886. this.addUniform(name, 8);
  37887. };
  37888. /**
  37889. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  37890. */
  37891. UniformBuffer.prototype.create = function () {
  37892. if (this._noUBO) {
  37893. return;
  37894. }
  37895. if (this._buffer) {
  37896. return; // nothing to do
  37897. }
  37898. // See spec, alignment must be filled as a vec4
  37899. this._fillAlignment(4);
  37900. this._bufferData = new Float32Array(this._data);
  37901. this._rebuild();
  37902. this._needSync = true;
  37903. };
  37904. /** @hidden */
  37905. UniformBuffer.prototype._rebuild = function () {
  37906. if (this._noUBO) {
  37907. return;
  37908. }
  37909. if (this._dynamic) {
  37910. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  37911. }
  37912. else {
  37913. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  37914. }
  37915. };
  37916. /**
  37917. * Updates the WebGL Uniform Buffer on the GPU.
  37918. * If the `dynamic` flag is set to true, no cache comparison is done.
  37919. * Otherwise, the buffer will be updated only if the cache differs.
  37920. */
  37921. UniformBuffer.prototype.update = function () {
  37922. if (!this._buffer) {
  37923. this.create();
  37924. return;
  37925. }
  37926. if (!this._dynamic && !this._needSync) {
  37927. return;
  37928. }
  37929. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  37930. this._needSync = false;
  37931. };
  37932. /**
  37933. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  37934. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  37935. * @param data Define the flattened data
  37936. * @param size Define the size of the data.
  37937. */
  37938. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  37939. var location = this._uniformLocations[uniformName];
  37940. if (location === undefined) {
  37941. if (this._buffer) {
  37942. // Cannot add an uniform if the buffer is already created
  37943. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  37944. return;
  37945. }
  37946. this.addUniform(uniformName, size);
  37947. location = this._uniformLocations[uniformName];
  37948. }
  37949. if (!this._buffer) {
  37950. this.create();
  37951. }
  37952. if (!this._dynamic) {
  37953. // Cache for static uniform buffers
  37954. var changed = false;
  37955. for (var i = 0; i < size; i++) {
  37956. if (this._bufferData[location + i] !== data[i]) {
  37957. changed = true;
  37958. this._bufferData[location + i] = data[i];
  37959. }
  37960. }
  37961. this._needSync = this._needSync || changed;
  37962. }
  37963. else {
  37964. // No cache for dynamic
  37965. for (var i = 0; i < size; i++) {
  37966. this._bufferData[location + i] = data[i];
  37967. }
  37968. }
  37969. };
  37970. // Update methods
  37971. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  37972. // To match std140, matrix must be realigned
  37973. for (var i = 0; i < 3; i++) {
  37974. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  37975. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  37976. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  37977. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  37978. }
  37979. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  37980. };
  37981. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  37982. this._currentEffect.setMatrix3x3(name, matrix);
  37983. };
  37984. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  37985. this._currentEffect.setMatrix2x2(name, matrix);
  37986. };
  37987. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  37988. // To match std140, matrix must be realigned
  37989. for (var i = 0; i < 2; i++) {
  37990. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  37991. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  37992. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  37993. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  37994. }
  37995. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  37996. };
  37997. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  37998. this._currentEffect.setFloat(name, x);
  37999. };
  38000. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  38001. UniformBuffer._tempBuffer[0] = x;
  38002. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  38003. };
  38004. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  38005. if (suffix === void 0) { suffix = ""; }
  38006. this._currentEffect.setFloat2(name + suffix, x, y);
  38007. };
  38008. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  38009. if (suffix === void 0) { suffix = ""; }
  38010. UniformBuffer._tempBuffer[0] = x;
  38011. UniformBuffer._tempBuffer[1] = y;
  38012. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  38013. };
  38014. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  38015. if (suffix === void 0) { suffix = ""; }
  38016. this._currentEffect.setFloat3(name + suffix, x, y, z);
  38017. };
  38018. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  38019. if (suffix === void 0) { suffix = ""; }
  38020. UniformBuffer._tempBuffer[0] = x;
  38021. UniformBuffer._tempBuffer[1] = y;
  38022. UniformBuffer._tempBuffer[2] = z;
  38023. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38024. };
  38025. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  38026. if (suffix === void 0) { suffix = ""; }
  38027. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  38028. };
  38029. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  38030. if (suffix === void 0) { suffix = ""; }
  38031. UniformBuffer._tempBuffer[0] = x;
  38032. UniformBuffer._tempBuffer[1] = y;
  38033. UniformBuffer._tempBuffer[2] = z;
  38034. UniformBuffer._tempBuffer[3] = w;
  38035. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38036. };
  38037. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  38038. this._currentEffect.setMatrix(name, mat);
  38039. };
  38040. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  38041. this.updateUniform(name, mat.toArray(), 16);
  38042. };
  38043. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  38044. this._currentEffect.setVector3(name, vector);
  38045. };
  38046. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  38047. vector.toArray(UniformBuffer._tempBuffer);
  38048. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38049. };
  38050. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  38051. this._currentEffect.setVector4(name, vector);
  38052. };
  38053. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  38054. vector.toArray(UniformBuffer._tempBuffer);
  38055. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38056. };
  38057. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  38058. if (suffix === void 0) { suffix = ""; }
  38059. this._currentEffect.setColor3(name + suffix, color);
  38060. };
  38061. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  38062. if (suffix === void 0) { suffix = ""; }
  38063. color.toArray(UniformBuffer._tempBuffer);
  38064. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38065. };
  38066. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  38067. if (suffix === void 0) { suffix = ""; }
  38068. this._currentEffect.setColor4(name + suffix, color, alpha);
  38069. };
  38070. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  38071. if (suffix === void 0) { suffix = ""; }
  38072. color.toArray(UniformBuffer._tempBuffer);
  38073. UniformBuffer._tempBuffer[3] = alpha;
  38074. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38075. };
  38076. /**
  38077. * Sets a sampler uniform on the effect.
  38078. * @param name Define the name of the sampler.
  38079. * @param texture Define the texture to set in the sampler
  38080. */
  38081. UniformBuffer.prototype.setTexture = function (name, texture) {
  38082. this._currentEffect.setTexture(name, texture);
  38083. };
  38084. /**
  38085. * Directly updates the value of the uniform in the cache AND on the GPU.
  38086. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38087. * @param data Define the flattened data
  38088. */
  38089. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  38090. this.updateUniform(uniformName, data, data.length);
  38091. this.update();
  38092. };
  38093. /**
  38094. * Binds this uniform buffer to an effect.
  38095. * @param effect Define the effect to bind the buffer to
  38096. * @param name Name of the uniform block in the shader.
  38097. */
  38098. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  38099. this._currentEffect = effect;
  38100. if (this._noUBO || !this._buffer) {
  38101. return;
  38102. }
  38103. effect.bindUniformBuffer(this._buffer, name);
  38104. };
  38105. /**
  38106. * Disposes the uniform buffer.
  38107. */
  38108. UniformBuffer.prototype.dispose = function () {
  38109. if (this._noUBO) {
  38110. return;
  38111. }
  38112. var uniformBuffers = this._engine._uniformBuffers;
  38113. var index = uniformBuffers.indexOf(this);
  38114. if (index !== -1) {
  38115. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38116. uniformBuffers.pop();
  38117. }
  38118. if (!this._buffer) {
  38119. return;
  38120. }
  38121. if (this._engine._releaseBuffer(this._buffer)) {
  38122. this._buffer = null;
  38123. }
  38124. };
  38125. // Pool for avoiding memory leaks
  38126. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38127. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38128. return UniformBuffer;
  38129. }());
  38130. BABYLON.UniformBuffer = UniformBuffer;
  38131. })(BABYLON || (BABYLON = {}));
  38132. //# sourceMappingURL=babylon.uniformBuffer.js.map
  38133. var BABYLON;
  38134. (function (BABYLON) {
  38135. /**
  38136. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38137. */
  38138. var VertexData = /** @class */ (function () {
  38139. function VertexData() {
  38140. }
  38141. /**
  38142. * Uses the passed data array to set the set the values for the specified kind of data
  38143. * @param data a linear array of floating numbers
  38144. * @param kind the type of data that is being set, eg positions, colors etc
  38145. */
  38146. VertexData.prototype.set = function (data, kind) {
  38147. switch (kind) {
  38148. case BABYLON.VertexBuffer.PositionKind:
  38149. this.positions = data;
  38150. break;
  38151. case BABYLON.VertexBuffer.NormalKind:
  38152. this.normals = data;
  38153. break;
  38154. case BABYLON.VertexBuffer.TangentKind:
  38155. this.tangents = data;
  38156. break;
  38157. case BABYLON.VertexBuffer.UVKind:
  38158. this.uvs = data;
  38159. break;
  38160. case BABYLON.VertexBuffer.UV2Kind:
  38161. this.uvs2 = data;
  38162. break;
  38163. case BABYLON.VertexBuffer.UV3Kind:
  38164. this.uvs3 = data;
  38165. break;
  38166. case BABYLON.VertexBuffer.UV4Kind:
  38167. this.uvs4 = data;
  38168. break;
  38169. case BABYLON.VertexBuffer.UV5Kind:
  38170. this.uvs5 = data;
  38171. break;
  38172. case BABYLON.VertexBuffer.UV6Kind:
  38173. this.uvs6 = data;
  38174. break;
  38175. case BABYLON.VertexBuffer.ColorKind:
  38176. this.colors = data;
  38177. break;
  38178. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38179. this.matricesIndices = data;
  38180. break;
  38181. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38182. this.matricesWeights = data;
  38183. break;
  38184. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38185. this.matricesIndicesExtra = data;
  38186. break;
  38187. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38188. this.matricesWeightsExtra = data;
  38189. break;
  38190. }
  38191. };
  38192. /**
  38193. * Associates the vertexData to the passed Mesh.
  38194. * Sets it as updatable or not (default `false`)
  38195. * @param mesh the mesh the vertexData is applied to
  38196. * @param updatable when used and having the value true allows new data to update the vertexData
  38197. * @returns the VertexData
  38198. */
  38199. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38200. this._applyTo(mesh, updatable);
  38201. return this;
  38202. };
  38203. /**
  38204. * Associates the vertexData to the passed Geometry.
  38205. * Sets it as updatable or not (default `false`)
  38206. * @param geometry the geometry the vertexData is applied to
  38207. * @param updatable when used and having the value true allows new data to update the vertexData
  38208. * @returns VertexData
  38209. */
  38210. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38211. this._applyTo(geometry, updatable);
  38212. return this;
  38213. };
  38214. /**
  38215. * Updates the associated mesh
  38216. * @param mesh the mesh to be updated
  38217. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38218. * @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
  38219. * @returns VertexData
  38220. */
  38221. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38222. this._update(mesh);
  38223. return this;
  38224. };
  38225. /**
  38226. * Updates the associated geometry
  38227. * @param geometry the geometry to be updated
  38228. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38229. * @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
  38230. * @returns VertexData.
  38231. */
  38232. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38233. this._update(geometry);
  38234. return this;
  38235. };
  38236. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38237. if (updatable === void 0) { updatable = false; }
  38238. if (this.positions) {
  38239. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38240. }
  38241. if (this.normals) {
  38242. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38243. }
  38244. if (this.tangents) {
  38245. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38246. }
  38247. if (this.uvs) {
  38248. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38249. }
  38250. if (this.uvs2) {
  38251. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38252. }
  38253. if (this.uvs3) {
  38254. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38255. }
  38256. if (this.uvs4) {
  38257. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38258. }
  38259. if (this.uvs5) {
  38260. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38261. }
  38262. if (this.uvs6) {
  38263. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38264. }
  38265. if (this.colors) {
  38266. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38267. }
  38268. if (this.matricesIndices) {
  38269. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38270. }
  38271. if (this.matricesWeights) {
  38272. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38273. }
  38274. if (this.matricesIndicesExtra) {
  38275. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38276. }
  38277. if (this.matricesWeightsExtra) {
  38278. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38279. }
  38280. if (this.indices) {
  38281. meshOrGeometry.setIndices(this.indices, null, updatable);
  38282. }
  38283. else {
  38284. meshOrGeometry.setIndices([], null);
  38285. }
  38286. return this;
  38287. };
  38288. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38289. if (this.positions) {
  38290. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38291. }
  38292. if (this.normals) {
  38293. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38294. }
  38295. if (this.tangents) {
  38296. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38297. }
  38298. if (this.uvs) {
  38299. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38300. }
  38301. if (this.uvs2) {
  38302. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38303. }
  38304. if (this.uvs3) {
  38305. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38306. }
  38307. if (this.uvs4) {
  38308. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38309. }
  38310. if (this.uvs5) {
  38311. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38312. }
  38313. if (this.uvs6) {
  38314. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38315. }
  38316. if (this.colors) {
  38317. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38318. }
  38319. if (this.matricesIndices) {
  38320. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38321. }
  38322. if (this.matricesWeights) {
  38323. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38324. }
  38325. if (this.matricesIndicesExtra) {
  38326. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38327. }
  38328. if (this.matricesWeightsExtra) {
  38329. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38330. }
  38331. if (this.indices) {
  38332. meshOrGeometry.setIndices(this.indices, null);
  38333. }
  38334. return this;
  38335. };
  38336. /**
  38337. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38338. * @param matrix the transforming matrix
  38339. * @returns the VertexData
  38340. */
  38341. VertexData.prototype.transform = function (matrix) {
  38342. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38343. var transformed = BABYLON.Vector3.Zero();
  38344. var index;
  38345. if (this.positions) {
  38346. var position = BABYLON.Vector3.Zero();
  38347. for (index = 0; index < this.positions.length; index += 3) {
  38348. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38349. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38350. this.positions[index] = transformed.x;
  38351. this.positions[index + 1] = transformed.y;
  38352. this.positions[index + 2] = transformed.z;
  38353. }
  38354. }
  38355. if (this.normals) {
  38356. var normal = BABYLON.Vector3.Zero();
  38357. for (index = 0; index < this.normals.length; index += 3) {
  38358. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38359. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38360. this.normals[index] = transformed.x;
  38361. this.normals[index + 1] = transformed.y;
  38362. this.normals[index + 2] = transformed.z;
  38363. }
  38364. }
  38365. if (this.tangents) {
  38366. var tangent = BABYLON.Vector4.Zero();
  38367. var tangentTransformed = BABYLON.Vector4.Zero();
  38368. for (index = 0; index < this.tangents.length; index += 4) {
  38369. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38370. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38371. this.tangents[index] = tangentTransformed.x;
  38372. this.tangents[index + 1] = tangentTransformed.y;
  38373. this.tangents[index + 2] = tangentTransformed.z;
  38374. this.tangents[index + 3] = tangentTransformed.w;
  38375. }
  38376. }
  38377. if (flip && this.indices) {
  38378. for (index = 0; index < this.indices.length; index += 3) {
  38379. var tmp = this.indices[index + 1];
  38380. this.indices[index + 1] = this.indices[index + 2];
  38381. this.indices[index + 2] = tmp;
  38382. }
  38383. }
  38384. return this;
  38385. };
  38386. /**
  38387. * Merges the passed VertexData into the current one
  38388. * @param other the VertexData to be merged into the current one
  38389. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38390. * @returns the modified VertexData
  38391. */
  38392. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38393. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38394. this._validate();
  38395. other._validate();
  38396. if (!this.normals !== !other.normals ||
  38397. !this.tangents !== !other.tangents ||
  38398. !this.uvs !== !other.uvs ||
  38399. !this.uvs2 !== !other.uvs2 ||
  38400. !this.uvs3 !== !other.uvs3 ||
  38401. !this.uvs4 !== !other.uvs4 ||
  38402. !this.uvs5 !== !other.uvs5 ||
  38403. !this.uvs6 !== !other.uvs6 ||
  38404. !this.colors !== !other.colors ||
  38405. !this.matricesIndices !== !other.matricesIndices ||
  38406. !this.matricesWeights !== !other.matricesWeights ||
  38407. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38408. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38409. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38410. }
  38411. if (other.indices) {
  38412. if (!this.indices) {
  38413. this.indices = [];
  38414. }
  38415. var offset = this.positions ? this.positions.length / 3 : 0;
  38416. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38417. if (isSrcTypedArray) {
  38418. var len = this.indices.length + other.indices.length;
  38419. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38420. temp.set(this.indices);
  38421. var decal = this.indices.length;
  38422. for (var index = 0; index < other.indices.length; index++) {
  38423. temp[decal + index] = other.indices[index] + offset;
  38424. }
  38425. this.indices = temp;
  38426. }
  38427. else {
  38428. for (var index = 0; index < other.indices.length; index++) {
  38429. this.indices.push(other.indices[index] + offset);
  38430. }
  38431. }
  38432. }
  38433. this.positions = this._mergeElement(this.positions, other.positions);
  38434. this.normals = this._mergeElement(this.normals, other.normals);
  38435. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38436. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38437. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38438. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38439. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38440. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38441. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38442. this.colors = this._mergeElement(this.colors, other.colors);
  38443. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38444. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38445. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38446. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38447. return this;
  38448. };
  38449. VertexData.prototype._mergeElement = function (source, other) {
  38450. if (!source) {
  38451. return other;
  38452. }
  38453. if (!other) {
  38454. return source;
  38455. }
  38456. var len = other.length + source.length;
  38457. var isSrcTypedArray = source instanceof Float32Array;
  38458. var isOthTypedArray = other instanceof Float32Array;
  38459. // use non-loop method when the source is Float32Array
  38460. if (isSrcTypedArray) {
  38461. var ret32 = new Float32Array(len);
  38462. ret32.set(source);
  38463. ret32.set(other, source.length);
  38464. return ret32;
  38465. // source is number[], when other is also use concat
  38466. }
  38467. else if (!isOthTypedArray) {
  38468. return source.concat(other);
  38469. // source is a number[], but other is a Float32Array, loop required
  38470. }
  38471. else {
  38472. var ret = source.slice(0); // copy source to a separate array
  38473. for (var i = 0, len = other.length; i < len; i++) {
  38474. ret.push(other[i]);
  38475. }
  38476. return ret;
  38477. }
  38478. };
  38479. VertexData.prototype._validate = function () {
  38480. if (!this.positions) {
  38481. throw new Error("Positions are required");
  38482. }
  38483. var getElementCount = function (kind, values) {
  38484. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38485. if ((values.length % stride) !== 0) {
  38486. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38487. }
  38488. return values.length / stride;
  38489. };
  38490. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38491. var validateElementCount = function (kind, values) {
  38492. var elementCount = getElementCount(kind, values);
  38493. if (elementCount !== positionsElementCount) {
  38494. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38495. }
  38496. };
  38497. if (this.normals) {
  38498. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38499. }
  38500. if (this.tangents) {
  38501. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38502. }
  38503. if (this.uvs) {
  38504. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38505. }
  38506. if (this.uvs2) {
  38507. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38508. }
  38509. if (this.uvs3) {
  38510. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38511. }
  38512. if (this.uvs4) {
  38513. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38514. }
  38515. if (this.uvs5) {
  38516. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38517. }
  38518. if (this.uvs6) {
  38519. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38520. }
  38521. if (this.colors) {
  38522. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38523. }
  38524. if (this.matricesIndices) {
  38525. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38526. }
  38527. if (this.matricesWeights) {
  38528. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38529. }
  38530. if (this.matricesIndicesExtra) {
  38531. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38532. }
  38533. if (this.matricesWeightsExtra) {
  38534. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38535. }
  38536. };
  38537. /**
  38538. * Serializes the VertexData
  38539. * @returns a serialized object
  38540. */
  38541. VertexData.prototype.serialize = function () {
  38542. var serializationObject = this.serialize();
  38543. if (this.positions) {
  38544. serializationObject.positions = this.positions;
  38545. }
  38546. if (this.normals) {
  38547. serializationObject.normals = this.normals;
  38548. }
  38549. if (this.tangents) {
  38550. serializationObject.tangents = this.tangents;
  38551. }
  38552. if (this.uvs) {
  38553. serializationObject.uvs = this.uvs;
  38554. }
  38555. if (this.uvs2) {
  38556. serializationObject.uvs2 = this.uvs2;
  38557. }
  38558. if (this.uvs3) {
  38559. serializationObject.uvs3 = this.uvs3;
  38560. }
  38561. if (this.uvs4) {
  38562. serializationObject.uvs4 = this.uvs4;
  38563. }
  38564. if (this.uvs5) {
  38565. serializationObject.uvs5 = this.uvs5;
  38566. }
  38567. if (this.uvs6) {
  38568. serializationObject.uvs6 = this.uvs6;
  38569. }
  38570. if (this.colors) {
  38571. serializationObject.colors = this.colors;
  38572. }
  38573. if (this.matricesIndices) {
  38574. serializationObject.matricesIndices = this.matricesIndices;
  38575. serializationObject.matricesIndices._isExpanded = true;
  38576. }
  38577. if (this.matricesWeights) {
  38578. serializationObject.matricesWeights = this.matricesWeights;
  38579. }
  38580. if (this.matricesIndicesExtra) {
  38581. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38582. serializationObject.matricesIndicesExtra._isExpanded = true;
  38583. }
  38584. if (this.matricesWeightsExtra) {
  38585. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38586. }
  38587. serializationObject.indices = this.indices;
  38588. return serializationObject;
  38589. };
  38590. // Statics
  38591. /**
  38592. * Extracts the vertexData from a mesh
  38593. * @param mesh the mesh from which to extract the VertexData
  38594. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38595. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38596. * @returns the object VertexData associated to the passed mesh
  38597. */
  38598. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38599. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38600. };
  38601. /**
  38602. * Extracts the vertexData from the geometry
  38603. * @param geometry the geometry from which to extract the VertexData
  38604. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38605. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38606. * @returns the object VertexData associated to the passed mesh
  38607. */
  38608. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38609. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38610. };
  38611. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38612. var result = new VertexData();
  38613. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38614. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38615. }
  38616. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38617. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38618. }
  38619. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38620. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38621. }
  38622. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38623. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38624. }
  38625. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38626. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38627. }
  38628. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38629. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38630. }
  38631. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38632. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38633. }
  38634. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38635. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38636. }
  38637. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38638. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38639. }
  38640. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38641. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38642. }
  38643. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38644. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38645. }
  38646. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38647. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38648. }
  38649. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38650. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38651. }
  38652. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  38653. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  38654. }
  38655. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  38656. return result;
  38657. };
  38658. /**
  38659. * Creates the VertexData for a Ribbon
  38660. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  38661. * * pathArray array of paths, each of which an array of successive Vector3
  38662. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  38663. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  38664. * * 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
  38665. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38666. * * 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)
  38667. * * 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)
  38668. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  38669. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  38670. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  38671. * @returns the VertexData of the ribbon
  38672. */
  38673. VertexData.CreateRibbon = function (options) {
  38674. var pathArray = options.pathArray;
  38675. var closeArray = options.closeArray || false;
  38676. var closePath = options.closePath || false;
  38677. var invertUV = options.invertUV || false;
  38678. var defaultOffset = Math.floor(pathArray[0].length / 2);
  38679. var offset = options.offset || defaultOffset;
  38680. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  38681. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38682. var customUV = options.uvs;
  38683. var customColors = options.colors;
  38684. var positions = [];
  38685. var indices = [];
  38686. var normals = [];
  38687. var uvs = [];
  38688. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  38689. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  38690. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  38691. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  38692. var minlg; // minimal length among all paths from pathArray
  38693. var lg = []; // array of path lengths : nb of vertex per path
  38694. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  38695. var p; // path iterator
  38696. var i; // point iterator
  38697. var j; // point iterator
  38698. // if single path in pathArray
  38699. if (pathArray.length < 2) {
  38700. var ar1 = [];
  38701. var ar2 = [];
  38702. for (i = 0; i < pathArray[0].length - offset; i++) {
  38703. ar1.push(pathArray[0][i]);
  38704. ar2.push(pathArray[0][i + offset]);
  38705. }
  38706. pathArray = [ar1, ar2];
  38707. }
  38708. // positions and horizontal distances (u)
  38709. var idc = 0;
  38710. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  38711. var path;
  38712. var l;
  38713. minlg = pathArray[0].length;
  38714. var vectlg;
  38715. var dist;
  38716. for (p = 0; p < pathArray.length; p++) {
  38717. uTotalDistance[p] = 0;
  38718. us[p] = [0];
  38719. path = pathArray[p];
  38720. l = path.length;
  38721. minlg = (minlg < l) ? minlg : l;
  38722. j = 0;
  38723. while (j < l) {
  38724. positions.push(path[j].x, path[j].y, path[j].z);
  38725. if (j > 0) {
  38726. vectlg = path[j].subtract(path[j - 1]).length();
  38727. dist = vectlg + uTotalDistance[p];
  38728. us[p].push(dist);
  38729. uTotalDistance[p] = dist;
  38730. }
  38731. j++;
  38732. }
  38733. if (closePath) { // an extra hidden vertex is added in the "positions" array
  38734. j--;
  38735. positions.push(path[0].x, path[0].y, path[0].z);
  38736. vectlg = path[j].subtract(path[0]).length();
  38737. dist = vectlg + uTotalDistance[p];
  38738. us[p].push(dist);
  38739. uTotalDistance[p] = dist;
  38740. }
  38741. lg[p] = l + closePathCorr;
  38742. idx[p] = idc;
  38743. idc += (l + closePathCorr);
  38744. }
  38745. // vertical distances (v)
  38746. var path1;
  38747. var path2;
  38748. var vertex1 = null;
  38749. var vertex2 = null;
  38750. for (i = 0; i < minlg + closePathCorr; i++) {
  38751. vTotalDistance[i] = 0;
  38752. vs[i] = [0];
  38753. for (p = 0; p < pathArray.length - 1; p++) {
  38754. path1 = pathArray[p];
  38755. path2 = pathArray[p + 1];
  38756. if (i === minlg) { // closePath
  38757. vertex1 = path1[0];
  38758. vertex2 = path2[0];
  38759. }
  38760. else {
  38761. vertex1 = path1[i];
  38762. vertex2 = path2[i];
  38763. }
  38764. vectlg = vertex2.subtract(vertex1).length();
  38765. dist = vectlg + vTotalDistance[i];
  38766. vs[i].push(dist);
  38767. vTotalDistance[i] = dist;
  38768. }
  38769. if (closeArray && vertex2 && vertex1) {
  38770. path1 = pathArray[p];
  38771. path2 = pathArray[0];
  38772. if (i === minlg) { // closePath
  38773. vertex2 = path2[0];
  38774. }
  38775. vectlg = vertex2.subtract(vertex1).length();
  38776. dist = vectlg + vTotalDistance[i];
  38777. vTotalDistance[i] = dist;
  38778. }
  38779. }
  38780. // uvs
  38781. var u;
  38782. var v;
  38783. if (customUV) {
  38784. for (p = 0; p < customUV.length; p++) {
  38785. uvs.push(customUV[p].x, customUV[p].y);
  38786. }
  38787. }
  38788. else {
  38789. for (p = 0; p < pathArray.length; p++) {
  38790. for (i = 0; i < minlg + closePathCorr; i++) {
  38791. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  38792. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  38793. if (invertUV) {
  38794. uvs.push(v, u);
  38795. }
  38796. else {
  38797. uvs.push(u, v);
  38798. }
  38799. }
  38800. }
  38801. }
  38802. // indices
  38803. p = 0; // path index
  38804. var pi = 0; // positions array index
  38805. var l1 = lg[p] - 1; // path1 length
  38806. var l2 = lg[p + 1] - 1; // path2 length
  38807. var min = (l1 < l2) ? l1 : l2; // current path stop index
  38808. var shft = idx[1] - idx[0]; // shift
  38809. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  38810. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  38811. // 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
  38812. indices.push(pi, pi + shft, pi + 1);
  38813. indices.push(pi + shft + 1, pi + 1, pi + shft);
  38814. pi += 1;
  38815. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  38816. p++;
  38817. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  38818. shft = idx[0] - idx[p];
  38819. l1 = lg[p] - 1;
  38820. l2 = lg[0] - 1;
  38821. }
  38822. else {
  38823. shft = idx[p + 1] - idx[p];
  38824. l1 = lg[p] - 1;
  38825. l2 = lg[p + 1] - 1;
  38826. }
  38827. pi = idx[p];
  38828. min = (l1 < l2) ? l1 + pi : l2 + pi;
  38829. }
  38830. }
  38831. // normals
  38832. VertexData.ComputeNormals(positions, indices, normals);
  38833. if (closePath) { // update both the first and last vertex normals to their average value
  38834. var indexFirst = 0;
  38835. var indexLast = 0;
  38836. for (p = 0; p < pathArray.length; p++) {
  38837. indexFirst = idx[p] * 3;
  38838. if (p + 1 < pathArray.length) {
  38839. indexLast = (idx[p + 1] - 1) * 3;
  38840. }
  38841. else {
  38842. indexLast = normals.length - 3;
  38843. }
  38844. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  38845. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  38846. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  38847. normals[indexLast] = normals[indexFirst];
  38848. normals[indexLast + 1] = normals[indexFirst + 1];
  38849. normals[indexLast + 2] = normals[indexFirst + 2];
  38850. }
  38851. }
  38852. // sides
  38853. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38854. // Colors
  38855. var colors = null;
  38856. if (customColors) {
  38857. colors = new Float32Array(customColors.length * 4);
  38858. for (var c = 0; c < customColors.length; c++) {
  38859. colors[c * 4] = customColors[c].r;
  38860. colors[c * 4 + 1] = customColors[c].g;
  38861. colors[c * 4 + 2] = customColors[c].b;
  38862. colors[c * 4 + 3] = customColors[c].a;
  38863. }
  38864. }
  38865. // Result
  38866. var vertexData = new VertexData();
  38867. var positions32 = new Float32Array(positions);
  38868. var normals32 = new Float32Array(normals);
  38869. var uvs32 = new Float32Array(uvs);
  38870. vertexData.indices = indices;
  38871. vertexData.positions = positions32;
  38872. vertexData.normals = normals32;
  38873. vertexData.uvs = uvs32;
  38874. if (colors) {
  38875. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  38876. }
  38877. if (closePath) {
  38878. vertexData._idx = idx;
  38879. }
  38880. return vertexData;
  38881. };
  38882. /**
  38883. * Creates the VertexData for a box
  38884. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38885. * * size sets the width, height and depth of the box to the value of size, optional default 1
  38886. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  38887. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  38888. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  38889. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  38890. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  38891. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38892. * * 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)
  38893. * * 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)
  38894. * @returns the VertexData of the box
  38895. */
  38896. VertexData.CreateBox = function (options) {
  38897. var normalsSource = [
  38898. new BABYLON.Vector3(0, 0, 1),
  38899. new BABYLON.Vector3(0, 0, -1),
  38900. new BABYLON.Vector3(1, 0, 0),
  38901. new BABYLON.Vector3(-1, 0, 0),
  38902. new BABYLON.Vector3(0, 1, 0),
  38903. new BABYLON.Vector3(0, -1, 0)
  38904. ];
  38905. var indices = [];
  38906. var positions = [];
  38907. var normals = [];
  38908. var uvs = [];
  38909. var width = options.width || options.size || 1;
  38910. var height = options.height || options.size || 1;
  38911. var depth = options.depth || options.size || 1;
  38912. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38913. var faceUV = options.faceUV || new Array(6);
  38914. var faceColors = options.faceColors;
  38915. var colors = [];
  38916. // default face colors and UV if undefined
  38917. for (var f = 0; f < 6; f++) {
  38918. if (faceUV[f] === undefined) {
  38919. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  38920. }
  38921. if (faceColors && faceColors[f] === undefined) {
  38922. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  38923. }
  38924. }
  38925. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  38926. // Create each face in turn.
  38927. for (var index = 0; index < normalsSource.length; index++) {
  38928. var normal = normalsSource[index];
  38929. // Get two vectors perpendicular to the face normal and to each other.
  38930. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  38931. var side2 = BABYLON.Vector3.Cross(normal, side1);
  38932. // Six indices (two triangles) per face.
  38933. var verticesLength = positions.length / 3;
  38934. indices.push(verticesLength);
  38935. indices.push(verticesLength + 1);
  38936. indices.push(verticesLength + 2);
  38937. indices.push(verticesLength);
  38938. indices.push(verticesLength + 2);
  38939. indices.push(verticesLength + 3);
  38940. // Four vertices per face.
  38941. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  38942. positions.push(vertex.x, vertex.y, vertex.z);
  38943. normals.push(normal.x, normal.y, normal.z);
  38944. uvs.push(faceUV[index].z, faceUV[index].w);
  38945. if (faceColors) {
  38946. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38947. }
  38948. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  38949. positions.push(vertex.x, vertex.y, vertex.z);
  38950. normals.push(normal.x, normal.y, normal.z);
  38951. uvs.push(faceUV[index].x, faceUV[index].w);
  38952. if (faceColors) {
  38953. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38954. }
  38955. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  38956. positions.push(vertex.x, vertex.y, vertex.z);
  38957. normals.push(normal.x, normal.y, normal.z);
  38958. uvs.push(faceUV[index].x, faceUV[index].y);
  38959. if (faceColors) {
  38960. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38961. }
  38962. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  38963. positions.push(vertex.x, vertex.y, vertex.z);
  38964. normals.push(normal.x, normal.y, normal.z);
  38965. uvs.push(faceUV[index].z, faceUV[index].y);
  38966. if (faceColors) {
  38967. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38968. }
  38969. }
  38970. // sides
  38971. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38972. // Result
  38973. var vertexData = new VertexData();
  38974. vertexData.indices = indices;
  38975. vertexData.positions = positions;
  38976. vertexData.normals = normals;
  38977. vertexData.uvs = uvs;
  38978. if (faceColors) {
  38979. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  38980. vertexData.colors = totalColors;
  38981. }
  38982. return vertexData;
  38983. };
  38984. /**
  38985. * Creates the VertexData for an ellipsoid, defaults to a sphere
  38986. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38987. * * segments sets the number of horizontal strips optional, default 32
  38988. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  38989. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  38990. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  38991. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  38992. * * 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
  38993. * * 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
  38994. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38995. * * 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)
  38996. * * 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)
  38997. * @returns the VertexData of the ellipsoid
  38998. */
  38999. VertexData.CreateSphere = function (options) {
  39000. var segments = options.segments || 32;
  39001. var diameterX = options.diameterX || options.diameter || 1;
  39002. var diameterY = options.diameterY || options.diameter || 1;
  39003. var diameterZ = options.diameterZ || options.diameter || 1;
  39004. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39005. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  39006. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39007. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  39008. var totalZRotationSteps = 2 + segments;
  39009. var totalYRotationSteps = 2 * totalZRotationSteps;
  39010. var indices = [];
  39011. var positions = [];
  39012. var normals = [];
  39013. var uvs = [];
  39014. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  39015. var normalizedZ = zRotationStep / totalZRotationSteps;
  39016. var angleZ = normalizedZ * Math.PI * slice;
  39017. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  39018. var normalizedY = yRotationStep / totalYRotationSteps;
  39019. var angleY = normalizedY * Math.PI * 2 * arc;
  39020. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  39021. var rotationY = BABYLON.Matrix.RotationY(angleY);
  39022. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  39023. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  39024. var vertex = complete.multiply(radius);
  39025. var normal = complete.divide(radius).normalize();
  39026. positions.push(vertex.x, vertex.y, vertex.z);
  39027. normals.push(normal.x, normal.y, normal.z);
  39028. uvs.push(normalizedY, normalizedZ);
  39029. }
  39030. if (zRotationStep > 0) {
  39031. var verticesCount = positions.length / 3;
  39032. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  39033. indices.push((firstIndex));
  39034. indices.push((firstIndex + 1));
  39035. indices.push(firstIndex + totalYRotationSteps + 1);
  39036. indices.push((firstIndex + totalYRotationSteps + 1));
  39037. indices.push((firstIndex + 1));
  39038. indices.push((firstIndex + totalYRotationSteps + 2));
  39039. }
  39040. }
  39041. }
  39042. // Sides
  39043. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39044. // Result
  39045. var vertexData = new VertexData();
  39046. vertexData.indices = indices;
  39047. vertexData.positions = positions;
  39048. vertexData.normals = normals;
  39049. vertexData.uvs = uvs;
  39050. return vertexData;
  39051. };
  39052. /**
  39053. * Creates the VertexData for a cylinder, cone or prism
  39054. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39055. * * height sets the height (y direction) of the cylinder, optional, default 2
  39056. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  39057. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  39058. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  39059. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39060. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  39061. * * 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
  39062. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39063. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39064. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  39065. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  39066. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39067. * * 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)
  39068. * * 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)
  39069. * @returns the VertexData of the cylinder, cone or prism
  39070. */
  39071. VertexData.CreateCylinder = function (options) {
  39072. var height = options.height || 2;
  39073. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  39074. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  39075. var tessellation = options.tessellation || 24;
  39076. var subdivisions = options.subdivisions || 1;
  39077. var hasRings = options.hasRings ? true : false;
  39078. var enclose = options.enclose ? true : false;
  39079. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39080. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39081. var faceUV = options.faceUV || new Array(3);
  39082. var faceColors = options.faceColors;
  39083. // default face colors and UV if undefined
  39084. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  39085. var ringNb = (hasRings) ? subdivisions : 1;
  39086. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  39087. var f;
  39088. for (f = 0; f < surfaceNb; f++) {
  39089. if (faceColors && faceColors[f] === undefined) {
  39090. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39091. }
  39092. }
  39093. for (f = 0; f < surfaceNb; f++) {
  39094. if (faceUV && faceUV[f] === undefined) {
  39095. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39096. }
  39097. }
  39098. var indices = new Array();
  39099. var positions = new Array();
  39100. var normals = new Array();
  39101. var uvs = new Array();
  39102. var colors = new Array();
  39103. var angle_step = Math.PI * 2 * arc / tessellation;
  39104. var angle;
  39105. var h;
  39106. var radius;
  39107. var tan = (diameterBottom - diameterTop) / 2 / height;
  39108. var ringVertex = BABYLON.Vector3.Zero();
  39109. var ringNormal = BABYLON.Vector3.Zero();
  39110. var ringFirstVertex = BABYLON.Vector3.Zero();
  39111. var ringFirstNormal = BABYLON.Vector3.Zero();
  39112. var quadNormal = BABYLON.Vector3.Zero();
  39113. var Y = BABYLON.Axis.Y;
  39114. // positions, normals, uvs
  39115. var i;
  39116. var j;
  39117. var r;
  39118. var ringIdx = 1;
  39119. var s = 1; // surface index
  39120. var cs = 0;
  39121. var v = 0;
  39122. for (i = 0; i <= subdivisions; i++) {
  39123. h = i / subdivisions;
  39124. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39125. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39126. for (r = 0; r < ringIdx; r++) {
  39127. if (hasRings) {
  39128. s += r;
  39129. }
  39130. if (enclose) {
  39131. s += 2 * r;
  39132. }
  39133. for (j = 0; j <= tessellation; j++) {
  39134. angle = j * angle_step;
  39135. // position
  39136. ringVertex.x = Math.cos(-angle) * radius;
  39137. ringVertex.y = -height / 2 + h * height;
  39138. ringVertex.z = Math.sin(-angle) * radius;
  39139. // normal
  39140. if (diameterTop === 0 && i === subdivisions) {
  39141. // if no top cap, reuse former normals
  39142. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39143. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39144. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39145. }
  39146. else {
  39147. ringNormal.x = ringVertex.x;
  39148. ringNormal.z = ringVertex.z;
  39149. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39150. ringNormal.normalize();
  39151. }
  39152. // keep first ring vertex values for enclose
  39153. if (j === 0) {
  39154. ringFirstVertex.copyFrom(ringVertex);
  39155. ringFirstNormal.copyFrom(ringNormal);
  39156. }
  39157. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39158. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39159. if (hasRings) {
  39160. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39161. }
  39162. else {
  39163. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39164. }
  39165. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39166. if (faceColors) {
  39167. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39168. }
  39169. }
  39170. // if enclose, add four vertices and their dedicated normals
  39171. if (arc !== 1 && enclose) {
  39172. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39173. positions.push(0, ringVertex.y, 0);
  39174. positions.push(0, ringVertex.y, 0);
  39175. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39176. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39177. quadNormal.normalize();
  39178. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39179. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39180. quadNormal.normalize();
  39181. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39182. if (hasRings) {
  39183. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39184. }
  39185. else {
  39186. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39187. }
  39188. uvs.push(faceUV[s + 1].x, v);
  39189. uvs.push(faceUV[s + 1].z, v);
  39190. if (hasRings) {
  39191. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39192. }
  39193. else {
  39194. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39195. }
  39196. uvs.push(faceUV[s + 2].x, v);
  39197. uvs.push(faceUV[s + 2].z, v);
  39198. if (faceColors) {
  39199. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39200. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39201. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39202. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39203. }
  39204. }
  39205. if (cs !== s) {
  39206. cs = s;
  39207. }
  39208. }
  39209. }
  39210. // indices
  39211. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39212. var s;
  39213. i = 0;
  39214. for (s = 0; s < subdivisions; s++) {
  39215. var i0 = 0;
  39216. var i1 = 0;
  39217. var i2 = 0;
  39218. var i3 = 0;
  39219. for (j = 0; j < tessellation; j++) {
  39220. i0 = i * (e + 1) + j;
  39221. i1 = (i + 1) * (e + 1) + j;
  39222. i2 = i * (e + 1) + (j + 1);
  39223. i3 = (i + 1) * (e + 1) + (j + 1);
  39224. indices.push(i0, i1, i2);
  39225. indices.push(i3, i2, i1);
  39226. }
  39227. if (arc !== 1 && enclose) { // if enclose, add two quads
  39228. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39229. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39230. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39231. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39232. }
  39233. i = (hasRings) ? (i + 2) : (i + 1);
  39234. }
  39235. // Caps
  39236. var createCylinderCap = function (isTop) {
  39237. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39238. if (radius === 0) {
  39239. return;
  39240. }
  39241. // Cap positions, normals & uvs
  39242. var angle;
  39243. var circleVector;
  39244. var i;
  39245. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39246. var c = null;
  39247. if (faceColors) {
  39248. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39249. }
  39250. // cap center
  39251. var vbase = positions.length / 3;
  39252. var offset = isTop ? height / 2 : -height / 2;
  39253. var center = new BABYLON.Vector3(0, offset, 0);
  39254. positions.push(center.x, center.y, center.z);
  39255. normals.push(0, isTop ? 1 : -1, 0);
  39256. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39257. if (c) {
  39258. colors.push(c.r, c.g, c.b, c.a);
  39259. }
  39260. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39261. for (i = 0; i <= tessellation; i++) {
  39262. angle = Math.PI * 2 * i * arc / tessellation;
  39263. var cos = Math.cos(-angle);
  39264. var sin = Math.sin(-angle);
  39265. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39266. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39267. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39268. normals.push(0, isTop ? 1 : -1, 0);
  39269. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39270. if (c) {
  39271. colors.push(c.r, c.g, c.b, c.a);
  39272. }
  39273. }
  39274. // Cap indices
  39275. for (i = 0; i < tessellation; i++) {
  39276. if (!isTop) {
  39277. indices.push(vbase);
  39278. indices.push(vbase + (i + 1));
  39279. indices.push(vbase + (i + 2));
  39280. }
  39281. else {
  39282. indices.push(vbase);
  39283. indices.push(vbase + (i + 2));
  39284. indices.push(vbase + (i + 1));
  39285. }
  39286. }
  39287. };
  39288. // add caps to geometry
  39289. createCylinderCap(false);
  39290. createCylinderCap(true);
  39291. // Sides
  39292. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39293. var vertexData = new VertexData();
  39294. vertexData.indices = indices;
  39295. vertexData.positions = positions;
  39296. vertexData.normals = normals;
  39297. vertexData.uvs = uvs;
  39298. if (faceColors) {
  39299. vertexData.colors = colors;
  39300. }
  39301. return vertexData;
  39302. };
  39303. /**
  39304. * Creates the VertexData for a torus
  39305. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39306. * * diameter the diameter of the torus, optional default 1
  39307. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39308. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39309. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39310. * * 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)
  39311. * * 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)
  39312. * @returns the VertexData of the torus
  39313. */
  39314. VertexData.CreateTorus = function (options) {
  39315. var indices = [];
  39316. var positions = [];
  39317. var normals = [];
  39318. var uvs = [];
  39319. var diameter = options.diameter || 1;
  39320. var thickness = options.thickness || 0.5;
  39321. var tessellation = options.tessellation || 16;
  39322. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39323. var stride = tessellation + 1;
  39324. for (var i = 0; i <= tessellation; i++) {
  39325. var u = i / tessellation;
  39326. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39327. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39328. for (var j = 0; j <= tessellation; j++) {
  39329. var v = 1 - j / tessellation;
  39330. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39331. var dx = Math.cos(innerAngle);
  39332. var dy = Math.sin(innerAngle);
  39333. // Create a vertex.
  39334. var normal = new BABYLON.Vector3(dx, dy, 0);
  39335. var position = normal.scale(thickness / 2);
  39336. var textureCoordinate = new BABYLON.Vector2(u, v);
  39337. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39338. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39339. positions.push(position.x, position.y, position.z);
  39340. normals.push(normal.x, normal.y, normal.z);
  39341. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39342. // And create indices for two triangles.
  39343. var nextI = (i + 1) % stride;
  39344. var nextJ = (j + 1) % stride;
  39345. indices.push(i * stride + j);
  39346. indices.push(i * stride + nextJ);
  39347. indices.push(nextI * stride + j);
  39348. indices.push(i * stride + nextJ);
  39349. indices.push(nextI * stride + nextJ);
  39350. indices.push(nextI * stride + j);
  39351. }
  39352. }
  39353. // Sides
  39354. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39355. // Result
  39356. var vertexData = new VertexData();
  39357. vertexData.indices = indices;
  39358. vertexData.positions = positions;
  39359. vertexData.normals = normals;
  39360. vertexData.uvs = uvs;
  39361. return vertexData;
  39362. };
  39363. /**
  39364. * Creates the VertexData of the LineSystem
  39365. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39366. * - lines an array of lines, each line being an array of successive Vector3
  39367. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39368. * @returns the VertexData of the LineSystem
  39369. */
  39370. VertexData.CreateLineSystem = function (options) {
  39371. var indices = [];
  39372. var positions = [];
  39373. var lines = options.lines;
  39374. var colors = options.colors;
  39375. var vertexColors = [];
  39376. var idx = 0;
  39377. for (var l = 0; l < lines.length; l++) {
  39378. var points = lines[l];
  39379. for (var index = 0; index < points.length; index++) {
  39380. positions.push(points[index].x, points[index].y, points[index].z);
  39381. if (colors) {
  39382. var color = colors[l];
  39383. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39384. }
  39385. if (index > 0) {
  39386. indices.push(idx - 1);
  39387. indices.push(idx);
  39388. }
  39389. idx++;
  39390. }
  39391. }
  39392. var vertexData = new VertexData();
  39393. vertexData.indices = indices;
  39394. vertexData.positions = positions;
  39395. if (colors) {
  39396. vertexData.colors = vertexColors;
  39397. }
  39398. return vertexData;
  39399. };
  39400. /**
  39401. * Create the VertexData for a DashedLines
  39402. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39403. * - points an array successive Vector3
  39404. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39405. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39406. * - dashNb the intended total number of dashes, optional, default 200
  39407. * @returns the VertexData for the DashedLines
  39408. */
  39409. VertexData.CreateDashedLines = function (options) {
  39410. var dashSize = options.dashSize || 3;
  39411. var gapSize = options.gapSize || 1;
  39412. var dashNb = options.dashNb || 200;
  39413. var points = options.points;
  39414. var positions = new Array();
  39415. var indices = new Array();
  39416. var curvect = BABYLON.Vector3.Zero();
  39417. var lg = 0;
  39418. var nb = 0;
  39419. var shft = 0;
  39420. var dashshft = 0;
  39421. var curshft = 0;
  39422. var idx = 0;
  39423. var i = 0;
  39424. for (i = 0; i < points.length - 1; i++) {
  39425. points[i + 1].subtractToRef(points[i], curvect);
  39426. lg += curvect.length();
  39427. }
  39428. shft = lg / dashNb;
  39429. dashshft = dashSize * shft / (dashSize + gapSize);
  39430. for (i = 0; i < points.length - 1; i++) {
  39431. points[i + 1].subtractToRef(points[i], curvect);
  39432. nb = Math.floor(curvect.length() / shft);
  39433. curvect.normalize();
  39434. for (var j = 0; j < nb; j++) {
  39435. curshft = shft * j;
  39436. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39437. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39438. indices.push(idx, idx + 1);
  39439. idx += 2;
  39440. }
  39441. }
  39442. // Result
  39443. var vertexData = new VertexData();
  39444. vertexData.positions = positions;
  39445. vertexData.indices = indices;
  39446. return vertexData;
  39447. };
  39448. /**
  39449. * Creates the VertexData for a Ground
  39450. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39451. * - width the width (x direction) of the ground, optional, default 1
  39452. * - height the height (z direction) of the ground, optional, default 1
  39453. * - subdivisions the number of subdivisions per side, optional, default 1
  39454. * @returns the VertexData of the Ground
  39455. */
  39456. VertexData.CreateGround = function (options) {
  39457. var indices = [];
  39458. var positions = [];
  39459. var normals = [];
  39460. var uvs = [];
  39461. var row, col;
  39462. var width = options.width || 1;
  39463. var height = options.height || 1;
  39464. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39465. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39466. for (row = 0; row <= subdivisionsY; row++) {
  39467. for (col = 0; col <= subdivisionsX; col++) {
  39468. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39469. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39470. positions.push(position.x, position.y, position.z);
  39471. normals.push(normal.x, normal.y, normal.z);
  39472. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39473. }
  39474. }
  39475. for (row = 0; row < subdivisionsY; row++) {
  39476. for (col = 0; col < subdivisionsX; col++) {
  39477. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39478. indices.push(col + 1 + row * (subdivisionsX + 1));
  39479. indices.push(col + row * (subdivisionsX + 1));
  39480. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39481. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39482. indices.push(col + row * (subdivisionsX + 1));
  39483. }
  39484. }
  39485. // Result
  39486. var vertexData = new VertexData();
  39487. vertexData.indices = indices;
  39488. vertexData.positions = positions;
  39489. vertexData.normals = normals;
  39490. vertexData.uvs = uvs;
  39491. return vertexData;
  39492. };
  39493. /**
  39494. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39495. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39496. * * xmin the ground minimum X coordinate, optional, default -1
  39497. * * zmin the ground minimum Z coordinate, optional, default -1
  39498. * * xmax the ground maximum X coordinate, optional, default 1
  39499. * * zmax the ground maximum Z coordinate, optional, default 1
  39500. * * 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}
  39501. * * 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}
  39502. * @returns the VertexData of the TiledGround
  39503. */
  39504. VertexData.CreateTiledGround = function (options) {
  39505. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39506. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39507. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39508. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39509. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39510. var precision = options.precision || { w: 1, h: 1 };
  39511. var indices = new Array();
  39512. var positions = new Array();
  39513. var normals = new Array();
  39514. var uvs = new Array();
  39515. var row, col, tileRow, tileCol;
  39516. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39517. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39518. precision.w = (precision.w < 1) ? 1 : precision.w;
  39519. precision.h = (precision.h < 1) ? 1 : precision.h;
  39520. var tileSize = {
  39521. 'w': (xmax - xmin) / subdivisions.w,
  39522. 'h': (zmax - zmin) / subdivisions.h
  39523. };
  39524. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39525. // Indices
  39526. var base = positions.length / 3;
  39527. var rowLength = precision.w + 1;
  39528. for (row = 0; row < precision.h; row++) {
  39529. for (col = 0; col < precision.w; col++) {
  39530. var square = [
  39531. base + col + row * rowLength,
  39532. base + (col + 1) + row * rowLength,
  39533. base + (col + 1) + (row + 1) * rowLength,
  39534. base + col + (row + 1) * rowLength
  39535. ];
  39536. indices.push(square[1]);
  39537. indices.push(square[2]);
  39538. indices.push(square[3]);
  39539. indices.push(square[0]);
  39540. indices.push(square[1]);
  39541. indices.push(square[3]);
  39542. }
  39543. }
  39544. // Position, normals and uvs
  39545. var position = BABYLON.Vector3.Zero();
  39546. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39547. for (row = 0; row <= precision.h; row++) {
  39548. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39549. for (col = 0; col <= precision.w; col++) {
  39550. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39551. position.y = 0;
  39552. positions.push(position.x, position.y, position.z);
  39553. normals.push(normal.x, normal.y, normal.z);
  39554. uvs.push(col / precision.w, row / precision.h);
  39555. }
  39556. }
  39557. }
  39558. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39559. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39560. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39561. }
  39562. }
  39563. // Result
  39564. var vertexData = new VertexData();
  39565. vertexData.indices = indices;
  39566. vertexData.positions = positions;
  39567. vertexData.normals = normals;
  39568. vertexData.uvs = uvs;
  39569. return vertexData;
  39570. };
  39571. /**
  39572. * Creates the VertexData of the Ground designed from a heightmap
  39573. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39574. * * width the width (x direction) of the ground
  39575. * * height the height (z direction) of the ground
  39576. * * subdivisions the number of subdivisions per side
  39577. * * minHeight the minimum altitude on the ground, optional, default 0
  39578. * * maxHeight the maximum altitude on the ground, optional default 1
  39579. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39580. * * buffer the array holding the image color data
  39581. * * bufferWidth the width of image
  39582. * * bufferHeight the height of image
  39583. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39584. * @returns the VertexData of the Ground designed from a heightmap
  39585. */
  39586. VertexData.CreateGroundFromHeightMap = function (options) {
  39587. var indices = [];
  39588. var positions = [];
  39589. var normals = [];
  39590. var uvs = [];
  39591. var row, col;
  39592. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39593. var alphaFilter = options.alphaFilter || 0.0;
  39594. // Vertices
  39595. for (row = 0; row <= options.subdivisions; row++) {
  39596. for (col = 0; col <= options.subdivisions; col++) {
  39597. 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));
  39598. // Compute height
  39599. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39600. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39601. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39602. var r = options.buffer[pos] / 255.0;
  39603. var g = options.buffer[pos + 1] / 255.0;
  39604. var b = options.buffer[pos + 2] / 255.0;
  39605. var a = options.buffer[pos + 3] / 255.0;
  39606. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39607. // If our alpha channel is not within our filter then we will assign a 'special' height
  39608. // Then when building the indices, we will ignore any vertex that is using the special height
  39609. if (a >= alphaFilter) {
  39610. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39611. }
  39612. else {
  39613. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39614. }
  39615. // Add vertex
  39616. positions.push(position.x, position.y, position.z);
  39617. normals.push(0, 0, 0);
  39618. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39619. }
  39620. }
  39621. // Indices
  39622. for (row = 0; row < options.subdivisions; row++) {
  39623. for (col = 0; col < options.subdivisions; col++) {
  39624. // Calculate Indices
  39625. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39626. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39627. var idx3 = (col + row * (options.subdivisions + 1));
  39628. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39629. // Check that all indices are visible (based on our special height)
  39630. // Only display the vertex if all Indices are visible
  39631. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39632. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39633. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39634. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39635. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39636. indices.push(idx1);
  39637. indices.push(idx2);
  39638. indices.push(idx3);
  39639. }
  39640. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39641. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39642. indices.push(idx4);
  39643. indices.push(idx1);
  39644. indices.push(idx3);
  39645. }
  39646. }
  39647. }
  39648. // Normals
  39649. VertexData.ComputeNormals(positions, indices, normals);
  39650. // Result
  39651. var vertexData = new VertexData();
  39652. vertexData.indices = indices;
  39653. vertexData.positions = positions;
  39654. vertexData.normals = normals;
  39655. vertexData.uvs = uvs;
  39656. return vertexData;
  39657. };
  39658. /**
  39659. * Creates the VertexData for a Plane
  39660. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  39661. * * size sets the width and height of the plane to the value of size, optional default 1
  39662. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  39663. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  39664. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39665. * * 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)
  39666. * * 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)
  39667. * @returns the VertexData of the box
  39668. */
  39669. VertexData.CreatePlane = function (options) {
  39670. var indices = [];
  39671. var positions = [];
  39672. var normals = [];
  39673. var uvs = [];
  39674. var width = options.width || options.size || 1;
  39675. var height = options.height || options.size || 1;
  39676. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39677. // Vertices
  39678. var halfWidth = width / 2.0;
  39679. var halfHeight = height / 2.0;
  39680. positions.push(-halfWidth, -halfHeight, 0);
  39681. normals.push(0, 0, -1.0);
  39682. uvs.push(0.0, 0.0);
  39683. positions.push(halfWidth, -halfHeight, 0);
  39684. normals.push(0, 0, -1.0);
  39685. uvs.push(1.0, 0.0);
  39686. positions.push(halfWidth, halfHeight, 0);
  39687. normals.push(0, 0, -1.0);
  39688. uvs.push(1.0, 1.0);
  39689. positions.push(-halfWidth, halfHeight, 0);
  39690. normals.push(0, 0, -1.0);
  39691. uvs.push(0.0, 1.0);
  39692. // Indices
  39693. indices.push(0);
  39694. indices.push(1);
  39695. indices.push(2);
  39696. indices.push(0);
  39697. indices.push(2);
  39698. indices.push(3);
  39699. // Sides
  39700. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39701. // Result
  39702. var vertexData = new VertexData();
  39703. vertexData.indices = indices;
  39704. vertexData.positions = positions;
  39705. vertexData.normals = normals;
  39706. vertexData.uvs = uvs;
  39707. return vertexData;
  39708. };
  39709. /**
  39710. * Creates the VertexData of the Disc or regular Polygon
  39711. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  39712. * * radius the radius of the disc, optional default 0.5
  39713. * * tessellation the number of polygon sides, optional, default 64
  39714. * * 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
  39715. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39716. * * 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)
  39717. * * 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)
  39718. * @returns the VertexData of the box
  39719. */
  39720. VertexData.CreateDisc = function (options) {
  39721. var positions = new Array();
  39722. var indices = new Array();
  39723. var normals = new Array();
  39724. var uvs = new Array();
  39725. var radius = options.radius || 0.5;
  39726. var tessellation = options.tessellation || 64;
  39727. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39728. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39729. // positions and uvs
  39730. positions.push(0, 0, 0); // disc center first
  39731. uvs.push(0.5, 0.5);
  39732. var theta = Math.PI * 2 * arc;
  39733. var step = theta / tessellation;
  39734. for (var a = 0; a < theta; a += step) {
  39735. var x = Math.cos(a);
  39736. var y = Math.sin(a);
  39737. var u = (x + 1) / 2;
  39738. var v = (1 - y) / 2;
  39739. positions.push(radius * x, radius * y, 0);
  39740. uvs.push(u, v);
  39741. }
  39742. if (arc === 1) {
  39743. positions.push(positions[3], positions[4], positions[5]); // close the circle
  39744. uvs.push(uvs[2], uvs[3]);
  39745. }
  39746. //indices
  39747. var vertexNb = positions.length / 3;
  39748. for (var i = 1; i < vertexNb - 1; i++) {
  39749. indices.push(i + 1, 0, i);
  39750. }
  39751. // result
  39752. VertexData.ComputeNormals(positions, indices, normals);
  39753. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39754. var vertexData = new VertexData();
  39755. vertexData.indices = indices;
  39756. vertexData.positions = positions;
  39757. vertexData.normals = normals;
  39758. vertexData.uvs = uvs;
  39759. return vertexData;
  39760. };
  39761. /**
  39762. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  39763. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  39764. * @param polygon a mesh built from polygonTriangulation.build()
  39765. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39766. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39767. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39768. * @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)
  39769. * @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)
  39770. * @returns the VertexData of the Polygon
  39771. */
  39772. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  39773. var faceUV = fUV || new Array(3);
  39774. var faceColors = fColors;
  39775. var colors = [];
  39776. // default face colors and UV if undefined
  39777. for (var f = 0; f < 3; f++) {
  39778. if (faceUV[f] === undefined) {
  39779. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39780. }
  39781. if (faceColors && faceColors[f] === undefined) {
  39782. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39783. }
  39784. }
  39785. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  39786. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  39787. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  39788. var indices = polygon.getIndices();
  39789. // set face colours and textures
  39790. var idx = 0;
  39791. var face = 0;
  39792. for (var index = 0; index < normals.length; index += 3) {
  39793. //Edge Face no. 1
  39794. if (Math.abs(normals[index + 1]) < 0.001) {
  39795. face = 1;
  39796. }
  39797. //Top Face no. 0
  39798. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  39799. face = 0;
  39800. }
  39801. //Bottom Face no. 2
  39802. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  39803. face = 2;
  39804. }
  39805. idx = index / 3;
  39806. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  39807. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  39808. if (faceColors) {
  39809. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  39810. }
  39811. }
  39812. // sides
  39813. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  39814. // Result
  39815. var vertexData = new VertexData();
  39816. vertexData.indices = indices;
  39817. vertexData.positions = positions;
  39818. vertexData.normals = normals;
  39819. vertexData.uvs = uvs;
  39820. if (faceColors) {
  39821. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39822. vertexData.colors = totalColors;
  39823. }
  39824. return vertexData;
  39825. };
  39826. /**
  39827. * Creates the VertexData of the IcoSphere
  39828. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  39829. * * radius the radius of the IcoSphere, optional default 1
  39830. * * radiusX allows stretching in the x direction, optional, default radius
  39831. * * radiusY allows stretching in the y direction, optional, default radius
  39832. * * radiusZ allows stretching in the z direction, optional, default radius
  39833. * * flat when true creates a flat shaded mesh, optional, default true
  39834. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  39835. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39836. * * 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)
  39837. * * 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)
  39838. * @returns the VertexData of the IcoSphere
  39839. */
  39840. VertexData.CreateIcoSphere = function (options) {
  39841. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39842. var radius = options.radius || 1;
  39843. var flat = (options.flat === undefined) ? true : options.flat;
  39844. var subdivisions = options.subdivisions || 4;
  39845. var radiusX = options.radiusX || radius;
  39846. var radiusY = options.radiusY || radius;
  39847. var radiusZ = options.radiusZ || radius;
  39848. var t = (1 + Math.sqrt(5)) / 2;
  39849. // 12 vertex x,y,z
  39850. var ico_vertices = [
  39851. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  39852. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  39853. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  39854. ];
  39855. // index of 3 vertex makes a face of icopshere
  39856. var ico_indices = [
  39857. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  39858. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  39859. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  39860. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  39861. ];
  39862. // vertex for uv have aliased position, not for UV
  39863. var vertices_unalias_id = [
  39864. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  39865. // vertex alias
  39866. 0,
  39867. 2,
  39868. 3,
  39869. 3,
  39870. 3,
  39871. 4,
  39872. 7,
  39873. 8,
  39874. 9,
  39875. 9,
  39876. 10,
  39877. 11 // 23: B + 12
  39878. ];
  39879. // uv as integer step (not pixels !)
  39880. var ico_vertexuv = [
  39881. 5, 1, 3, 1, 6, 4, 0, 0,
  39882. 5, 3, 4, 2, 2, 2, 4, 0,
  39883. 2, 0, 1, 1, 6, 0, 6, 2,
  39884. // vertex alias (for same vertex on different faces)
  39885. 0, 4,
  39886. 3, 3,
  39887. 4, 4,
  39888. 3, 1,
  39889. 4, 2,
  39890. 4, 4,
  39891. 0, 2,
  39892. 1, 1,
  39893. 2, 2,
  39894. 3, 3,
  39895. 1, 3,
  39896. 2, 4 // 23: B + 12
  39897. ];
  39898. // Vertices[0, 1, ...9, A, B] : position on UV plane
  39899. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  39900. // First island of uv mapping
  39901. // v = 4h 3+ 2
  39902. // v = 3h 9+ 4
  39903. // v = 2h 9+ 5 B
  39904. // v = 1h 9 1 0
  39905. // v = 0h 3 8 7 A
  39906. // u = 0 1 2 3 4 5 6 *a
  39907. // Second island of uv mapping
  39908. // v = 4h 0+ B+ 4+
  39909. // v = 3h A+ 2+
  39910. // v = 2h 7+ 6 3+
  39911. // v = 1h 8+ 3+
  39912. // v = 0h
  39913. // u = 0 1 2 3 4 5 6 *a
  39914. // Face layout on texture UV mapping
  39915. // ============
  39916. // \ 4 /\ 16 / ======
  39917. // \ / \ / /\ 11 /
  39918. // \/ 7 \/ / \ /
  39919. // ======= / 10 \/
  39920. // /\ 17 /\ =======
  39921. // / \ / \ \ 15 /\
  39922. // / 8 \/ 12 \ \ / \
  39923. // ============ \/ 6 \
  39924. // \ 18 /\ ============
  39925. // \ / \ \ 5 /\ 0 /
  39926. // \/ 13 \ \ / \ /
  39927. // ======= \/ 1 \/
  39928. // =============
  39929. // /\ 19 /\ 2 /\
  39930. // / \ / \ / \
  39931. // / 14 \/ 9 \/ 3 \
  39932. // ===================
  39933. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  39934. var ustep = 138 / 1024;
  39935. var vstep = 239 / 1024;
  39936. var uoffset = 60 / 1024;
  39937. var voffset = 26 / 1024;
  39938. // Second island should have margin, not to touch the first island
  39939. // avoid any borderline artefact in pixel rounding
  39940. var island_u_offset = -40 / 1024;
  39941. var island_v_offset = +20 / 1024;
  39942. // face is either island 0 or 1 :
  39943. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  39944. var island = [
  39945. 0, 0, 0, 0, 1,
  39946. 0, 0, 1, 1, 0,
  39947. 0, 0, 1, 1, 0,
  39948. 0, 1, 1, 1, 0 // 15 - 19
  39949. ];
  39950. var indices = new Array();
  39951. var positions = new Array();
  39952. var normals = new Array();
  39953. var uvs = new Array();
  39954. var current_indice = 0;
  39955. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  39956. var face_vertex_pos = new Array(3);
  39957. var face_vertex_uv = new Array(3);
  39958. var v012;
  39959. for (v012 = 0; v012 < 3; v012++) {
  39960. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  39961. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  39962. }
  39963. // create all with normals
  39964. for (var face = 0; face < 20; face++) {
  39965. // 3 vertex per face
  39966. for (v012 = 0; v012 < 3; v012++) {
  39967. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  39968. var v_id = ico_indices[3 * face + v012];
  39969. // vertex have 3D position (x,y,z)
  39970. 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]);
  39971. // Normalize to get normal, then scale to radius
  39972. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  39973. // uv Coordinates from vertex ID
  39974. 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);
  39975. }
  39976. // Subdivide the face (interpolate pos, norm, uv)
  39977. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  39978. // - norm is linear interpolation of vertex corner normal
  39979. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  39980. // - uv is linear interpolation
  39981. //
  39982. // Topology is as below for sub-divide by 2
  39983. // vertex shown as v0,v1,v2
  39984. // interp index is i1 to progress in range [v0,v1[
  39985. // interp index is i2 to progress in range [v0,v2[
  39986. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  39987. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  39988. //
  39989. //
  39990. // i2 v2
  39991. // ^ ^
  39992. // / / \
  39993. // / / \
  39994. // / / \
  39995. // / / (0,1) \
  39996. // / #---------\
  39997. // / / \ (0,0)'/ \
  39998. // / / \ / \
  39999. // / / \ / \
  40000. // / / (0,0) \ / (1,0) \
  40001. // / #---------#---------\
  40002. // v0 v1
  40003. //
  40004. // --------------------> i1
  40005. //
  40006. // interp of (i1,i2):
  40007. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  40008. // along i1 : lerp(x0,x1, i1/(S-i2))
  40009. //
  40010. // centroid of triangle is needed to get help normal computation
  40011. // (c1,c2) are used for centroid location
  40012. var interp_vertex = function (i1, i2, c1, c2) {
  40013. // vertex is interpolated from
  40014. // - face_vertex_pos[0..2]
  40015. // - face_vertex_uv[0..2]
  40016. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  40017. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  40018. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  40019. pos_interp.normalize();
  40020. var vertex_normal;
  40021. if (flat) {
  40022. // in flat mode, recalculate normal as face centroid normal
  40023. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  40024. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  40025. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  40026. }
  40027. else {
  40028. // in smooth mode, recalculate normal from each single vertex position
  40029. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  40030. }
  40031. // Vertex normal need correction due to X,Y,Z radius scaling
  40032. vertex_normal.x /= radiusX;
  40033. vertex_normal.y /= radiusY;
  40034. vertex_normal.z /= radiusZ;
  40035. vertex_normal.normalize();
  40036. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  40037. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  40038. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  40039. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  40040. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  40041. uvs.push(uv_interp.x, uv_interp.y);
  40042. // push each vertex has member of a face
  40043. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  40044. indices.push(current_indice);
  40045. current_indice++;
  40046. };
  40047. for (var i2 = 0; i2 < subdivisions; i2++) {
  40048. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  40049. // face : (i1,i2) for /\ :
  40050. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  40051. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40052. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40053. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40054. if (i1 + i2 + 1 < subdivisions) {
  40055. // face : (i1,i2)' for \/ :
  40056. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40057. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40058. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40059. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40060. }
  40061. }
  40062. }
  40063. }
  40064. // Sides
  40065. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40066. // Result
  40067. var vertexData = new VertexData();
  40068. vertexData.indices = indices;
  40069. vertexData.positions = positions;
  40070. vertexData.normals = normals;
  40071. vertexData.uvs = uvs;
  40072. return vertexData;
  40073. };
  40074. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  40075. /**
  40076. * Creates the VertexData for a Polyhedron
  40077. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  40078. * * type provided types are:
  40079. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40080. * * 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)
  40081. * * size the size of the IcoSphere, optional default 1
  40082. * * sizeX allows stretching in the x direction, optional, default size
  40083. * * sizeY allows stretching in the y direction, optional, default size
  40084. * * sizeZ allows stretching in the z direction, optional, default size
  40085. * * 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
  40086. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40087. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40088. * * flat when true creates a flat shaded mesh, optional, default true
  40089. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40090. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40091. * * 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)
  40092. * * 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)
  40093. * @returns the VertexData of the Polyhedron
  40094. */
  40095. VertexData.CreatePolyhedron = function (options) {
  40096. // provided polyhedron types :
  40097. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40098. // 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)
  40099. var polyhedra = [];
  40100. 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]] };
  40101. 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]] };
  40102. polyhedra[2] = {
  40103. 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]],
  40104. 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]]
  40105. };
  40106. polyhedra[3] = {
  40107. 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]],
  40108. 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]]
  40109. };
  40110. polyhedra[4] = {
  40111. 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]],
  40112. 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]]
  40113. };
  40114. 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]] };
  40115. 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]] };
  40116. 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]] };
  40117. 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]] };
  40118. 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]] };
  40119. 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]] };
  40120. 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]] };
  40121. 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]] };
  40122. 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]] };
  40123. polyhedra[14] = {
  40124. 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]],
  40125. 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]]
  40126. };
  40127. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40128. var size = options.size;
  40129. var sizeX = options.sizeX || size || 1;
  40130. var sizeY = options.sizeY || size || 1;
  40131. var sizeZ = options.sizeZ || size || 1;
  40132. var data = options.custom || polyhedra[type];
  40133. var nbfaces = data.face.length;
  40134. var faceUV = options.faceUV || new Array(nbfaces);
  40135. var faceColors = options.faceColors;
  40136. var flat = (options.flat === undefined) ? true : options.flat;
  40137. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40138. var positions = new Array();
  40139. var indices = new Array();
  40140. var normals = new Array();
  40141. var uvs = new Array();
  40142. var colors = new Array();
  40143. var index = 0;
  40144. var faceIdx = 0; // face cursor in the array "indexes"
  40145. var indexes = new Array();
  40146. var i = 0;
  40147. var f = 0;
  40148. var u, v, ang, x, y, tmp;
  40149. // default face colors and UV if undefined
  40150. if (flat) {
  40151. for (f = 0; f < nbfaces; f++) {
  40152. if (faceColors && faceColors[f] === undefined) {
  40153. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40154. }
  40155. if (faceUV && faceUV[f] === undefined) {
  40156. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40157. }
  40158. }
  40159. }
  40160. if (!flat) {
  40161. for (i = 0; i < data.vertex.length; i++) {
  40162. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40163. uvs.push(0, 0);
  40164. }
  40165. for (f = 0; f < nbfaces; f++) {
  40166. for (i = 0; i < data.face[f].length - 2; i++) {
  40167. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40168. }
  40169. }
  40170. }
  40171. else {
  40172. for (f = 0; f < nbfaces; f++) {
  40173. var fl = data.face[f].length; // number of vertices of the current face
  40174. ang = 2 * Math.PI / fl;
  40175. x = 0.5 * Math.tan(ang / 2);
  40176. y = 0.5;
  40177. // positions, uvs, colors
  40178. for (i = 0; i < fl; i++) {
  40179. // positions
  40180. 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);
  40181. indexes.push(index);
  40182. index++;
  40183. // uvs
  40184. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40185. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40186. uvs.push(u, v);
  40187. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40188. y = x * Math.sin(ang) + y * Math.cos(ang);
  40189. x = tmp;
  40190. // colors
  40191. if (faceColors) {
  40192. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40193. }
  40194. }
  40195. // indices from indexes
  40196. for (i = 0; i < fl - 2; i++) {
  40197. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40198. }
  40199. faceIdx += fl;
  40200. }
  40201. }
  40202. VertexData.ComputeNormals(positions, indices, normals);
  40203. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40204. var vertexData = new VertexData();
  40205. vertexData.positions = positions;
  40206. vertexData.indices = indices;
  40207. vertexData.normals = normals;
  40208. vertexData.uvs = uvs;
  40209. if (faceColors && flat) {
  40210. vertexData.colors = colors;
  40211. }
  40212. return vertexData;
  40213. };
  40214. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40215. /**
  40216. * Creates the VertexData for a TorusKnot
  40217. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40218. * * radius the radius of the torus knot, optional, default 2
  40219. * * tube the thickness of the tube, optional, default 0.5
  40220. * * radialSegments the number of sides on each tube segments, optional, default 32
  40221. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40222. * * p the number of windings around the z axis, optional, default 2
  40223. * * q the number of windings around the x axis, optional, default 3
  40224. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40225. * * 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)
  40226. * * 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)
  40227. * @returns the VertexData of the Torus Knot
  40228. */
  40229. VertexData.CreateTorusKnot = function (options) {
  40230. var indices = new Array();
  40231. var positions = new Array();
  40232. var normals = new Array();
  40233. var uvs = new Array();
  40234. var radius = options.radius || 2;
  40235. var tube = options.tube || 0.5;
  40236. var radialSegments = options.radialSegments || 32;
  40237. var tubularSegments = options.tubularSegments || 32;
  40238. var p = options.p || 2;
  40239. var q = options.q || 3;
  40240. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40241. // Helper
  40242. var getPos = function (angle) {
  40243. var cu = Math.cos(angle);
  40244. var su = Math.sin(angle);
  40245. var quOverP = q / p * angle;
  40246. var cs = Math.cos(quOverP);
  40247. var tx = radius * (2 + cs) * 0.5 * cu;
  40248. var ty = radius * (2 + cs) * su * 0.5;
  40249. var tz = radius * Math.sin(quOverP) * 0.5;
  40250. return new BABYLON.Vector3(tx, ty, tz);
  40251. };
  40252. // Vertices
  40253. var i;
  40254. var j;
  40255. for (i = 0; i <= radialSegments; i++) {
  40256. var modI = i % radialSegments;
  40257. var u = modI / radialSegments * 2 * p * Math.PI;
  40258. var p1 = getPos(u);
  40259. var p2 = getPos(u + 0.01);
  40260. var tang = p2.subtract(p1);
  40261. var n = p2.add(p1);
  40262. var bitan = BABYLON.Vector3.Cross(tang, n);
  40263. n = BABYLON.Vector3.Cross(bitan, tang);
  40264. bitan.normalize();
  40265. n.normalize();
  40266. for (j = 0; j < tubularSegments; j++) {
  40267. var modJ = j % tubularSegments;
  40268. var v = modJ / tubularSegments * 2 * Math.PI;
  40269. var cx = -tube * Math.cos(v);
  40270. var cy = tube * Math.sin(v);
  40271. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40272. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40273. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40274. uvs.push(i / radialSegments);
  40275. uvs.push(j / tubularSegments);
  40276. }
  40277. }
  40278. for (i = 0; i < radialSegments; i++) {
  40279. for (j = 0; j < tubularSegments; j++) {
  40280. var jNext = (j + 1) % tubularSegments;
  40281. var a = i * tubularSegments + j;
  40282. var b = (i + 1) * tubularSegments + j;
  40283. var c = (i + 1) * tubularSegments + jNext;
  40284. var d = i * tubularSegments + jNext;
  40285. indices.push(d);
  40286. indices.push(b);
  40287. indices.push(a);
  40288. indices.push(d);
  40289. indices.push(c);
  40290. indices.push(b);
  40291. }
  40292. }
  40293. // Normals
  40294. VertexData.ComputeNormals(positions, indices, normals);
  40295. // Sides
  40296. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40297. // Result
  40298. var vertexData = new VertexData();
  40299. vertexData.indices = indices;
  40300. vertexData.positions = positions;
  40301. vertexData.normals = normals;
  40302. vertexData.uvs = uvs;
  40303. return vertexData;
  40304. };
  40305. // Tools
  40306. /**
  40307. * Compute normals for given positions and indices
  40308. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40309. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40310. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40311. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40312. * * facetNormals : optional array of facet normals (vector3)
  40313. * * facetPositions : optional array of facet positions (vector3)
  40314. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40315. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40316. * * bInfo : optional bounding info, required for facetPartitioning computation
  40317. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40318. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40319. * * useRightHandedSystem: optional boolean to for right handed system computation
  40320. * * depthSort : optional boolean to enable the facet depth sort computation
  40321. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40322. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40323. */
  40324. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40325. // temporary scalar variables
  40326. var index = 0; // facet index
  40327. var p1p2x = 0.0; // p1p2 vector x coordinate
  40328. var p1p2y = 0.0; // p1p2 vector y coordinate
  40329. var p1p2z = 0.0; // p1p2 vector z coordinate
  40330. var p3p2x = 0.0; // p3p2 vector x coordinate
  40331. var p3p2y = 0.0; // p3p2 vector y coordinate
  40332. var p3p2z = 0.0; // p3p2 vector z coordinate
  40333. var faceNormalx = 0.0; // facet normal x coordinate
  40334. var faceNormaly = 0.0; // facet normal y coordinate
  40335. var faceNormalz = 0.0; // facet normal z coordinate
  40336. var length = 0.0; // facet normal length before normalization
  40337. var v1x = 0; // vector1 x index in the positions array
  40338. var v1y = 0; // vector1 y index in the positions array
  40339. var v1z = 0; // vector1 z index in the positions array
  40340. var v2x = 0; // vector2 x index in the positions array
  40341. var v2y = 0; // vector2 y index in the positions array
  40342. var v2z = 0; // vector2 z index in the positions array
  40343. var v3x = 0; // vector3 x index in the positions array
  40344. var v3y = 0; // vector3 y index in the positions array
  40345. var v3z = 0; // vector3 z index in the positions array
  40346. var computeFacetNormals = false;
  40347. var computeFacetPositions = false;
  40348. var computeFacetPartitioning = false;
  40349. var computeDepthSort = false;
  40350. var faceNormalSign = 1;
  40351. var ratio = 0;
  40352. var distanceTo = null;
  40353. if (options) {
  40354. computeFacetNormals = (options.facetNormals) ? true : false;
  40355. computeFacetPositions = (options.facetPositions) ? true : false;
  40356. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40357. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40358. ratio = options.ratio || 0;
  40359. computeDepthSort = (options.depthSort) ? true : false;
  40360. distanceTo = (options.distanceTo);
  40361. if (computeDepthSort) {
  40362. if (distanceTo === undefined) {
  40363. distanceTo = BABYLON.Vector3.Zero();
  40364. }
  40365. var depthSortedFacets = options.depthSortedFacets;
  40366. }
  40367. }
  40368. // facetPartitioning reinit if needed
  40369. var xSubRatio = 0;
  40370. var ySubRatio = 0;
  40371. var zSubRatio = 0;
  40372. var subSq = 0;
  40373. if (computeFacetPartitioning && options && options.bbSize) {
  40374. var ox = 0; // X partitioning index for facet position
  40375. var oy = 0; // Y partinioning index for facet position
  40376. var oz = 0; // Z partinioning index for facet position
  40377. var b1x = 0; // X partitioning index for facet v1 vertex
  40378. var b1y = 0; // Y partitioning index for facet v1 vertex
  40379. var b1z = 0; // z partitioning index for facet v1 vertex
  40380. var b2x = 0; // X partitioning index for facet v2 vertex
  40381. var b2y = 0; // Y partitioning index for facet v2 vertex
  40382. var b2z = 0; // Z partitioning index for facet v2 vertex
  40383. var b3x = 0; // X partitioning index for facet v3 vertex
  40384. var b3y = 0; // Y partitioning index for facet v3 vertex
  40385. var b3z = 0; // Z partitioning index for facet v3 vertex
  40386. var block_idx_o = 0; // facet barycenter block index
  40387. var block_idx_v1 = 0; // v1 vertex block index
  40388. var block_idx_v2 = 0; // v2 vertex block index
  40389. var block_idx_v3 = 0; // v3 vertex block index
  40390. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40391. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40392. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40393. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40394. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40395. subSq = options.subDiv.max * options.subDiv.max;
  40396. options.facetPartitioning.length = 0;
  40397. }
  40398. // reset the normals
  40399. for (index = 0; index < positions.length; index++) {
  40400. normals[index] = 0.0;
  40401. }
  40402. // Loop : 1 indice triplet = 1 facet
  40403. var nbFaces = (indices.length / 3) | 0;
  40404. for (index = 0; index < nbFaces; index++) {
  40405. // get the indexes of the coordinates of each vertex of the facet
  40406. v1x = indices[index * 3] * 3;
  40407. v1y = v1x + 1;
  40408. v1z = v1x + 2;
  40409. v2x = indices[index * 3 + 1] * 3;
  40410. v2y = v2x + 1;
  40411. v2z = v2x + 2;
  40412. v3x = indices[index * 3 + 2] * 3;
  40413. v3y = v3x + 1;
  40414. v3z = v3x + 2;
  40415. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40416. p1p2y = positions[v1y] - positions[v2y];
  40417. p1p2z = positions[v1z] - positions[v2z];
  40418. p3p2x = positions[v3x] - positions[v2x];
  40419. p3p2y = positions[v3y] - positions[v2y];
  40420. p3p2z = positions[v3z] - positions[v2z];
  40421. // compute the face normal with the cross product
  40422. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40423. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40424. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40425. // normalize this normal and store it in the array facetData
  40426. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40427. length = (length === 0) ? 1.0 : length;
  40428. faceNormalx /= length;
  40429. faceNormaly /= length;
  40430. faceNormalz /= length;
  40431. if (computeFacetNormals && options) {
  40432. options.facetNormals[index].x = faceNormalx;
  40433. options.facetNormals[index].y = faceNormaly;
  40434. options.facetNormals[index].z = faceNormalz;
  40435. }
  40436. if (computeFacetPositions && options) {
  40437. // compute and the facet barycenter coordinates in the array facetPositions
  40438. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40439. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40440. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40441. }
  40442. if (computeFacetPartitioning && options) {
  40443. // store the facet indexes in arrays in the main facetPartitioning array :
  40444. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40445. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40446. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40447. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40448. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40449. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40450. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40451. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40452. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40453. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40454. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40455. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40456. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40457. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40458. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40459. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40460. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40461. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40462. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40463. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40464. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40465. // push each facet index in each block containing the vertex
  40466. options.facetPartitioning[block_idx_v1].push(index);
  40467. if (block_idx_v2 != block_idx_v1) {
  40468. options.facetPartitioning[block_idx_v2].push(index);
  40469. }
  40470. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40471. options.facetPartitioning[block_idx_v3].push(index);
  40472. }
  40473. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40474. options.facetPartitioning[block_idx_o].push(index);
  40475. }
  40476. }
  40477. if (computeDepthSort && options && options.facetPositions) {
  40478. var dsf = depthSortedFacets[index];
  40479. dsf.ind = index * 3;
  40480. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40481. }
  40482. // compute the normals anyway
  40483. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40484. normals[v1y] += faceNormaly;
  40485. normals[v1z] += faceNormalz;
  40486. normals[v2x] += faceNormalx;
  40487. normals[v2y] += faceNormaly;
  40488. normals[v2z] += faceNormalz;
  40489. normals[v3x] += faceNormalx;
  40490. normals[v3y] += faceNormaly;
  40491. normals[v3z] += faceNormalz;
  40492. }
  40493. // last normalization of each normal
  40494. for (index = 0; index < normals.length / 3; index++) {
  40495. faceNormalx = normals[index * 3];
  40496. faceNormaly = normals[index * 3 + 1];
  40497. faceNormalz = normals[index * 3 + 2];
  40498. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40499. length = (length === 0) ? 1.0 : length;
  40500. faceNormalx /= length;
  40501. faceNormaly /= length;
  40502. faceNormalz /= length;
  40503. normals[index * 3] = faceNormalx;
  40504. normals[index * 3 + 1] = faceNormaly;
  40505. normals[index * 3 + 2] = faceNormalz;
  40506. }
  40507. };
  40508. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40509. var li = indices.length;
  40510. var ln = normals.length;
  40511. var i;
  40512. var n;
  40513. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40514. switch (sideOrientation) {
  40515. case BABYLON.Mesh.FRONTSIDE:
  40516. // nothing changed
  40517. break;
  40518. case BABYLON.Mesh.BACKSIDE:
  40519. var tmp;
  40520. // indices
  40521. for (i = 0; i < li; i += 3) {
  40522. tmp = indices[i];
  40523. indices[i] = indices[i + 2];
  40524. indices[i + 2] = tmp;
  40525. }
  40526. // normals
  40527. for (n = 0; n < ln; n++) {
  40528. normals[n] = -normals[n];
  40529. }
  40530. break;
  40531. case BABYLON.Mesh.DOUBLESIDE:
  40532. // positions
  40533. var lp = positions.length;
  40534. var l = lp / 3;
  40535. for (var p = 0; p < lp; p++) {
  40536. positions[lp + p] = positions[p];
  40537. }
  40538. // indices
  40539. for (i = 0; i < li; i += 3) {
  40540. indices[i + li] = indices[i + 2] + l;
  40541. indices[i + 1 + li] = indices[i + 1] + l;
  40542. indices[i + 2 + li] = indices[i] + l;
  40543. }
  40544. // normals
  40545. for (n = 0; n < ln; n++) {
  40546. normals[ln + n] = -normals[n];
  40547. }
  40548. // uvs
  40549. var lu = uvs.length;
  40550. var u = 0;
  40551. for (u = 0; u < lu; u++) {
  40552. uvs[u + lu] = uvs[u];
  40553. }
  40554. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40555. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40556. u = 0;
  40557. for (i = 0; i < lu / 2; i++) {
  40558. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40559. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40560. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40561. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40562. u += 2;
  40563. }
  40564. break;
  40565. }
  40566. };
  40567. /**
  40568. * Applies VertexData created from the imported parameters to the geometry
  40569. * @param parsedVertexData the parsed data from an imported file
  40570. * @param geometry the geometry to apply the VertexData to
  40571. */
  40572. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40573. var vertexData = new VertexData();
  40574. // positions
  40575. var positions = parsedVertexData.positions;
  40576. if (positions) {
  40577. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40578. }
  40579. // normals
  40580. var normals = parsedVertexData.normals;
  40581. if (normals) {
  40582. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40583. }
  40584. // tangents
  40585. var tangents = parsedVertexData.tangents;
  40586. if (tangents) {
  40587. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40588. }
  40589. // uvs
  40590. var uvs = parsedVertexData.uvs;
  40591. if (uvs) {
  40592. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40593. }
  40594. // uv2s
  40595. var uv2s = parsedVertexData.uv2s;
  40596. if (uv2s) {
  40597. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40598. }
  40599. // uv3s
  40600. var uv3s = parsedVertexData.uv3s;
  40601. if (uv3s) {
  40602. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40603. }
  40604. // uv4s
  40605. var uv4s = parsedVertexData.uv4s;
  40606. if (uv4s) {
  40607. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40608. }
  40609. // uv5s
  40610. var uv5s = parsedVertexData.uv5s;
  40611. if (uv5s) {
  40612. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40613. }
  40614. // uv6s
  40615. var uv6s = parsedVertexData.uv6s;
  40616. if (uv6s) {
  40617. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40618. }
  40619. // colors
  40620. var colors = parsedVertexData.colors;
  40621. if (colors) {
  40622. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40623. }
  40624. // matricesIndices
  40625. var matricesIndices = parsedVertexData.matricesIndices;
  40626. if (matricesIndices) {
  40627. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40628. }
  40629. // matricesWeights
  40630. var matricesWeights = parsedVertexData.matricesWeights;
  40631. if (matricesWeights) {
  40632. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40633. }
  40634. // indices
  40635. var indices = parsedVertexData.indices;
  40636. if (indices) {
  40637. vertexData.indices = indices;
  40638. }
  40639. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40640. };
  40641. return VertexData;
  40642. }());
  40643. BABYLON.VertexData = VertexData;
  40644. })(BABYLON || (BABYLON = {}));
  40645. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40646. var BABYLON;
  40647. (function (BABYLON) {
  40648. /**
  40649. * Class used to store geometry data (vertex buffers + index buffer)
  40650. */
  40651. var Geometry = /** @class */ (function () {
  40652. /**
  40653. * Creates a new geometry
  40654. * @param id defines the unique ID
  40655. * @param scene defines the hosting scene
  40656. * @param vertexData defines the VertexData used to get geometry data
  40657. * @param updatable defines if geometry must be updatable (false by default)
  40658. * @param mesh defines the mesh that will be associated with the geometry
  40659. */
  40660. function Geometry(id, scene, vertexData, updatable, mesh) {
  40661. if (updatable === void 0) { updatable = false; }
  40662. if (mesh === void 0) { mesh = null; }
  40663. /**
  40664. * Gets the delay loading state of the geometry (none by default which means not delayed)
  40665. */
  40666. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  40667. this._totalVertices = 0;
  40668. this._isDisposed = false;
  40669. this._indexBufferIsUpdatable = false;
  40670. this.id = id;
  40671. this._engine = scene.getEngine();
  40672. this._meshes = [];
  40673. this._scene = scene;
  40674. //Init vertex buffer cache
  40675. this._vertexBuffers = {};
  40676. this._indices = [];
  40677. this._updatable = updatable;
  40678. // vertexData
  40679. if (vertexData) {
  40680. this.setAllVerticesData(vertexData, updatable);
  40681. }
  40682. else {
  40683. this._totalVertices = 0;
  40684. this._indices = [];
  40685. }
  40686. if (this._engine.getCaps().vertexArrayObject) {
  40687. this._vertexArrayObjects = {};
  40688. }
  40689. // applyToMesh
  40690. if (mesh) {
  40691. this.applyToMesh(mesh);
  40692. mesh.computeWorldMatrix(true);
  40693. }
  40694. }
  40695. Object.defineProperty(Geometry.prototype, "boundingBias", {
  40696. /**
  40697. * 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
  40698. */
  40699. get: function () {
  40700. return this._boundingBias;
  40701. },
  40702. /**
  40703. * 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
  40704. */
  40705. set: function (value) {
  40706. if (this._boundingBias) {
  40707. this._boundingBias.copyFrom(value);
  40708. }
  40709. else {
  40710. this._boundingBias = value.clone();
  40711. }
  40712. this._updateBoundingInfo(true, null);
  40713. },
  40714. enumerable: true,
  40715. configurable: true
  40716. });
  40717. /**
  40718. * Static function used to attach a new empty geometry to a mesh
  40719. * @param mesh defines the mesh to attach the geometry to
  40720. * @returns the new Geometry
  40721. */
  40722. Geometry.CreateGeometryForMesh = function (mesh) {
  40723. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  40724. geometry.applyToMesh(mesh);
  40725. return geometry;
  40726. };
  40727. Object.defineProperty(Geometry.prototype, "extend", {
  40728. /**
  40729. * Gets the current extend of the geometry
  40730. */
  40731. get: function () {
  40732. return this._extend;
  40733. },
  40734. enumerable: true,
  40735. configurable: true
  40736. });
  40737. /**
  40738. * Gets the hosting scene
  40739. * @returns the hosting Scene
  40740. */
  40741. Geometry.prototype.getScene = function () {
  40742. return this._scene;
  40743. };
  40744. /**
  40745. * Gets the hosting engine
  40746. * @returns the hosting Engine
  40747. */
  40748. Geometry.prototype.getEngine = function () {
  40749. return this._engine;
  40750. };
  40751. /**
  40752. * Defines if the geometry is ready to use
  40753. * @returns true if the geometry is ready to be used
  40754. */
  40755. Geometry.prototype.isReady = function () {
  40756. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  40757. };
  40758. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  40759. /**
  40760. * Gets a value indicating that the geometry should not be serialized
  40761. */
  40762. get: function () {
  40763. for (var index = 0; index < this._meshes.length; index++) {
  40764. if (!this._meshes[index].doNotSerialize) {
  40765. return false;
  40766. }
  40767. }
  40768. return true;
  40769. },
  40770. enumerable: true,
  40771. configurable: true
  40772. });
  40773. /** @hidden */
  40774. Geometry.prototype._rebuild = function () {
  40775. if (this._vertexArrayObjects) {
  40776. this._vertexArrayObjects = {};
  40777. }
  40778. // Index buffer
  40779. if (this._meshes.length !== 0 && this._indices) {
  40780. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  40781. }
  40782. // Vertex buffers
  40783. for (var key in this._vertexBuffers) {
  40784. var vertexBuffer = this._vertexBuffers[key];
  40785. vertexBuffer._rebuild();
  40786. }
  40787. };
  40788. /**
  40789. * Affects all geometry data in one call
  40790. * @param vertexData defines the geometry data
  40791. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  40792. */
  40793. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  40794. vertexData.applyToGeometry(this, updatable);
  40795. this.notifyUpdate();
  40796. };
  40797. /**
  40798. * Set specific vertex data
  40799. * @param kind defines the data kind (Position, normal, etc...)
  40800. * @param data defines the vertex data to use
  40801. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  40802. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  40803. */
  40804. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  40805. if (updatable === void 0) { updatable = false; }
  40806. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  40807. this.setVerticesBuffer(buffer);
  40808. };
  40809. /**
  40810. * Removes a specific vertex data
  40811. * @param kind defines the data kind (Position, normal, etc...)
  40812. */
  40813. Geometry.prototype.removeVerticesData = function (kind) {
  40814. if (this._vertexBuffers[kind]) {
  40815. this._vertexBuffers[kind].dispose();
  40816. delete this._vertexBuffers[kind];
  40817. }
  40818. };
  40819. /**
  40820. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  40821. * @param buffer defines the vertex buffer to use
  40822. * @param totalVertices defines the total number of vertices for position kind (could be null)
  40823. */
  40824. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  40825. if (totalVertices === void 0) { totalVertices = null; }
  40826. var kind = buffer.getKind();
  40827. if (this._vertexBuffers[kind]) {
  40828. this._vertexBuffers[kind].dispose();
  40829. }
  40830. this._vertexBuffers[kind] = buffer;
  40831. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40832. var data = buffer.getData();
  40833. if (totalVertices != null) {
  40834. this._totalVertices = totalVertices;
  40835. }
  40836. else {
  40837. if (data != null) {
  40838. this._totalVertices = data.length / (buffer.byteStride / 4);
  40839. }
  40840. }
  40841. this._updateExtend(data);
  40842. this._resetPointsArrayCache();
  40843. var meshes = this._meshes;
  40844. var numOfMeshes = meshes.length;
  40845. for (var index = 0; index < numOfMeshes; index++) {
  40846. var mesh = meshes[index];
  40847. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40848. mesh._createGlobalSubMesh(false);
  40849. mesh.computeWorldMatrix(true);
  40850. }
  40851. }
  40852. this.notifyUpdate(kind);
  40853. if (this._vertexArrayObjects) {
  40854. this._disposeVertexArrayObjects();
  40855. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  40856. }
  40857. };
  40858. /**
  40859. * Update a specific vertex buffer
  40860. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  40861. * It will do nothing if the buffer is not updatable
  40862. * @param kind defines the data kind (Position, normal, etc...)
  40863. * @param data defines the data to use
  40864. * @param offset defines the offset in the target buffer where to store the data
  40865. * @param useBytes set to true if the offset is in bytes
  40866. */
  40867. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  40868. if (useBytes === void 0) { useBytes = false; }
  40869. var vertexBuffer = this.getVertexBuffer(kind);
  40870. if (!vertexBuffer) {
  40871. return;
  40872. }
  40873. vertexBuffer.updateDirectly(data, offset, useBytes);
  40874. this.notifyUpdate(kind);
  40875. };
  40876. /**
  40877. * Update a specific vertex buffer
  40878. * This function will create a new buffer if the current one is not updatable
  40879. * @param kind defines the data kind (Position, normal, etc...)
  40880. * @param data defines the data to use
  40881. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  40882. */
  40883. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  40884. if (updateExtends === void 0) { updateExtends = false; }
  40885. var vertexBuffer = this.getVertexBuffer(kind);
  40886. if (!vertexBuffer) {
  40887. return;
  40888. }
  40889. vertexBuffer.update(data);
  40890. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40891. this._updateBoundingInfo(updateExtends, data);
  40892. }
  40893. this.notifyUpdate(kind);
  40894. };
  40895. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  40896. if (updateExtends) {
  40897. this._updateExtend(data);
  40898. }
  40899. this._resetPointsArrayCache();
  40900. if (updateExtends) {
  40901. var meshes = this._meshes;
  40902. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  40903. var mesh = meshes_1[_i];
  40904. if (mesh._boundingInfo) {
  40905. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  40906. }
  40907. else {
  40908. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40909. }
  40910. var subMeshes = mesh.subMeshes;
  40911. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  40912. var subMesh = subMeshes_1[_a];
  40913. subMesh.refreshBoundingInfo();
  40914. }
  40915. }
  40916. }
  40917. };
  40918. /** @hidden */
  40919. Geometry.prototype._bind = function (effect, indexToBind) {
  40920. if (!effect) {
  40921. return;
  40922. }
  40923. if (indexToBind === undefined) {
  40924. indexToBind = this._indexBuffer;
  40925. }
  40926. var vbs = this.getVertexBuffers();
  40927. if (!vbs) {
  40928. return;
  40929. }
  40930. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  40931. this._engine.bindBuffers(vbs, indexToBind, effect);
  40932. return;
  40933. }
  40934. // Using VAO
  40935. if (!this._vertexArrayObjects[effect.key]) {
  40936. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  40937. }
  40938. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  40939. };
  40940. /**
  40941. * Gets total number of vertices
  40942. * @returns the total number of vertices
  40943. */
  40944. Geometry.prototype.getTotalVertices = function () {
  40945. if (!this.isReady()) {
  40946. return 0;
  40947. }
  40948. return this._totalVertices;
  40949. };
  40950. /**
  40951. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  40952. * @param kind defines the data kind (Position, normal, etc...)
  40953. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  40954. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  40955. * @returns a float array containing vertex data
  40956. */
  40957. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  40958. var vertexBuffer = this.getVertexBuffer(kind);
  40959. if (!vertexBuffer) {
  40960. return null;
  40961. }
  40962. var data = vertexBuffer.getData();
  40963. if (!data) {
  40964. return null;
  40965. }
  40966. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  40967. var count = this._totalVertices * vertexBuffer.getSize();
  40968. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  40969. var copy_1 = [];
  40970. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  40971. return copy_1;
  40972. }
  40973. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  40974. if (data instanceof Array) {
  40975. var offset = vertexBuffer.byteOffset / 4;
  40976. return BABYLON.Tools.Slice(data, offset, offset + count);
  40977. }
  40978. else if (data instanceof ArrayBuffer) {
  40979. return new Float32Array(data, vertexBuffer.byteOffset, count);
  40980. }
  40981. else {
  40982. var offset = data.byteOffset + vertexBuffer.byteOffset;
  40983. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  40984. var result = new Float32Array(count);
  40985. var source = new Float32Array(data.buffer, offset, count);
  40986. result.set(source);
  40987. return result;
  40988. }
  40989. return new Float32Array(data.buffer, offset, count);
  40990. }
  40991. }
  40992. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  40993. return BABYLON.Tools.Slice(data);
  40994. }
  40995. return data;
  40996. };
  40997. /**
  40998. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  40999. * @param kind defines the data kind (Position, normal, etc...)
  41000. * @returns true if the vertex buffer with the specified kind is updatable
  41001. */
  41002. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  41003. var vb = this._vertexBuffers[kind];
  41004. if (!vb) {
  41005. return false;
  41006. }
  41007. return vb.isUpdatable();
  41008. };
  41009. /**
  41010. * Gets a specific vertex buffer
  41011. * @param kind defines the data kind (Position, normal, etc...)
  41012. * @returns a VertexBuffer
  41013. */
  41014. Geometry.prototype.getVertexBuffer = function (kind) {
  41015. if (!this.isReady()) {
  41016. return null;
  41017. }
  41018. return this._vertexBuffers[kind];
  41019. };
  41020. /**
  41021. * Returns all vertex buffers
  41022. * @return an object holding all vertex buffers indexed by kind
  41023. */
  41024. Geometry.prototype.getVertexBuffers = function () {
  41025. if (!this.isReady()) {
  41026. return null;
  41027. }
  41028. return this._vertexBuffers;
  41029. };
  41030. /**
  41031. * Gets a boolean indicating if specific vertex buffer is present
  41032. * @param kind defines the data kind (Position, normal, etc...)
  41033. * @returns true if data is present
  41034. */
  41035. Geometry.prototype.isVerticesDataPresent = function (kind) {
  41036. if (!this._vertexBuffers) {
  41037. if (this._delayInfo) {
  41038. return this._delayInfo.indexOf(kind) !== -1;
  41039. }
  41040. return false;
  41041. }
  41042. return this._vertexBuffers[kind] !== undefined;
  41043. };
  41044. /**
  41045. * Gets a list of all attached data kinds (Position, normal, etc...)
  41046. * @returns a list of string containing all kinds
  41047. */
  41048. Geometry.prototype.getVerticesDataKinds = function () {
  41049. var result = [];
  41050. var kind;
  41051. if (!this._vertexBuffers && this._delayInfo) {
  41052. for (kind in this._delayInfo) {
  41053. result.push(kind);
  41054. }
  41055. }
  41056. else {
  41057. for (kind in this._vertexBuffers) {
  41058. result.push(kind);
  41059. }
  41060. }
  41061. return result;
  41062. };
  41063. /**
  41064. * Update index buffer
  41065. * @param indices defines the indices to store in the index buffer
  41066. * @param offset defines the offset in the target buffer where to store the data
  41067. */
  41068. Geometry.prototype.updateIndices = function (indices, offset) {
  41069. if (!this._indexBuffer) {
  41070. return;
  41071. }
  41072. if (!this._indexBufferIsUpdatable) {
  41073. this.setIndices(indices, null, true);
  41074. }
  41075. else {
  41076. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  41077. }
  41078. };
  41079. /**
  41080. * Creates a new index buffer
  41081. * @param indices defines the indices to store in the index buffer
  41082. * @param totalVertices defines the total number of vertices (could be null)
  41083. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  41084. */
  41085. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  41086. if (totalVertices === void 0) { totalVertices = null; }
  41087. if (updatable === void 0) { updatable = false; }
  41088. if (this._indexBuffer) {
  41089. this._engine._releaseBuffer(this._indexBuffer);
  41090. }
  41091. this._disposeVertexArrayObjects();
  41092. this._indices = indices;
  41093. this._indexBufferIsUpdatable = updatable;
  41094. if (this._meshes.length !== 0 && this._indices) {
  41095. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  41096. }
  41097. if (totalVertices != undefined) { // including null and undefined
  41098. this._totalVertices = totalVertices;
  41099. }
  41100. var meshes = this._meshes;
  41101. var numOfMeshes = meshes.length;
  41102. for (var index = 0; index < numOfMeshes; index++) {
  41103. meshes[index]._createGlobalSubMesh(true);
  41104. }
  41105. this.notifyUpdate();
  41106. };
  41107. /**
  41108. * Return the total number of indices
  41109. * @returns the total number of indices
  41110. */
  41111. Geometry.prototype.getTotalIndices = function () {
  41112. if (!this.isReady()) {
  41113. return 0;
  41114. }
  41115. return this._indices.length;
  41116. };
  41117. /**
  41118. * Gets the index buffer array
  41119. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41120. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41121. * @returns the index buffer array
  41122. */
  41123. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41124. if (!this.isReady()) {
  41125. return null;
  41126. }
  41127. var orig = this._indices;
  41128. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41129. return orig;
  41130. }
  41131. else {
  41132. var len = orig.length;
  41133. var copy = [];
  41134. for (var i = 0; i < len; i++) {
  41135. copy.push(orig[i]);
  41136. }
  41137. return copy;
  41138. }
  41139. };
  41140. /**
  41141. * Gets the index buffer
  41142. * @return the index buffer
  41143. */
  41144. Geometry.prototype.getIndexBuffer = function () {
  41145. if (!this.isReady()) {
  41146. return null;
  41147. }
  41148. return this._indexBuffer;
  41149. };
  41150. /** @hidden */
  41151. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41152. if (effect === void 0) { effect = null; }
  41153. if (!effect || !this._vertexArrayObjects) {
  41154. return;
  41155. }
  41156. if (this._vertexArrayObjects[effect.key]) {
  41157. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41158. delete this._vertexArrayObjects[effect.key];
  41159. }
  41160. };
  41161. /**
  41162. * Release the associated resources for a specific mesh
  41163. * @param mesh defines the source mesh
  41164. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41165. */
  41166. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41167. var meshes = this._meshes;
  41168. var index = meshes.indexOf(mesh);
  41169. if (index === -1) {
  41170. return;
  41171. }
  41172. meshes.splice(index, 1);
  41173. mesh._geometry = null;
  41174. if (meshes.length === 0 && shouldDispose) {
  41175. this.dispose();
  41176. }
  41177. };
  41178. /**
  41179. * Apply current geometry to a given mesh
  41180. * @param mesh defines the mesh to apply geometry to
  41181. */
  41182. Geometry.prototype.applyToMesh = function (mesh) {
  41183. if (mesh._geometry === this) {
  41184. return;
  41185. }
  41186. var previousGeometry = mesh._geometry;
  41187. if (previousGeometry) {
  41188. previousGeometry.releaseForMesh(mesh);
  41189. }
  41190. var meshes = this._meshes;
  41191. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41192. mesh._geometry = this;
  41193. this._scene.pushGeometry(this);
  41194. meshes.push(mesh);
  41195. if (this.isReady()) {
  41196. this._applyToMesh(mesh);
  41197. }
  41198. else {
  41199. mesh._boundingInfo = this._boundingInfo;
  41200. }
  41201. };
  41202. Geometry.prototype._updateExtend = function (data) {
  41203. if (data === void 0) { data = null; }
  41204. if (!data) {
  41205. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41206. }
  41207. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41208. };
  41209. Geometry.prototype._applyToMesh = function (mesh) {
  41210. var numOfMeshes = this._meshes.length;
  41211. // vertexBuffers
  41212. for (var kind in this._vertexBuffers) {
  41213. if (numOfMeshes === 1) {
  41214. this._vertexBuffers[kind].create();
  41215. }
  41216. var buffer = this._vertexBuffers[kind].getBuffer();
  41217. if (buffer) {
  41218. buffer.references = numOfMeshes;
  41219. }
  41220. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41221. if (!this._extend) {
  41222. this._updateExtend();
  41223. }
  41224. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41225. mesh._createGlobalSubMesh(false);
  41226. //bounding info was just created again, world matrix should be applied again.
  41227. mesh._updateBoundingInfo();
  41228. }
  41229. }
  41230. // indexBuffer
  41231. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41232. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41233. }
  41234. if (this._indexBuffer) {
  41235. this._indexBuffer.references = numOfMeshes;
  41236. }
  41237. // morphTargets
  41238. mesh._syncGeometryWithMorphTargetManager();
  41239. // instances
  41240. mesh.synchronizeInstances();
  41241. };
  41242. Geometry.prototype.notifyUpdate = function (kind) {
  41243. if (this.onGeometryUpdated) {
  41244. this.onGeometryUpdated(this, kind);
  41245. }
  41246. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41247. var mesh = _a[_i];
  41248. mesh._markSubMeshesAsAttributesDirty();
  41249. }
  41250. };
  41251. /**
  41252. * Load the geometry if it was flagged as delay loaded
  41253. * @param scene defines the hosting scene
  41254. * @param onLoaded defines a callback called when the geometry is loaded
  41255. */
  41256. Geometry.prototype.load = function (scene, onLoaded) {
  41257. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41258. return;
  41259. }
  41260. if (this.isReady()) {
  41261. if (onLoaded) {
  41262. onLoaded();
  41263. }
  41264. return;
  41265. }
  41266. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41267. this._queueLoad(scene, onLoaded);
  41268. };
  41269. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41270. var _this = this;
  41271. if (!this.delayLoadingFile) {
  41272. return;
  41273. }
  41274. scene._addPendingData(this);
  41275. scene._loadFile(this.delayLoadingFile, function (data) {
  41276. if (!_this._delayLoadingFunction) {
  41277. return;
  41278. }
  41279. _this._delayLoadingFunction(JSON.parse(data), _this);
  41280. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41281. _this._delayInfo = [];
  41282. scene._removePendingData(_this);
  41283. var meshes = _this._meshes;
  41284. var numOfMeshes = meshes.length;
  41285. for (var index = 0; index < numOfMeshes; index++) {
  41286. _this._applyToMesh(meshes[index]);
  41287. }
  41288. if (onLoaded) {
  41289. onLoaded();
  41290. }
  41291. }, undefined, true);
  41292. };
  41293. /**
  41294. * Invert the geometry to move from a right handed system to a left handed one.
  41295. */
  41296. Geometry.prototype.toLeftHanded = function () {
  41297. // Flip faces
  41298. var tIndices = this.getIndices(false);
  41299. if (tIndices != null && tIndices.length > 0) {
  41300. for (var i = 0; i < tIndices.length; i += 3) {
  41301. var tTemp = tIndices[i + 0];
  41302. tIndices[i + 0] = tIndices[i + 2];
  41303. tIndices[i + 2] = tTemp;
  41304. }
  41305. this.setIndices(tIndices);
  41306. }
  41307. // Negate position.z
  41308. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41309. if (tPositions != null && tPositions.length > 0) {
  41310. for (var i = 0; i < tPositions.length; i += 3) {
  41311. tPositions[i + 2] = -tPositions[i + 2];
  41312. }
  41313. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41314. }
  41315. // Negate normal.z
  41316. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41317. if (tNormals != null && tNormals.length > 0) {
  41318. for (var i = 0; i < tNormals.length; i += 3) {
  41319. tNormals[i + 2] = -tNormals[i + 2];
  41320. }
  41321. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41322. }
  41323. };
  41324. // Cache
  41325. /** @hidden */
  41326. Geometry.prototype._resetPointsArrayCache = function () {
  41327. this._positions = null;
  41328. };
  41329. /** @hidden */
  41330. Geometry.prototype._generatePointsArray = function () {
  41331. if (this._positions) {
  41332. return true;
  41333. }
  41334. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41335. if (!data || data.length === 0) {
  41336. return false;
  41337. }
  41338. this._positions = [];
  41339. for (var index = 0; index < data.length; index += 3) {
  41340. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41341. }
  41342. return true;
  41343. };
  41344. /**
  41345. * Gets a value indicating if the geometry is disposed
  41346. * @returns true if the geometry was disposed
  41347. */
  41348. Geometry.prototype.isDisposed = function () {
  41349. return this._isDisposed;
  41350. };
  41351. Geometry.prototype._disposeVertexArrayObjects = function () {
  41352. if (this._vertexArrayObjects) {
  41353. for (var kind in this._vertexArrayObjects) {
  41354. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41355. }
  41356. this._vertexArrayObjects = {};
  41357. }
  41358. };
  41359. /**
  41360. * Free all associated resources
  41361. */
  41362. Geometry.prototype.dispose = function () {
  41363. var meshes = this._meshes;
  41364. var numOfMeshes = meshes.length;
  41365. var index;
  41366. for (index = 0; index < numOfMeshes; index++) {
  41367. this.releaseForMesh(meshes[index]);
  41368. }
  41369. this._meshes = [];
  41370. this._disposeVertexArrayObjects();
  41371. for (var kind in this._vertexBuffers) {
  41372. this._vertexBuffers[kind].dispose();
  41373. }
  41374. this._vertexBuffers = {};
  41375. this._totalVertices = 0;
  41376. if (this._indexBuffer) {
  41377. this._engine._releaseBuffer(this._indexBuffer);
  41378. }
  41379. this._indexBuffer = null;
  41380. this._indices = [];
  41381. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41382. this.delayLoadingFile = null;
  41383. this._delayLoadingFunction = null;
  41384. this._delayInfo = [];
  41385. this._boundingInfo = null;
  41386. this._scene.removeGeometry(this);
  41387. this._isDisposed = true;
  41388. };
  41389. /**
  41390. * Clone the current geometry into a new geometry
  41391. * @param id defines the unique ID of the new geometry
  41392. * @returns a new geometry object
  41393. */
  41394. Geometry.prototype.copy = function (id) {
  41395. var vertexData = new BABYLON.VertexData();
  41396. vertexData.indices = [];
  41397. var indices = this.getIndices();
  41398. if (indices) {
  41399. for (var index = 0; index < indices.length; index++) {
  41400. vertexData.indices.push(indices[index]);
  41401. }
  41402. }
  41403. var updatable = false;
  41404. var stopChecking = false;
  41405. var kind;
  41406. for (kind in this._vertexBuffers) {
  41407. // using slice() to make a copy of the array and not just reference it
  41408. var data = this.getVerticesData(kind);
  41409. if (data instanceof Float32Array) {
  41410. vertexData.set(new Float32Array(data), kind);
  41411. }
  41412. else {
  41413. vertexData.set(data.slice(0), kind);
  41414. }
  41415. if (!stopChecking) {
  41416. var vb = this.getVertexBuffer(kind);
  41417. if (vb) {
  41418. updatable = vb.isUpdatable();
  41419. stopChecking = !updatable;
  41420. }
  41421. }
  41422. }
  41423. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41424. geometry.delayLoadState = this.delayLoadState;
  41425. geometry.delayLoadingFile = this.delayLoadingFile;
  41426. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41427. for (kind in this._delayInfo) {
  41428. geometry._delayInfo = geometry._delayInfo || [];
  41429. geometry._delayInfo.push(kind);
  41430. }
  41431. // Bounding info
  41432. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41433. return geometry;
  41434. };
  41435. /**
  41436. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41437. * @return a JSON representation of the current geometry data (without the vertices data)
  41438. */
  41439. Geometry.prototype.serialize = function () {
  41440. var serializationObject = {};
  41441. serializationObject.id = this.id;
  41442. serializationObject.updatable = this._updatable;
  41443. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41444. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41445. }
  41446. return serializationObject;
  41447. };
  41448. Geometry.prototype.toNumberArray = function (origin) {
  41449. if (Array.isArray(origin)) {
  41450. return origin;
  41451. }
  41452. else {
  41453. return Array.prototype.slice.call(origin);
  41454. }
  41455. };
  41456. /**
  41457. * Serialize all vertices data into a JSON oject
  41458. * @returns a JSON representation of the current geometry data
  41459. */
  41460. Geometry.prototype.serializeVerticeData = function () {
  41461. var serializationObject = this.serialize();
  41462. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41463. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41464. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41465. serializationObject.positions._updatable = true;
  41466. }
  41467. }
  41468. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41469. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41470. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41471. serializationObject.normals._updatable = true;
  41472. }
  41473. }
  41474. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41475. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41476. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41477. serializationObject.tangets._updatable = true;
  41478. }
  41479. }
  41480. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41481. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41482. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41483. serializationObject.uvs._updatable = true;
  41484. }
  41485. }
  41486. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41487. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41488. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41489. serializationObject.uv2s._updatable = true;
  41490. }
  41491. }
  41492. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41493. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41494. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41495. serializationObject.uv3s._updatable = true;
  41496. }
  41497. }
  41498. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41499. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41500. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41501. serializationObject.uv4s._updatable = true;
  41502. }
  41503. }
  41504. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41505. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41506. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41507. serializationObject.uv5s._updatable = true;
  41508. }
  41509. }
  41510. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41511. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41512. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41513. serializationObject.uv6s._updatable = true;
  41514. }
  41515. }
  41516. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41517. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41518. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41519. serializationObject.colors._updatable = true;
  41520. }
  41521. }
  41522. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41523. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41524. serializationObject.matricesIndices._isExpanded = true;
  41525. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41526. serializationObject.matricesIndices._updatable = true;
  41527. }
  41528. }
  41529. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41530. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41531. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41532. serializationObject.matricesWeights._updatable = true;
  41533. }
  41534. }
  41535. serializationObject.indices = this.toNumberArray(this.getIndices());
  41536. return serializationObject;
  41537. };
  41538. // Statics
  41539. /**
  41540. * Extracts a clone of a mesh geometry
  41541. * @param mesh defines the source mesh
  41542. * @param id defines the unique ID of the new geometry object
  41543. * @returns the new geometry object
  41544. */
  41545. Geometry.ExtractFromMesh = function (mesh, id) {
  41546. var geometry = mesh._geometry;
  41547. if (!geometry) {
  41548. return null;
  41549. }
  41550. return geometry.copy(id);
  41551. };
  41552. /**
  41553. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41554. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41555. * Be aware Math.random() could cause collisions, but:
  41556. * "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"
  41557. * @returns a string containing a new GUID
  41558. */
  41559. Geometry.RandomId = function () {
  41560. return BABYLON.Tools.RandomId();
  41561. };
  41562. /** @hidden */
  41563. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41564. var scene = mesh.getScene();
  41565. // Geometry
  41566. var geometryId = parsedGeometry.geometryId;
  41567. if (geometryId) {
  41568. var geometry = scene.getGeometryByID(geometryId);
  41569. if (geometry) {
  41570. geometry.applyToMesh(mesh);
  41571. }
  41572. }
  41573. else if (parsedGeometry instanceof ArrayBuffer) {
  41574. var binaryInfo = mesh._binaryInfo;
  41575. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41576. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41577. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41578. }
  41579. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41580. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41581. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41582. }
  41583. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41584. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41585. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41586. }
  41587. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41588. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41589. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41590. }
  41591. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41592. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41593. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41594. }
  41595. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41596. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41597. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41598. }
  41599. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41600. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41601. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41602. }
  41603. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41604. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41605. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41606. }
  41607. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41608. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41609. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41610. }
  41611. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41612. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41613. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41614. }
  41615. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41616. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41617. var floatIndices = [];
  41618. for (var i = 0; i < matricesIndicesData.length; i++) {
  41619. var index = matricesIndicesData[i];
  41620. floatIndices.push(index & 0x000000FF);
  41621. floatIndices.push((index & 0x0000FF00) >> 8);
  41622. floatIndices.push((index & 0x00FF0000) >> 16);
  41623. floatIndices.push(index >> 24);
  41624. }
  41625. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41626. }
  41627. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41628. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41629. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41630. }
  41631. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41632. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41633. mesh.setIndices(indicesData, null);
  41634. }
  41635. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41636. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41637. mesh.subMeshes = [];
  41638. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41639. var materialIndex = subMeshesData[(i * 5) + 0];
  41640. var verticesStart = subMeshesData[(i * 5) + 1];
  41641. var verticesCount = subMeshesData[(i * 5) + 2];
  41642. var indexStart = subMeshesData[(i * 5) + 3];
  41643. var indexCount = subMeshesData[(i * 5) + 4];
  41644. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41645. }
  41646. }
  41647. }
  41648. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41649. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41650. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  41651. if (parsedGeometry.tangents) {
  41652. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  41653. }
  41654. if (parsedGeometry.uvs) {
  41655. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  41656. }
  41657. if (parsedGeometry.uvs2) {
  41658. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  41659. }
  41660. if (parsedGeometry.uvs3) {
  41661. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  41662. }
  41663. if (parsedGeometry.uvs4) {
  41664. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  41665. }
  41666. if (parsedGeometry.uvs5) {
  41667. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  41668. }
  41669. if (parsedGeometry.uvs6) {
  41670. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  41671. }
  41672. if (parsedGeometry.colors) {
  41673. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  41674. }
  41675. if (parsedGeometry.matricesIndices) {
  41676. if (!parsedGeometry.matricesIndices._isExpanded) {
  41677. var floatIndices = [];
  41678. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  41679. var matricesIndex = parsedGeometry.matricesIndices[i];
  41680. floatIndices.push(matricesIndex & 0x000000FF);
  41681. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41682. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41683. floatIndices.push(matricesIndex >> 24);
  41684. }
  41685. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  41686. }
  41687. else {
  41688. delete parsedGeometry.matricesIndices._isExpanded;
  41689. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  41690. }
  41691. }
  41692. if (parsedGeometry.matricesIndicesExtra) {
  41693. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  41694. var floatIndices = [];
  41695. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  41696. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  41697. floatIndices.push(matricesIndex & 0x000000FF);
  41698. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41699. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41700. floatIndices.push(matricesIndex >> 24);
  41701. }
  41702. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  41703. }
  41704. else {
  41705. delete parsedGeometry.matricesIndices._isExpanded;
  41706. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  41707. }
  41708. }
  41709. if (parsedGeometry.matricesWeights) {
  41710. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  41711. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  41712. }
  41713. if (parsedGeometry.matricesWeightsExtra) {
  41714. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  41715. }
  41716. mesh.setIndices(parsedGeometry.indices, null);
  41717. }
  41718. // SubMeshes
  41719. if (parsedGeometry.subMeshes) {
  41720. mesh.subMeshes = [];
  41721. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  41722. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  41723. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  41724. }
  41725. }
  41726. // Flat shading
  41727. if (mesh._shouldGenerateFlatShading) {
  41728. mesh.convertToFlatShadedMesh();
  41729. delete mesh._shouldGenerateFlatShading;
  41730. }
  41731. // Update
  41732. mesh.computeWorldMatrix(true);
  41733. scene.onMeshImportedObservable.notifyObservers(mesh);
  41734. };
  41735. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  41736. var epsilon = 1e-3;
  41737. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  41738. return;
  41739. }
  41740. var noInfluenceBoneIndex = 0.0;
  41741. if (parsedGeometry.skeletonId > -1) {
  41742. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  41743. if (!skeleton) {
  41744. return;
  41745. }
  41746. noInfluenceBoneIndex = skeleton.bones.length;
  41747. }
  41748. else {
  41749. return;
  41750. }
  41751. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  41752. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  41753. var matricesWeights = parsedGeometry.matricesWeights;
  41754. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  41755. var influencers = parsedGeometry.numBoneInfluencer;
  41756. var size = matricesWeights.length;
  41757. for (var i = 0; i < size; i += 4) {
  41758. var weight = 0.0;
  41759. var firstZeroWeight = -1;
  41760. for (var j = 0; j < 4; j++) {
  41761. var w = matricesWeights[i + j];
  41762. weight += w;
  41763. if (w < epsilon && firstZeroWeight < 0) {
  41764. firstZeroWeight = j;
  41765. }
  41766. }
  41767. if (matricesWeightsExtra) {
  41768. for (var j = 0; j < 4; j++) {
  41769. var w = matricesWeightsExtra[i + j];
  41770. weight += w;
  41771. if (w < epsilon && firstZeroWeight < 0) {
  41772. firstZeroWeight = j + 4;
  41773. }
  41774. }
  41775. }
  41776. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  41777. firstZeroWeight = influencers - 1;
  41778. }
  41779. if (weight > epsilon) {
  41780. var mweight = 1.0 / weight;
  41781. for (var j = 0; j < 4; j++) {
  41782. matricesWeights[i + j] *= mweight;
  41783. }
  41784. if (matricesWeightsExtra) {
  41785. for (var j = 0; j < 4; j++) {
  41786. matricesWeightsExtra[i + j] *= mweight;
  41787. }
  41788. }
  41789. }
  41790. else {
  41791. if (firstZeroWeight >= 4) {
  41792. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  41793. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  41794. }
  41795. else {
  41796. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  41797. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  41798. }
  41799. }
  41800. }
  41801. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  41802. if (parsedGeometry.matricesWeightsExtra) {
  41803. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  41804. }
  41805. };
  41806. /**
  41807. * Create a new geometry from persisted data (Using .babylon file format)
  41808. * @param parsedVertexData defines the persisted data
  41809. * @param scene defines the hosting scene
  41810. * @param rootUrl defines the root url to use to load assets (like delayed data)
  41811. * @returns the new geometry object
  41812. */
  41813. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  41814. if (scene.getGeometryByID(parsedVertexData.id)) {
  41815. return null; // null since geometry could be something else than a box...
  41816. }
  41817. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  41818. if (BABYLON.Tags) {
  41819. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  41820. }
  41821. if (parsedVertexData.delayLoadingFile) {
  41822. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  41823. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  41824. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  41825. geometry._delayInfo = [];
  41826. if (parsedVertexData.hasUVs) {
  41827. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  41828. }
  41829. if (parsedVertexData.hasUVs2) {
  41830. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  41831. }
  41832. if (parsedVertexData.hasUVs3) {
  41833. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  41834. }
  41835. if (parsedVertexData.hasUVs4) {
  41836. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  41837. }
  41838. if (parsedVertexData.hasUVs5) {
  41839. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  41840. }
  41841. if (parsedVertexData.hasUVs6) {
  41842. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  41843. }
  41844. if (parsedVertexData.hasColors) {
  41845. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  41846. }
  41847. if (parsedVertexData.hasMatricesIndices) {
  41848. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  41849. }
  41850. if (parsedVertexData.hasMatricesWeights) {
  41851. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  41852. }
  41853. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  41854. }
  41855. else {
  41856. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  41857. }
  41858. scene.pushGeometry(geometry, true);
  41859. return geometry;
  41860. };
  41861. return Geometry;
  41862. }());
  41863. BABYLON.Geometry = Geometry;
  41864. // Primitives
  41865. /// Abstract class
  41866. /**
  41867. * Abstract class used to provide common services for all typed geometries
  41868. * @hidden
  41869. */
  41870. var _PrimitiveGeometry = /** @class */ (function (_super) {
  41871. __extends(_PrimitiveGeometry, _super);
  41872. /**
  41873. * Creates a new typed geometry
  41874. * @param id defines the unique ID of the geometry
  41875. * @param scene defines the hosting scene
  41876. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41877. * @param mesh defines the hosting mesh (can be null)
  41878. */
  41879. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  41880. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  41881. if (mesh === void 0) { mesh = null; }
  41882. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  41883. _this._canBeRegenerated = _canBeRegenerated;
  41884. _this._beingRegenerated = true;
  41885. _this.regenerate();
  41886. _this._beingRegenerated = false;
  41887. return _this;
  41888. }
  41889. /**
  41890. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  41891. * @returns true if the geometry can be regenerated
  41892. */
  41893. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  41894. return this._canBeRegenerated;
  41895. };
  41896. /**
  41897. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  41898. */
  41899. _PrimitiveGeometry.prototype.regenerate = function () {
  41900. if (!this._canBeRegenerated) {
  41901. return;
  41902. }
  41903. this._beingRegenerated = true;
  41904. this.setAllVerticesData(this._regenerateVertexData(), false);
  41905. this._beingRegenerated = false;
  41906. };
  41907. /**
  41908. * Clone the geometry
  41909. * @param id defines the unique ID of the new geometry
  41910. * @returns the new geometry
  41911. */
  41912. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  41913. return _super.prototype.copy.call(this, id);
  41914. };
  41915. // overrides
  41916. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41917. if (!this._beingRegenerated) {
  41918. return;
  41919. }
  41920. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  41921. };
  41922. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  41923. if (!this._beingRegenerated) {
  41924. return;
  41925. }
  41926. _super.prototype.setVerticesData.call(this, kind, data, false);
  41927. };
  41928. // to override
  41929. /** @hidden */
  41930. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  41931. throw new Error("Abstract method");
  41932. };
  41933. _PrimitiveGeometry.prototype.copy = function (id) {
  41934. throw new Error("Must be overriden in sub-classes.");
  41935. };
  41936. _PrimitiveGeometry.prototype.serialize = function () {
  41937. var serializationObject = _super.prototype.serialize.call(this);
  41938. serializationObject.canBeRegenerated = this.canBeRegenerated();
  41939. return serializationObject;
  41940. };
  41941. return _PrimitiveGeometry;
  41942. }(Geometry));
  41943. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  41944. /**
  41945. * Creates a ribbon geometry
  41946. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  41947. */
  41948. var RibbonGeometry = /** @class */ (function (_super) {
  41949. __extends(RibbonGeometry, _super);
  41950. /**
  41951. * Creates a ribbon geometry
  41952. * @param id defines the unique ID of the geometry
  41953. * @param scene defines the hosting scene
  41954. * @param pathArray defines the array of paths to use
  41955. * @param closeArray defines if the last path and the first path must be joined
  41956. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  41957. * @param offset defines the offset between points
  41958. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41959. * @param mesh defines the hosting mesh (can be null)
  41960. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41961. */
  41962. function RibbonGeometry(id, scene,
  41963. /**
  41964. * Defines the array of paths to use
  41965. */
  41966. pathArray,
  41967. /**
  41968. * Defines if the last and first points of each path in your pathArray must be joined
  41969. */
  41970. closeArray,
  41971. /**
  41972. * Defines if the last and first points of each path in your pathArray must be joined
  41973. */
  41974. closePath,
  41975. /**
  41976. * Defines the offset between points
  41977. */
  41978. offset, canBeRegenerated, mesh,
  41979. /**
  41980. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41981. */
  41982. side) {
  41983. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41984. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41985. _this.pathArray = pathArray;
  41986. _this.closeArray = closeArray;
  41987. _this.closePath = closePath;
  41988. _this.offset = offset;
  41989. _this.side = side;
  41990. return _this;
  41991. }
  41992. /** @hidden */
  41993. RibbonGeometry.prototype._regenerateVertexData = function () {
  41994. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  41995. };
  41996. RibbonGeometry.prototype.copy = function (id) {
  41997. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  41998. };
  41999. return RibbonGeometry;
  42000. }(_PrimitiveGeometry));
  42001. BABYLON.RibbonGeometry = RibbonGeometry;
  42002. /**
  42003. * Creates a box geometry
  42004. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  42005. */
  42006. var BoxGeometry = /** @class */ (function (_super) {
  42007. __extends(BoxGeometry, _super);
  42008. /**
  42009. * Creates a box geometry
  42010. * @param id defines the unique ID of the geometry
  42011. * @param scene defines the hosting scene
  42012. * @param size defines the zise of the box (width, height and depth are the same)
  42013. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42014. * @param mesh defines the hosting mesh (can be null)
  42015. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42016. */
  42017. function BoxGeometry(id, scene,
  42018. /**
  42019. * Defines the zise of the box (width, height and depth are the same)
  42020. */
  42021. size, canBeRegenerated, mesh,
  42022. /**
  42023. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42024. */
  42025. side) {
  42026. if (mesh === void 0) { mesh = null; }
  42027. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42028. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42029. _this.size = size;
  42030. _this.side = side;
  42031. return _this;
  42032. }
  42033. /** @hidden */
  42034. BoxGeometry.prototype._regenerateVertexData = function () {
  42035. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  42036. };
  42037. BoxGeometry.prototype.copy = function (id) {
  42038. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  42039. };
  42040. BoxGeometry.prototype.serialize = function () {
  42041. var serializationObject = _super.prototype.serialize.call(this);
  42042. serializationObject.size = this.size;
  42043. return serializationObject;
  42044. };
  42045. BoxGeometry.Parse = function (parsedBox, scene) {
  42046. if (scene.getGeometryByID(parsedBox.id)) {
  42047. return null; // null since geometry could be something else than a box...
  42048. }
  42049. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  42050. if (BABYLON.Tags) {
  42051. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  42052. }
  42053. scene.pushGeometry(box, true);
  42054. return box;
  42055. };
  42056. return BoxGeometry;
  42057. }(_PrimitiveGeometry));
  42058. BABYLON.BoxGeometry = BoxGeometry;
  42059. /**
  42060. * Creates a sphere geometry
  42061. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  42062. */
  42063. var SphereGeometry = /** @class */ (function (_super) {
  42064. __extends(SphereGeometry, _super);
  42065. /**
  42066. * Create a new sphere geometry
  42067. * @param id defines the unique ID of the geometry
  42068. * @param scene defines the hosting scene
  42069. * @param segments defines the number of segments to use to create the sphere
  42070. * @param diameter defines the diameter of the sphere
  42071. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42072. * @param mesh defines the hosting mesh (can be null)
  42073. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42074. */
  42075. function SphereGeometry(id, scene,
  42076. /**
  42077. * Defines the number of segments to use to create the sphere
  42078. */
  42079. segments,
  42080. /**
  42081. * Defines the diameter of the sphere
  42082. */
  42083. diameter, canBeRegenerated, mesh,
  42084. /**
  42085. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42086. */
  42087. side) {
  42088. if (mesh === void 0) { mesh = null; }
  42089. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42090. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42091. _this.segments = segments;
  42092. _this.diameter = diameter;
  42093. _this.side = side;
  42094. return _this;
  42095. }
  42096. /** @hidden */
  42097. SphereGeometry.prototype._regenerateVertexData = function () {
  42098. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  42099. };
  42100. SphereGeometry.prototype.copy = function (id) {
  42101. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  42102. };
  42103. SphereGeometry.prototype.serialize = function () {
  42104. var serializationObject = _super.prototype.serialize.call(this);
  42105. serializationObject.segments = this.segments;
  42106. serializationObject.diameter = this.diameter;
  42107. return serializationObject;
  42108. };
  42109. SphereGeometry.Parse = function (parsedSphere, scene) {
  42110. if (scene.getGeometryByID(parsedSphere.id)) {
  42111. return null; // null since geometry could be something else than a sphere...
  42112. }
  42113. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42114. if (BABYLON.Tags) {
  42115. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42116. }
  42117. scene.pushGeometry(sphere, true);
  42118. return sphere;
  42119. };
  42120. return SphereGeometry;
  42121. }(_PrimitiveGeometry));
  42122. BABYLON.SphereGeometry = SphereGeometry;
  42123. /**
  42124. * Creates a disc geometry
  42125. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42126. */
  42127. var DiscGeometry = /** @class */ (function (_super) {
  42128. __extends(DiscGeometry, _super);
  42129. /**
  42130. * Creates a new disc geometry
  42131. * @param id defines the unique ID of the geometry
  42132. * @param scene defines the hosting scene
  42133. * @param radius defines the radius of the disc
  42134. * @param tessellation defines the tesselation factor to apply to the disc
  42135. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42136. * @param mesh defines the hosting mesh (can be null)
  42137. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42138. */
  42139. function DiscGeometry(id, scene,
  42140. /**
  42141. * Defines the radius of the disc
  42142. */
  42143. radius,
  42144. /**
  42145. * Defines the tesselation factor to apply to the disc
  42146. */
  42147. tessellation, canBeRegenerated, mesh,
  42148. /**
  42149. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42150. */
  42151. side) {
  42152. if (mesh === void 0) { mesh = null; }
  42153. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42154. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42155. _this.radius = radius;
  42156. _this.tessellation = tessellation;
  42157. _this.side = side;
  42158. return _this;
  42159. }
  42160. /** @hidden */
  42161. DiscGeometry.prototype._regenerateVertexData = function () {
  42162. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42163. };
  42164. DiscGeometry.prototype.copy = function (id) {
  42165. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42166. };
  42167. return DiscGeometry;
  42168. }(_PrimitiveGeometry));
  42169. BABYLON.DiscGeometry = DiscGeometry;
  42170. /**
  42171. * Creates a new cylinder geometry
  42172. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42173. */
  42174. var CylinderGeometry = /** @class */ (function (_super) {
  42175. __extends(CylinderGeometry, _super);
  42176. /**
  42177. * Creates a new cylinder geometry
  42178. * @param id defines the unique ID of the geometry
  42179. * @param scene defines the hosting scene
  42180. * @param height defines the height of the cylinder
  42181. * @param diameterTop defines the diameter of the cylinder's top cap
  42182. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42183. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42184. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42185. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42186. * @param mesh defines the hosting mesh (can be null)
  42187. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42188. */
  42189. function CylinderGeometry(id, scene,
  42190. /**
  42191. * Defines the height of the cylinder
  42192. */
  42193. height,
  42194. /**
  42195. * Defines the diameter of the cylinder's top cap
  42196. */
  42197. diameterTop,
  42198. /**
  42199. * Defines the diameter of the cylinder's bottom cap
  42200. */
  42201. diameterBottom,
  42202. /**
  42203. * Defines the tessellation factor to apply to the cylinder
  42204. */
  42205. tessellation,
  42206. /**
  42207. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42208. */
  42209. subdivisions, canBeRegenerated, mesh,
  42210. /**
  42211. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42212. */
  42213. side) {
  42214. if (subdivisions === void 0) { subdivisions = 1; }
  42215. if (mesh === void 0) { mesh = null; }
  42216. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42217. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42218. _this.height = height;
  42219. _this.diameterTop = diameterTop;
  42220. _this.diameterBottom = diameterBottom;
  42221. _this.tessellation = tessellation;
  42222. _this.subdivisions = subdivisions;
  42223. _this.side = side;
  42224. return _this;
  42225. }
  42226. /** @hidden */
  42227. CylinderGeometry.prototype._regenerateVertexData = function () {
  42228. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42229. };
  42230. CylinderGeometry.prototype.copy = function (id) {
  42231. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42232. };
  42233. CylinderGeometry.prototype.serialize = function () {
  42234. var serializationObject = _super.prototype.serialize.call(this);
  42235. serializationObject.height = this.height;
  42236. serializationObject.diameterTop = this.diameterTop;
  42237. serializationObject.diameterBottom = this.diameterBottom;
  42238. serializationObject.tessellation = this.tessellation;
  42239. return serializationObject;
  42240. };
  42241. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42242. if (scene.getGeometryByID(parsedCylinder.id)) {
  42243. return null; // null since geometry could be something else than a cylinder...
  42244. }
  42245. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42246. if (BABYLON.Tags) {
  42247. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42248. }
  42249. scene.pushGeometry(cylinder, true);
  42250. return cylinder;
  42251. };
  42252. return CylinderGeometry;
  42253. }(_PrimitiveGeometry));
  42254. BABYLON.CylinderGeometry = CylinderGeometry;
  42255. /**
  42256. * Creates a new torus geometry
  42257. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42258. */
  42259. var TorusGeometry = /** @class */ (function (_super) {
  42260. __extends(TorusGeometry, _super);
  42261. /**
  42262. * Creates a new torus geometry
  42263. * @param id defines the unique ID of the geometry
  42264. * @param scene defines the hosting scene
  42265. * @param diameter defines the diameter of the torus
  42266. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42267. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42268. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42269. * @param mesh defines the hosting mesh (can be null)
  42270. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42271. */
  42272. function TorusGeometry(id, scene,
  42273. /**
  42274. * Defines the diameter of the torus
  42275. */
  42276. diameter,
  42277. /**
  42278. * Defines the thickness of the torus (ie. internal diameter)
  42279. */
  42280. thickness,
  42281. /**
  42282. * Defines the tesselation factor to apply to the torus
  42283. */
  42284. tessellation, canBeRegenerated, mesh,
  42285. /**
  42286. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42287. */
  42288. side) {
  42289. if (mesh === void 0) { mesh = null; }
  42290. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42291. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42292. _this.diameter = diameter;
  42293. _this.thickness = thickness;
  42294. _this.tessellation = tessellation;
  42295. _this.side = side;
  42296. return _this;
  42297. }
  42298. /** @hidden */
  42299. TorusGeometry.prototype._regenerateVertexData = function () {
  42300. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42301. };
  42302. TorusGeometry.prototype.copy = function (id) {
  42303. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42304. };
  42305. TorusGeometry.prototype.serialize = function () {
  42306. var serializationObject = _super.prototype.serialize.call(this);
  42307. serializationObject.diameter = this.diameter;
  42308. serializationObject.thickness = this.thickness;
  42309. serializationObject.tessellation = this.tessellation;
  42310. return serializationObject;
  42311. };
  42312. TorusGeometry.Parse = function (parsedTorus, scene) {
  42313. if (scene.getGeometryByID(parsedTorus.id)) {
  42314. return null; // null since geometry could be something else than a torus...
  42315. }
  42316. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42317. if (BABYLON.Tags) {
  42318. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42319. }
  42320. scene.pushGeometry(torus, true);
  42321. return torus;
  42322. };
  42323. return TorusGeometry;
  42324. }(_PrimitiveGeometry));
  42325. BABYLON.TorusGeometry = TorusGeometry;
  42326. /**
  42327. * Creates a new ground geometry
  42328. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42329. */
  42330. var GroundGeometry = /** @class */ (function (_super) {
  42331. __extends(GroundGeometry, _super);
  42332. /**
  42333. * Creates a new ground geometry
  42334. * @param id defines the unique ID of the geometry
  42335. * @param scene defines the hosting scene
  42336. * @param width defines the width of the ground
  42337. * @param height defines the height of the ground
  42338. * @param subdivisions defines the subdivisions to apply to the ground
  42339. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42340. * @param mesh defines the hosting mesh (can be null)
  42341. */
  42342. function GroundGeometry(id, scene,
  42343. /**
  42344. * Defines the width of the ground
  42345. */
  42346. width,
  42347. /**
  42348. * Defines the height of the ground
  42349. */
  42350. height,
  42351. /**
  42352. * Defines the subdivisions to apply to the ground
  42353. */
  42354. subdivisions, canBeRegenerated, mesh) {
  42355. if (mesh === void 0) { mesh = null; }
  42356. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42357. _this.width = width;
  42358. _this.height = height;
  42359. _this.subdivisions = subdivisions;
  42360. return _this;
  42361. }
  42362. /** @hidden */
  42363. GroundGeometry.prototype._regenerateVertexData = function () {
  42364. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42365. };
  42366. GroundGeometry.prototype.copy = function (id) {
  42367. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42368. };
  42369. GroundGeometry.prototype.serialize = function () {
  42370. var serializationObject = _super.prototype.serialize.call(this);
  42371. serializationObject.width = this.width;
  42372. serializationObject.height = this.height;
  42373. serializationObject.subdivisions = this.subdivisions;
  42374. return serializationObject;
  42375. };
  42376. GroundGeometry.Parse = function (parsedGround, scene) {
  42377. if (scene.getGeometryByID(parsedGround.id)) {
  42378. return null; // null since geometry could be something else than a ground...
  42379. }
  42380. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42381. if (BABYLON.Tags) {
  42382. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42383. }
  42384. scene.pushGeometry(ground, true);
  42385. return ground;
  42386. };
  42387. return GroundGeometry;
  42388. }(_PrimitiveGeometry));
  42389. BABYLON.GroundGeometry = GroundGeometry;
  42390. /**
  42391. * Creates a tiled ground geometry
  42392. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42393. */
  42394. var TiledGroundGeometry = /** @class */ (function (_super) {
  42395. __extends(TiledGroundGeometry, _super);
  42396. /**
  42397. * Creates a tiled ground geometry
  42398. * @param id defines the unique ID of the geometry
  42399. * @param scene defines the hosting scene
  42400. * @param xmin defines the minimum value on X axis
  42401. * @param zmin defines the minimum value on Z axis
  42402. * @param xmax defines the maximum value on X axis
  42403. * @param zmax defines the maximum value on Z axis
  42404. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42405. * @param precision defines the precision to use when computing the tiles
  42406. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42407. * @param mesh defines the hosting mesh (can be null)
  42408. */
  42409. function TiledGroundGeometry(id, scene,
  42410. /**
  42411. * Defines the minimum value on X axis
  42412. */
  42413. xmin,
  42414. /**
  42415. * Defines the minimum value on Z axis
  42416. */
  42417. zmin,
  42418. /**
  42419. * Defines the maximum value on X axis
  42420. */
  42421. xmax,
  42422. /**
  42423. * Defines the maximum value on Z axis
  42424. */
  42425. zmax,
  42426. /**
  42427. * Defines the subdivisions to apply to the ground
  42428. */
  42429. subdivisions,
  42430. /**
  42431. * Defines the precision to use when computing the tiles
  42432. */
  42433. precision, canBeRegenerated, mesh) {
  42434. if (mesh === void 0) { mesh = null; }
  42435. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42436. _this.xmin = xmin;
  42437. _this.zmin = zmin;
  42438. _this.xmax = xmax;
  42439. _this.zmax = zmax;
  42440. _this.subdivisions = subdivisions;
  42441. _this.precision = precision;
  42442. return _this;
  42443. }
  42444. /** @hidden */
  42445. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42446. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42447. };
  42448. TiledGroundGeometry.prototype.copy = function (id) {
  42449. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42450. };
  42451. return TiledGroundGeometry;
  42452. }(_PrimitiveGeometry));
  42453. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42454. /**
  42455. * Creates a plane geometry
  42456. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42457. */
  42458. var PlaneGeometry = /** @class */ (function (_super) {
  42459. __extends(PlaneGeometry, _super);
  42460. /**
  42461. * Creates a plane geometry
  42462. * @param id defines the unique ID of the geometry
  42463. * @param scene defines the hosting scene
  42464. * @param size defines the size of the plane (width === height)
  42465. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42466. * @param mesh defines the hosting mesh (can be null)
  42467. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42468. */
  42469. function PlaneGeometry(id, scene,
  42470. /**
  42471. * Defines the size of the plane (width === height)
  42472. */
  42473. size, canBeRegenerated, mesh,
  42474. /**
  42475. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42476. */
  42477. side) {
  42478. if (mesh === void 0) { mesh = null; }
  42479. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42480. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42481. _this.size = size;
  42482. _this.side = side;
  42483. return _this;
  42484. }
  42485. /** @hidden */
  42486. PlaneGeometry.prototype._regenerateVertexData = function () {
  42487. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42488. };
  42489. PlaneGeometry.prototype.copy = function (id) {
  42490. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42491. };
  42492. PlaneGeometry.prototype.serialize = function () {
  42493. var serializationObject = _super.prototype.serialize.call(this);
  42494. serializationObject.size = this.size;
  42495. return serializationObject;
  42496. };
  42497. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42498. if (scene.getGeometryByID(parsedPlane.id)) {
  42499. return null; // null since geometry could be something else than a ground...
  42500. }
  42501. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42502. if (BABYLON.Tags) {
  42503. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42504. }
  42505. scene.pushGeometry(plane, true);
  42506. return plane;
  42507. };
  42508. return PlaneGeometry;
  42509. }(_PrimitiveGeometry));
  42510. BABYLON.PlaneGeometry = PlaneGeometry;
  42511. /**
  42512. * Creates a torus knot geometry
  42513. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42514. */
  42515. var TorusKnotGeometry = /** @class */ (function (_super) {
  42516. __extends(TorusKnotGeometry, _super);
  42517. /**
  42518. * Creates a torus knot geometry
  42519. * @param id defines the unique ID of the geometry
  42520. * @param scene defines the hosting scene
  42521. * @param radius defines the radius of the torus knot
  42522. * @param tube defines the thickness of the torus knot tube
  42523. * @param radialSegments defines the number of radial segments
  42524. * @param tubularSegments defines the number of tubular segments
  42525. * @param p defines the first number of windings
  42526. * @param q defines the second number of windings
  42527. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42528. * @param mesh defines the hosting mesh (can be null)
  42529. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42530. */
  42531. function TorusKnotGeometry(id, scene,
  42532. /**
  42533. * Defines the radius of the torus knot
  42534. */
  42535. radius,
  42536. /**
  42537. * Defines the thickness of the torus knot tube
  42538. */
  42539. tube,
  42540. /**
  42541. * Defines the number of radial segments
  42542. */
  42543. radialSegments,
  42544. /**
  42545. * Defines the number of tubular segments
  42546. */
  42547. tubularSegments,
  42548. /**
  42549. * Defines the first number of windings
  42550. */
  42551. p,
  42552. /**
  42553. * Defines the second number of windings
  42554. */
  42555. q, canBeRegenerated, mesh,
  42556. /**
  42557. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42558. */
  42559. side) {
  42560. if (mesh === void 0) { mesh = null; }
  42561. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42562. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42563. _this.radius = radius;
  42564. _this.tube = tube;
  42565. _this.radialSegments = radialSegments;
  42566. _this.tubularSegments = tubularSegments;
  42567. _this.p = p;
  42568. _this.q = q;
  42569. _this.side = side;
  42570. return _this;
  42571. }
  42572. /** @hidden */
  42573. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42574. 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 });
  42575. };
  42576. TorusKnotGeometry.prototype.copy = function (id) {
  42577. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42578. };
  42579. TorusKnotGeometry.prototype.serialize = function () {
  42580. var serializationObject = _super.prototype.serialize.call(this);
  42581. serializationObject.radius = this.radius;
  42582. serializationObject.tube = this.tube;
  42583. serializationObject.radialSegments = this.radialSegments;
  42584. serializationObject.tubularSegments = this.tubularSegments;
  42585. serializationObject.p = this.p;
  42586. serializationObject.q = this.q;
  42587. return serializationObject;
  42588. };
  42589. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42590. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42591. return null; // null since geometry could be something else than a ground...
  42592. }
  42593. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42594. if (BABYLON.Tags) {
  42595. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42596. }
  42597. scene.pushGeometry(torusKnot, true);
  42598. return torusKnot;
  42599. };
  42600. return TorusKnotGeometry;
  42601. }(_PrimitiveGeometry));
  42602. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42603. //}
  42604. })(BABYLON || (BABYLON = {}));
  42605. //# sourceMappingURL=babylon.geometry.js.map
  42606. var BABYLON;
  42607. (function (BABYLON) {
  42608. /**
  42609. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42610. */
  42611. var PerformanceMonitor = /** @class */ (function () {
  42612. /**
  42613. * constructor
  42614. * @param frameSampleSize The number of samples required to saturate the sliding window
  42615. */
  42616. function PerformanceMonitor(frameSampleSize) {
  42617. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42618. this._enabled = true;
  42619. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42620. }
  42621. /**
  42622. * Samples current frame
  42623. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42624. */
  42625. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42626. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42627. if (!this._enabled) {
  42628. return;
  42629. }
  42630. if (this._lastFrameTimeMs != null) {
  42631. var dt = timeMs - this._lastFrameTimeMs;
  42632. this._rollingFrameTime.add(dt);
  42633. }
  42634. this._lastFrameTimeMs = timeMs;
  42635. };
  42636. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42637. /**
  42638. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42639. */
  42640. get: function () {
  42641. return this._rollingFrameTime.average;
  42642. },
  42643. enumerable: true,
  42644. configurable: true
  42645. });
  42646. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42647. /**
  42648. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42649. */
  42650. get: function () {
  42651. return this._rollingFrameTime.variance;
  42652. },
  42653. enumerable: true,
  42654. configurable: true
  42655. });
  42656. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  42657. /**
  42658. * Returns the frame time of the most recent frame
  42659. */
  42660. get: function () {
  42661. return this._rollingFrameTime.history(0);
  42662. },
  42663. enumerable: true,
  42664. configurable: true
  42665. });
  42666. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  42667. /**
  42668. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  42669. */
  42670. get: function () {
  42671. return 1000.0 / this._rollingFrameTime.average;
  42672. },
  42673. enumerable: true,
  42674. configurable: true
  42675. });
  42676. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  42677. /**
  42678. * Returns the average framerate in frames per second using the most recent frame time
  42679. */
  42680. get: function () {
  42681. var history = this._rollingFrameTime.history(0);
  42682. if (history === 0) {
  42683. return 0;
  42684. }
  42685. return 1000.0 / history;
  42686. },
  42687. enumerable: true,
  42688. configurable: true
  42689. });
  42690. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  42691. /**
  42692. * Returns true if enough samples have been taken to completely fill the sliding window
  42693. */
  42694. get: function () {
  42695. return this._rollingFrameTime.isSaturated();
  42696. },
  42697. enumerable: true,
  42698. configurable: true
  42699. });
  42700. /**
  42701. * Enables contributions to the sliding window sample set
  42702. */
  42703. PerformanceMonitor.prototype.enable = function () {
  42704. this._enabled = true;
  42705. };
  42706. /**
  42707. * Disables contributions to the sliding window sample set
  42708. * Samples will not be interpolated over the disabled period
  42709. */
  42710. PerformanceMonitor.prototype.disable = function () {
  42711. this._enabled = false;
  42712. //clear last sample to avoid interpolating over the disabled period when next enabled
  42713. this._lastFrameTimeMs = null;
  42714. };
  42715. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  42716. /**
  42717. * Returns true if sampling is enabled
  42718. */
  42719. get: function () {
  42720. return this._enabled;
  42721. },
  42722. enumerable: true,
  42723. configurable: true
  42724. });
  42725. /**
  42726. * Resets performance monitor
  42727. */
  42728. PerformanceMonitor.prototype.reset = function () {
  42729. //clear last sample to avoid interpolating over the disabled period when next enabled
  42730. this._lastFrameTimeMs = null;
  42731. //wipe record
  42732. this._rollingFrameTime.reset();
  42733. };
  42734. return PerformanceMonitor;
  42735. }());
  42736. BABYLON.PerformanceMonitor = PerformanceMonitor;
  42737. /**
  42738. * RollingAverage
  42739. *
  42740. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  42741. */
  42742. var RollingAverage = /** @class */ (function () {
  42743. /**
  42744. * constructor
  42745. * @param length The number of samples required to saturate the sliding window
  42746. */
  42747. function RollingAverage(length) {
  42748. this._samples = new Array(length);
  42749. this.reset();
  42750. }
  42751. /**
  42752. * Adds a sample to the sample set
  42753. * @param v The sample value
  42754. */
  42755. RollingAverage.prototype.add = function (v) {
  42756. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  42757. var delta;
  42758. //we need to check if we've already wrapped round
  42759. if (this.isSaturated()) {
  42760. //remove bottom of stack from mean
  42761. var bottomValue = this._samples[this._pos];
  42762. delta = bottomValue - this.average;
  42763. this.average -= delta / (this._sampleCount - 1);
  42764. this._m2 -= delta * (bottomValue - this.average);
  42765. }
  42766. else {
  42767. this._sampleCount++;
  42768. }
  42769. //add new value to mean
  42770. delta = v - this.average;
  42771. this.average += delta / (this._sampleCount);
  42772. this._m2 += delta * (v - this.average);
  42773. //set the new variance
  42774. this.variance = this._m2 / (this._sampleCount - 1);
  42775. this._samples[this._pos] = v;
  42776. this._pos++;
  42777. this._pos %= this._samples.length; //positive wrap around
  42778. };
  42779. /**
  42780. * Returns previously added values or null if outside of history or outside the sliding window domain
  42781. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  42782. * @return Value previously recorded with add() or null if outside of range
  42783. */
  42784. RollingAverage.prototype.history = function (i) {
  42785. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  42786. return 0;
  42787. }
  42788. var i0 = this._wrapPosition(this._pos - 1.0);
  42789. return this._samples[this._wrapPosition(i0 - i)];
  42790. };
  42791. /**
  42792. * Returns true if enough samples have been taken to completely fill the sliding window
  42793. * @return true if sample-set saturated
  42794. */
  42795. RollingAverage.prototype.isSaturated = function () {
  42796. return this._sampleCount >= this._samples.length;
  42797. };
  42798. /**
  42799. * Resets the rolling average (equivalent to 0 samples taken so far)
  42800. */
  42801. RollingAverage.prototype.reset = function () {
  42802. this.average = 0;
  42803. this.variance = 0;
  42804. this._sampleCount = 0;
  42805. this._pos = 0;
  42806. this._m2 = 0;
  42807. };
  42808. /**
  42809. * Wraps a value around the sample range boundaries
  42810. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  42811. * @return Wrapped position in sample range
  42812. */
  42813. RollingAverage.prototype._wrapPosition = function (i) {
  42814. var max = this._samples.length;
  42815. return ((i % max) + max) % max;
  42816. };
  42817. return RollingAverage;
  42818. }());
  42819. BABYLON.RollingAverage = RollingAverage;
  42820. })(BABYLON || (BABYLON = {}));
  42821. //# sourceMappingURL=babylon.performanceMonitor.js.map
  42822. var BABYLON;
  42823. (function (BABYLON) {
  42824. /**
  42825. * "Static Class" containing the most commonly used helper while dealing with material for
  42826. * rendering purpose.
  42827. *
  42828. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  42829. *
  42830. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  42831. */
  42832. var MaterialHelper = /** @class */ (function () {
  42833. function MaterialHelper() {
  42834. }
  42835. /**
  42836. * Bind the current view position to an effect.
  42837. * @param effect The effect to be bound
  42838. * @param scene The scene the eyes position is used from
  42839. */
  42840. MaterialHelper.BindEyePosition = function (effect, scene) {
  42841. if (scene._forcedViewPosition) {
  42842. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  42843. return;
  42844. }
  42845. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  42846. };
  42847. /**
  42848. * Helps preparing the defines values about the UVs in used in the effect.
  42849. * UVs are shared as much as we can accross channels in the shaders.
  42850. * @param texture The texture we are preparing the UVs for
  42851. * @param defines The defines to update
  42852. * @param key The channel key "diffuse", "specular"... used in the shader
  42853. */
  42854. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  42855. defines._needUVs = true;
  42856. defines[key] = true;
  42857. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  42858. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  42859. if (texture.coordinatesIndex === 0) {
  42860. defines["MAINUV1"] = true;
  42861. }
  42862. else {
  42863. defines["MAINUV2"] = true;
  42864. }
  42865. }
  42866. else {
  42867. defines[key + "DIRECTUV"] = 0;
  42868. }
  42869. };
  42870. /**
  42871. * Binds a texture matrix value to its corrsponding uniform
  42872. * @param texture The texture to bind the matrix for
  42873. * @param uniformBuffer The uniform buffer receivin the data
  42874. * @param key The channel key "diffuse", "specular"... used in the shader
  42875. */
  42876. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  42877. var matrix = texture.getTextureMatrix();
  42878. if (!matrix.isIdentityAs3x2()) {
  42879. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  42880. }
  42881. };
  42882. /**
  42883. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  42884. * @param mesh defines the current mesh
  42885. * @param scene defines the current scene
  42886. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  42887. * @param pointsCloud defines if point cloud rendering has to be turned on
  42888. * @param fogEnabled defines if fog has to be turned on
  42889. * @param alphaTest defines if alpha testing has to be turned on
  42890. * @param defines defines the current list of defines
  42891. */
  42892. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  42893. if (defines._areMiscDirty) {
  42894. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  42895. defines["POINTSIZE"] = pointsCloud;
  42896. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  42897. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  42898. defines["ALPHATEST"] = alphaTest;
  42899. }
  42900. };
  42901. /**
  42902. * Helper used to prepare the list of defines associated with frame values for shader compilation
  42903. * @param scene defines the current scene
  42904. * @param engine defines the current engine
  42905. * @param defines specifies the list of active defines
  42906. * @param useInstances defines if instances have to be turned on
  42907. * @param useClipPlane defines if clip plane have to be turned on
  42908. */
  42909. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  42910. if (useClipPlane === void 0) { useClipPlane = null; }
  42911. var changed = false;
  42912. var useClipPlane1 = false;
  42913. var useClipPlane2 = false;
  42914. var useClipPlane3 = false;
  42915. var useClipPlane4 = false;
  42916. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  42917. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  42918. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  42919. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  42920. if (defines["CLIPPLANE"] !== useClipPlane1) {
  42921. defines["CLIPPLANE"] = useClipPlane1;
  42922. changed = true;
  42923. }
  42924. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  42925. defines["CLIPPLANE2"] = useClipPlane2;
  42926. changed = true;
  42927. }
  42928. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  42929. defines["CLIPPLANE3"] = useClipPlane3;
  42930. changed = true;
  42931. }
  42932. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  42933. defines["CLIPPLANE4"] = useClipPlane4;
  42934. changed = true;
  42935. }
  42936. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  42937. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  42938. changed = true;
  42939. }
  42940. if (defines["INSTANCES"] !== useInstances) {
  42941. defines["INSTANCES"] = useInstances;
  42942. changed = true;
  42943. }
  42944. if (changed) {
  42945. defines.markAsUnprocessed();
  42946. }
  42947. };
  42948. /**
  42949. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  42950. * @param mesh The mesh containing the geometry data we will draw
  42951. * @param defines The defines to update
  42952. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  42953. * @param useBones Precise whether bones should be used or not (override mesh info)
  42954. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  42955. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  42956. * @returns false if defines are considered not dirty and have not been checked
  42957. */
  42958. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  42959. if (useMorphTargets === void 0) { useMorphTargets = false; }
  42960. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  42961. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  42962. return false;
  42963. }
  42964. defines._normals = defines._needNormals;
  42965. defines._uvs = defines._needUVs;
  42966. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  42967. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  42968. defines["TANGENT"] = true;
  42969. }
  42970. if (defines._needUVs) {
  42971. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  42972. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  42973. }
  42974. else {
  42975. defines["UV1"] = false;
  42976. defines["UV2"] = false;
  42977. }
  42978. if (useVertexColor) {
  42979. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  42980. defines["VERTEXCOLOR"] = hasVertexColors;
  42981. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  42982. }
  42983. if (useBones) {
  42984. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  42985. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  42986. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  42987. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  42988. defines["BONETEXTURE"] = true;
  42989. }
  42990. else {
  42991. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  42992. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  42993. }
  42994. }
  42995. else {
  42996. defines["NUM_BONE_INFLUENCERS"] = 0;
  42997. defines["BonesPerMesh"] = 0;
  42998. }
  42999. }
  43000. if (useMorphTargets) {
  43001. var manager = mesh.morphTargetManager;
  43002. if (manager) {
  43003. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  43004. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  43005. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  43006. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  43007. }
  43008. else {
  43009. defines["MORPHTARGETS_TANGENT"] = false;
  43010. defines["MORPHTARGETS_NORMAL"] = false;
  43011. defines["MORPHTARGETS"] = false;
  43012. defines["NUM_MORPH_INFLUENCERS"] = 0;
  43013. }
  43014. }
  43015. return true;
  43016. };
  43017. /**
  43018. * Prepares the defines related to the light information passed in parameter
  43019. * @param scene The scene we are intending to draw
  43020. * @param mesh The mesh the effect is compiling for
  43021. * @param defines The defines to update
  43022. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  43023. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  43024. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  43025. * @returns true if normals will be required for the rest of the effect
  43026. */
  43027. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  43028. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43029. if (disableLighting === void 0) { disableLighting = false; }
  43030. if (!defines._areLightsDirty) {
  43031. return defines._needNormals;
  43032. }
  43033. var lightIndex = 0;
  43034. var needNormals = false;
  43035. var needRebuild = false;
  43036. var lightmapMode = false;
  43037. var shadowEnabled = false;
  43038. var specularEnabled = false;
  43039. if (scene.lightsEnabled && !disableLighting) {
  43040. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  43041. var light = _a[_i];
  43042. needNormals = true;
  43043. if (defines["LIGHT" + lightIndex] === undefined) {
  43044. needRebuild = true;
  43045. }
  43046. defines["LIGHT" + lightIndex] = true;
  43047. defines["SPOTLIGHT" + lightIndex] = false;
  43048. defines["HEMILIGHT" + lightIndex] = false;
  43049. defines["POINTLIGHT" + lightIndex] = false;
  43050. defines["DIRLIGHT" + lightIndex] = false;
  43051. light.prepareLightSpecificDefines(defines, lightIndex);
  43052. // FallOff.
  43053. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  43054. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  43055. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  43056. switch (light.falloffType) {
  43057. case BABYLON.Light.FALLOFF_GLTF:
  43058. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  43059. break;
  43060. case BABYLON.Light.FALLOFF_PHYSICAL:
  43061. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  43062. break;
  43063. case BABYLON.Light.FALLOFF_STANDARD:
  43064. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  43065. break;
  43066. }
  43067. // Specular
  43068. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  43069. specularEnabled = true;
  43070. }
  43071. // Shadows
  43072. defines["SHADOW" + lightIndex] = false;
  43073. defines["SHADOWPCF" + lightIndex] = false;
  43074. defines["SHADOWPCSS" + lightIndex] = false;
  43075. defines["SHADOWPOISSON" + lightIndex] = false;
  43076. defines["SHADOWESM" + lightIndex] = false;
  43077. defines["SHADOWCUBE" + lightIndex] = false;
  43078. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  43079. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  43080. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  43081. var shadowGenerator = light.getShadowGenerator();
  43082. if (shadowGenerator) {
  43083. var shadowMap = shadowGenerator.getShadowMap();
  43084. if (shadowMap) {
  43085. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  43086. shadowEnabled = true;
  43087. shadowGenerator.prepareDefines(defines, lightIndex);
  43088. }
  43089. }
  43090. }
  43091. }
  43092. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  43093. lightmapMode = true;
  43094. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  43095. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  43096. }
  43097. else {
  43098. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  43099. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  43100. }
  43101. lightIndex++;
  43102. if (lightIndex === maxSimultaneousLights) {
  43103. break;
  43104. }
  43105. }
  43106. }
  43107. defines["SPECULARTERM"] = specularEnabled;
  43108. defines["SHADOWS"] = shadowEnabled;
  43109. // Resetting all other lights if any
  43110. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43111. if (defines["LIGHT" + index] !== undefined) {
  43112. defines["LIGHT" + index] = false;
  43113. defines["HEMILIGHT" + lightIndex] = false;
  43114. defines["POINTLIGHT" + lightIndex] = false;
  43115. defines["DIRLIGHT" + lightIndex] = false;
  43116. defines["SPOTLIGHT" + lightIndex] = false;
  43117. defines["SHADOW" + lightIndex] = false;
  43118. }
  43119. }
  43120. var caps = scene.getEngine().getCaps();
  43121. if (defines["SHADOWFLOAT"] === undefined) {
  43122. needRebuild = true;
  43123. }
  43124. defines["SHADOWFLOAT"] = shadowEnabled &&
  43125. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43126. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43127. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43128. if (needRebuild) {
  43129. defines.rebuild();
  43130. }
  43131. return needNormals;
  43132. };
  43133. /**
  43134. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43135. * that won t be acctive due to defines being turned off.
  43136. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43137. * @param samplersList The samplers list
  43138. * @param defines The defines helping in the list generation
  43139. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43140. */
  43141. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43142. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43143. var uniformsList;
  43144. var uniformBuffersList = null;
  43145. if (uniformsListOrOptions.uniformsNames) {
  43146. var options = uniformsListOrOptions;
  43147. uniformsList = options.uniformsNames;
  43148. uniformBuffersList = options.uniformBuffersNames;
  43149. samplersList = options.samplers;
  43150. defines = options.defines;
  43151. maxSimultaneousLights = options.maxSimultaneousLights;
  43152. }
  43153. else {
  43154. uniformsList = uniformsListOrOptions;
  43155. if (!samplersList) {
  43156. samplersList = [];
  43157. }
  43158. }
  43159. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43160. if (!defines["LIGHT" + lightIndex]) {
  43161. break;
  43162. }
  43163. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43164. if (uniformBuffersList) {
  43165. uniformBuffersList.push("Light" + lightIndex);
  43166. }
  43167. samplersList.push("shadowSampler" + lightIndex);
  43168. samplersList.push("depthSampler" + lightIndex);
  43169. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43170. samplersList.push("projectionLightSampler" + lightIndex);
  43171. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43172. }
  43173. }
  43174. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43175. uniformsList.push("morphTargetInfluences");
  43176. }
  43177. };
  43178. /**
  43179. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43180. * @param defines The defines to update while falling back
  43181. * @param fallbacks The authorized effect fallbacks
  43182. * @param maxSimultaneousLights The maximum number of lights allowed
  43183. * @param rank the current rank of the Effect
  43184. * @returns The newly affected rank
  43185. */
  43186. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43187. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43188. if (rank === void 0) { rank = 0; }
  43189. var lightFallbackRank = 0;
  43190. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43191. if (!defines["LIGHT" + lightIndex]) {
  43192. break;
  43193. }
  43194. if (lightIndex > 0) {
  43195. lightFallbackRank = rank + lightIndex;
  43196. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43197. }
  43198. if (!defines["SHADOWS"]) {
  43199. if (defines["SHADOW" + lightIndex]) {
  43200. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43201. }
  43202. if (defines["SHADOWPCF" + lightIndex]) {
  43203. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43204. }
  43205. if (defines["SHADOWPCSS" + lightIndex]) {
  43206. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43207. }
  43208. if (defines["SHADOWPOISSON" + lightIndex]) {
  43209. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43210. }
  43211. if (defines["SHADOWESM" + lightIndex]) {
  43212. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43213. }
  43214. }
  43215. }
  43216. return lightFallbackRank++;
  43217. };
  43218. /**
  43219. * Prepares the list of attributes required for morph targets according to the effect defines.
  43220. * @param attribs The current list of supported attribs
  43221. * @param mesh The mesh to prepare the morph targets attributes for
  43222. * @param defines The current Defines of the effect
  43223. */
  43224. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43225. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43226. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43227. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43228. var manager = mesh.morphTargetManager;
  43229. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43230. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43231. for (var index = 0; index < influencers; index++) {
  43232. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43233. if (normal) {
  43234. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43235. }
  43236. if (tangent) {
  43237. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43238. }
  43239. if (attribs.length > maxAttributesCount) {
  43240. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43241. }
  43242. }
  43243. }
  43244. };
  43245. /**
  43246. * Prepares the list of attributes required for bones according to the effect defines.
  43247. * @param attribs The current list of supported attribs
  43248. * @param mesh The mesh to prepare the bones attributes for
  43249. * @param defines The current Defines of the effect
  43250. * @param fallbacks The current efffect fallback strategy
  43251. */
  43252. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43253. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43254. fallbacks.addCPUSkinningFallback(0, mesh);
  43255. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43256. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43257. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43258. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43259. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43260. }
  43261. }
  43262. };
  43263. /**
  43264. * Prepares the list of attributes required for instances according to the effect defines.
  43265. * @param attribs The current list of supported attribs
  43266. * @param defines The current Defines of the effect
  43267. */
  43268. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43269. if (defines["INSTANCES"]) {
  43270. attribs.push("world0");
  43271. attribs.push("world1");
  43272. attribs.push("world2");
  43273. attribs.push("world3");
  43274. }
  43275. };
  43276. /**
  43277. * Binds the light shadow information to the effect for the given mesh.
  43278. * @param light The light containing the generator
  43279. * @param scene The scene the lights belongs to
  43280. * @param mesh The mesh we are binding the information to render
  43281. * @param lightIndex The light index in the effect used to render the mesh
  43282. * @param effect The effect we are binding the data to
  43283. */
  43284. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43285. if (light.shadowEnabled && mesh.receiveShadows) {
  43286. var shadowGenerator = light.getShadowGenerator();
  43287. if (shadowGenerator) {
  43288. shadowGenerator.bindShadowLight(lightIndex, effect);
  43289. }
  43290. }
  43291. };
  43292. /**
  43293. * Binds the light information to the effect.
  43294. * @param light The light containing the generator
  43295. * @param effect The effect we are binding the data to
  43296. * @param lightIndex The light index in the effect used to render
  43297. */
  43298. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43299. light.transferToEffect(effect, lightIndex + "");
  43300. };
  43301. /**
  43302. * Binds the lights information from the scene to the effect for the given mesh.
  43303. * @param scene The scene the lights belongs to
  43304. * @param mesh The mesh we are binding the information to render
  43305. * @param effect The effect we are binding the data to
  43306. * @param defines The generated defines for the effect
  43307. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43308. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43309. */
  43310. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43311. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43312. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43313. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43314. for (var i = 0; i < len; i++) {
  43315. var light = mesh._lightSources[i];
  43316. var iAsString = i.toString();
  43317. var scaledIntensity = light.getScaledIntensity();
  43318. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43319. MaterialHelper.BindLightProperties(light, effect, i);
  43320. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43321. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43322. if (defines["SPECULARTERM"]) {
  43323. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43324. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43325. }
  43326. // Shadows
  43327. if (scene.shadowsEnabled) {
  43328. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43329. }
  43330. light._uniformBuffer.update();
  43331. }
  43332. };
  43333. /**
  43334. * Binds the fog information from the scene to the effect for the given mesh.
  43335. * @param scene The scene the lights belongs to
  43336. * @param mesh The mesh we are binding the information to render
  43337. * @param effect The effect we are binding the data to
  43338. * @param linearSpace Defines if the fog effect is applied in linear space
  43339. */
  43340. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43341. if (linearSpace === void 0) { linearSpace = false; }
  43342. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43343. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43344. // Convert fog color to linear space if used in a linear space computed shader.
  43345. if (linearSpace) {
  43346. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43347. effect.setColor3("vFogColor", this._tempFogColor);
  43348. }
  43349. else {
  43350. effect.setColor3("vFogColor", scene.fogColor);
  43351. }
  43352. }
  43353. };
  43354. /**
  43355. * Binds the bones information from the mesh to the effect.
  43356. * @param mesh The mesh we are binding the information to render
  43357. * @param effect The effect we are binding the data to
  43358. */
  43359. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43360. if (!effect || !mesh) {
  43361. return;
  43362. }
  43363. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43364. mesh.computeBonesUsingShaders = false;
  43365. }
  43366. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43367. var skeleton = mesh.skeleton;
  43368. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43369. var boneTexture = skeleton.getTransformMatrixTexture();
  43370. effect.setTexture("boneSampler", boneTexture);
  43371. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43372. }
  43373. else {
  43374. var matrices = skeleton.getTransformMatrices(mesh);
  43375. if (matrices) {
  43376. effect.setMatrices("mBones", matrices);
  43377. }
  43378. }
  43379. }
  43380. };
  43381. /**
  43382. * Binds the morph targets information from the mesh to the effect.
  43383. * @param abstractMesh The mesh we are binding the information to render
  43384. * @param effect The effect we are binding the data to
  43385. */
  43386. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43387. var manager = abstractMesh.morphTargetManager;
  43388. if (!abstractMesh || !manager) {
  43389. return;
  43390. }
  43391. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43392. };
  43393. /**
  43394. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43395. * @param defines The generated defines used in the effect
  43396. * @param effect The effect we are binding the data to
  43397. * @param scene The scene we are willing to render with logarithmic scale for
  43398. */
  43399. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43400. if (defines["LOGARITHMICDEPTH"]) {
  43401. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43402. }
  43403. };
  43404. /**
  43405. * Binds the clip plane information from the scene to the effect.
  43406. * @param scene The scene the clip plane information are extracted from
  43407. * @param effect The effect we are binding the data to
  43408. */
  43409. MaterialHelper.BindClipPlane = function (effect, scene) {
  43410. if (scene.clipPlane) {
  43411. var clipPlane = scene.clipPlane;
  43412. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43413. }
  43414. if (scene.clipPlane2) {
  43415. var clipPlane = scene.clipPlane2;
  43416. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43417. }
  43418. if (scene.clipPlane3) {
  43419. var clipPlane = scene.clipPlane3;
  43420. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43421. }
  43422. if (scene.clipPlane4) {
  43423. var clipPlane = scene.clipPlane4;
  43424. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43425. }
  43426. };
  43427. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43428. return MaterialHelper;
  43429. }());
  43430. BABYLON.MaterialHelper = MaterialHelper;
  43431. })(BABYLON || (BABYLON = {}));
  43432. //# sourceMappingURL=babylon.materialHelper.js.map
  43433. var BABYLON;
  43434. (function (BABYLON) {
  43435. /**
  43436. * Base class of materials working in push mode in babylon JS
  43437. * @hidden
  43438. */
  43439. var PushMaterial = /** @class */ (function (_super) {
  43440. __extends(PushMaterial, _super);
  43441. function PushMaterial(name, scene) {
  43442. var _this = _super.call(this, name, scene) || this;
  43443. _this._normalMatrix = new BABYLON.Matrix();
  43444. /**
  43445. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43446. * This means that the material can keep using a previous shader while a new one is being compiled.
  43447. * This is mostly used when shader parallel compilation is supported (true by default)
  43448. */
  43449. _this.allowShaderHotSwapping = true;
  43450. _this._storeEffectOnSubMeshes = true;
  43451. return _this;
  43452. }
  43453. PushMaterial.prototype.getEffect = function () {
  43454. return this._activeEffect;
  43455. };
  43456. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43457. if (!mesh) {
  43458. return false;
  43459. }
  43460. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43461. return true;
  43462. }
  43463. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43464. };
  43465. /**
  43466. * Binds the given world matrix to the active effect
  43467. *
  43468. * @param world the matrix to bind
  43469. */
  43470. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43471. this._activeEffect.setMatrix("world", world);
  43472. };
  43473. /**
  43474. * Binds the given normal matrix to the active effect
  43475. *
  43476. * @param normalMatrix the matrix to bind
  43477. */
  43478. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43479. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43480. };
  43481. PushMaterial.prototype.bind = function (world, mesh) {
  43482. if (!mesh) {
  43483. return;
  43484. }
  43485. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43486. };
  43487. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43488. if (effect === void 0) { effect = null; }
  43489. _super.prototype._afterBind.call(this, mesh);
  43490. this.getScene()._cachedEffect = effect;
  43491. };
  43492. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43493. if (visibility === void 0) { visibility = 1; }
  43494. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43495. };
  43496. return PushMaterial;
  43497. }(BABYLON.Material));
  43498. BABYLON.PushMaterial = PushMaterial;
  43499. })(BABYLON || (BABYLON = {}));
  43500. //# sourceMappingURL=babylon.pushMaterial.js.map
  43501. var BABYLON;
  43502. (function (BABYLON) {
  43503. /** @hidden */
  43504. var StandardMaterialDefines = /** @class */ (function (_super) {
  43505. __extends(StandardMaterialDefines, _super);
  43506. function StandardMaterialDefines() {
  43507. var _this = _super.call(this) || this;
  43508. _this.MAINUV1 = false;
  43509. _this.MAINUV2 = false;
  43510. _this.DIFFUSE = false;
  43511. _this.DIFFUSEDIRECTUV = 0;
  43512. _this.AMBIENT = false;
  43513. _this.AMBIENTDIRECTUV = 0;
  43514. _this.OPACITY = false;
  43515. _this.OPACITYDIRECTUV = 0;
  43516. _this.OPACITYRGB = false;
  43517. _this.REFLECTION = false;
  43518. _this.EMISSIVE = false;
  43519. _this.EMISSIVEDIRECTUV = 0;
  43520. _this.SPECULAR = false;
  43521. _this.SPECULARDIRECTUV = 0;
  43522. _this.BUMP = false;
  43523. _this.BUMPDIRECTUV = 0;
  43524. _this.PARALLAX = false;
  43525. _this.PARALLAXOCCLUSION = false;
  43526. _this.SPECULAROVERALPHA = false;
  43527. _this.CLIPPLANE = false;
  43528. _this.CLIPPLANE2 = false;
  43529. _this.CLIPPLANE3 = false;
  43530. _this.CLIPPLANE4 = false;
  43531. _this.ALPHATEST = false;
  43532. _this.DEPTHPREPASS = false;
  43533. _this.ALPHAFROMDIFFUSE = false;
  43534. _this.POINTSIZE = false;
  43535. _this.FOG = false;
  43536. _this.SPECULARTERM = false;
  43537. _this.DIFFUSEFRESNEL = false;
  43538. _this.OPACITYFRESNEL = false;
  43539. _this.REFLECTIONFRESNEL = false;
  43540. _this.REFRACTIONFRESNEL = false;
  43541. _this.EMISSIVEFRESNEL = false;
  43542. _this.FRESNEL = false;
  43543. _this.NORMAL = false;
  43544. _this.UV1 = false;
  43545. _this.UV2 = false;
  43546. _this.VERTEXCOLOR = false;
  43547. _this.VERTEXALPHA = false;
  43548. _this.NUM_BONE_INFLUENCERS = 0;
  43549. _this.BonesPerMesh = 0;
  43550. _this.BONETEXTURE = false;
  43551. _this.INSTANCES = false;
  43552. _this.GLOSSINESS = false;
  43553. _this.ROUGHNESS = false;
  43554. _this.EMISSIVEASILLUMINATION = false;
  43555. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43556. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43557. _this.LIGHTMAP = false;
  43558. _this.LIGHTMAPDIRECTUV = 0;
  43559. _this.OBJECTSPACE_NORMALMAP = false;
  43560. _this.USELIGHTMAPASSHADOWMAP = false;
  43561. _this.REFLECTIONMAP_3D = false;
  43562. _this.REFLECTIONMAP_SPHERICAL = false;
  43563. _this.REFLECTIONMAP_PLANAR = false;
  43564. _this.REFLECTIONMAP_CUBIC = false;
  43565. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43566. _this.REFLECTIONMAP_PROJECTION = false;
  43567. _this.REFLECTIONMAP_SKYBOX = false;
  43568. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43569. _this.REFLECTIONMAP_EXPLICIT = false;
  43570. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43571. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43572. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43573. _this.INVERTCUBICMAP = false;
  43574. _this.LOGARITHMICDEPTH = false;
  43575. _this.REFRACTION = false;
  43576. _this.REFRACTIONMAP_3D = false;
  43577. _this.REFLECTIONOVERALPHA = false;
  43578. _this.TWOSIDEDLIGHTING = false;
  43579. _this.SHADOWFLOAT = false;
  43580. _this.MORPHTARGETS = false;
  43581. _this.MORPHTARGETS_NORMAL = false;
  43582. _this.MORPHTARGETS_TANGENT = false;
  43583. _this.NUM_MORPH_INFLUENCERS = 0;
  43584. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43585. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43586. _this.IMAGEPROCESSING = false;
  43587. _this.VIGNETTE = false;
  43588. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43589. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43590. _this.TONEMAPPING = false;
  43591. _this.TONEMAPPING_ACES = false;
  43592. _this.CONTRAST = false;
  43593. _this.COLORCURVES = false;
  43594. _this.COLORGRADING = false;
  43595. _this.COLORGRADING3D = false;
  43596. _this.SAMPLER3DGREENDEPTH = false;
  43597. _this.SAMPLER3DBGRMAP = false;
  43598. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43599. /**
  43600. * If the reflection texture on this material is in linear color space
  43601. * @hidden
  43602. */
  43603. _this.IS_REFLECTION_LINEAR = false;
  43604. /**
  43605. * If the refraction texture on this material is in linear color space
  43606. * @hidden
  43607. */
  43608. _this.IS_REFRACTION_LINEAR = false;
  43609. _this.EXPOSURE = false;
  43610. _this.rebuild();
  43611. return _this;
  43612. }
  43613. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43614. var modes = [
  43615. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43616. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43617. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43618. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43619. ];
  43620. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43621. var mode = modes_1[_i];
  43622. this[mode] = (mode === modeToEnable);
  43623. }
  43624. };
  43625. return StandardMaterialDefines;
  43626. }(BABYLON.MaterialDefines));
  43627. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43628. /**
  43629. * This is the default material used in Babylon. It is the best trade off between quality
  43630. * and performances.
  43631. * @see http://doc.babylonjs.com/babylon101/materials
  43632. */
  43633. var StandardMaterial = /** @class */ (function (_super) {
  43634. __extends(StandardMaterial, _super);
  43635. /**
  43636. * Instantiates a new standard material.
  43637. * This is the default material used in Babylon. It is the best trade off between quality
  43638. * and performances.
  43639. * @see http://doc.babylonjs.com/babylon101/materials
  43640. * @param name Define the name of the material in the scene
  43641. * @param scene Define the scene the material belong to
  43642. */
  43643. function StandardMaterial(name, scene) {
  43644. var _this = _super.call(this, name, scene) || this;
  43645. /**
  43646. * The color of the material lit by the environmental background lighting.
  43647. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43648. */
  43649. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43650. /**
  43651. * The basic color of the material as viewed under a light.
  43652. */
  43653. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  43654. /**
  43655. * Define how the color and intensity of the highlight given by the light in the material.
  43656. */
  43657. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  43658. /**
  43659. * Define the color of the material as if self lit.
  43660. * This will be mixed in the final result even in the absence of light.
  43661. */
  43662. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  43663. /**
  43664. * Defines how sharp are the highlights in the material.
  43665. * The bigger the value the sharper giving a more glossy feeling to the result.
  43666. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  43667. */
  43668. _this.specularPower = 64;
  43669. _this._useAlphaFromDiffuseTexture = false;
  43670. _this._useEmissiveAsIllumination = false;
  43671. _this._linkEmissiveWithDiffuse = false;
  43672. _this._useSpecularOverAlpha = false;
  43673. _this._useReflectionOverAlpha = false;
  43674. _this._disableLighting = false;
  43675. _this._useObjectSpaceNormalMap = false;
  43676. _this._useParallax = false;
  43677. _this._useParallaxOcclusion = false;
  43678. /**
  43679. * 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.
  43680. */
  43681. _this.parallaxScaleBias = 0.05;
  43682. _this._roughness = 0;
  43683. /**
  43684. * In case of refraction, define the value of the indice of refraction.
  43685. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43686. */
  43687. _this.indexOfRefraction = 0.98;
  43688. /**
  43689. * Invert the refraction texture alongside the y axis.
  43690. * It can be usefull with procedural textures or probe for instance.
  43691. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43692. */
  43693. _this.invertRefractionY = true;
  43694. /**
  43695. * Defines the alpha limits in alpha test mode.
  43696. */
  43697. _this.alphaCutOff = 0.4;
  43698. _this._useLightmapAsShadowmap = false;
  43699. _this._useReflectionFresnelFromSpecular = false;
  43700. _this._useGlossinessFromSpecularMapAlpha = false;
  43701. _this._maxSimultaneousLights = 4;
  43702. _this._invertNormalMapX = false;
  43703. _this._invertNormalMapY = false;
  43704. _this._twoSidedLighting = false;
  43705. _this._renderTargets = new BABYLON.SmartArray(16);
  43706. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  43707. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  43708. // Setup the default processing configuration to the scene.
  43709. _this._attachImageProcessingConfiguration(null);
  43710. _this.getRenderTargetTextures = function () {
  43711. _this._renderTargets.reset();
  43712. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  43713. _this._renderTargets.push(_this._reflectionTexture);
  43714. }
  43715. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  43716. _this._renderTargets.push(_this._refractionTexture);
  43717. }
  43718. return _this._renderTargets;
  43719. };
  43720. return _this;
  43721. }
  43722. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  43723. /**
  43724. * Gets the image processing configuration used either in this material.
  43725. */
  43726. get: function () {
  43727. return this._imageProcessingConfiguration;
  43728. },
  43729. /**
  43730. * Sets the Default image processing configuration used either in the this material.
  43731. *
  43732. * If sets to null, the scene one is in use.
  43733. */
  43734. set: function (value) {
  43735. this._attachImageProcessingConfiguration(value);
  43736. // Ensure the effect will be rebuilt.
  43737. this._markAllSubMeshesAsTexturesDirty();
  43738. },
  43739. enumerable: true,
  43740. configurable: true
  43741. });
  43742. /**
  43743. * Attaches a new image processing configuration to the Standard Material.
  43744. * @param configuration
  43745. */
  43746. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  43747. var _this = this;
  43748. if (configuration === this._imageProcessingConfiguration) {
  43749. return;
  43750. }
  43751. // Detaches observer.
  43752. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  43753. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  43754. }
  43755. // Pick the scene configuration if needed.
  43756. if (!configuration) {
  43757. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  43758. }
  43759. else {
  43760. this._imageProcessingConfiguration = configuration;
  43761. }
  43762. // Attaches observer.
  43763. if (this._imageProcessingConfiguration) {
  43764. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  43765. _this._markAllSubMeshesAsImageProcessingDirty();
  43766. });
  43767. }
  43768. };
  43769. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  43770. /**
  43771. * Gets wether the color curves effect is enabled.
  43772. */
  43773. get: function () {
  43774. return this.imageProcessingConfiguration.colorCurvesEnabled;
  43775. },
  43776. /**
  43777. * Sets wether the color curves effect is enabled.
  43778. */
  43779. set: function (value) {
  43780. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  43781. },
  43782. enumerable: true,
  43783. configurable: true
  43784. });
  43785. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  43786. /**
  43787. * Gets wether the color grading effect is enabled.
  43788. */
  43789. get: function () {
  43790. return this.imageProcessingConfiguration.colorGradingEnabled;
  43791. },
  43792. /**
  43793. * Gets wether the color grading effect is enabled.
  43794. */
  43795. set: function (value) {
  43796. this.imageProcessingConfiguration.colorGradingEnabled = value;
  43797. },
  43798. enumerable: true,
  43799. configurable: true
  43800. });
  43801. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  43802. /**
  43803. * Gets wether tonemapping is enabled or not.
  43804. */
  43805. get: function () {
  43806. return this._imageProcessingConfiguration.toneMappingEnabled;
  43807. },
  43808. /**
  43809. * Sets wether tonemapping is enabled or not
  43810. */
  43811. set: function (value) {
  43812. this._imageProcessingConfiguration.toneMappingEnabled = value;
  43813. },
  43814. enumerable: true,
  43815. configurable: true
  43816. });
  43817. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  43818. /**
  43819. * The camera exposure used on this material.
  43820. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43821. * This corresponds to a photographic exposure.
  43822. */
  43823. get: function () {
  43824. return this._imageProcessingConfiguration.exposure;
  43825. },
  43826. /**
  43827. * The camera exposure used on this material.
  43828. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43829. * This corresponds to a photographic exposure.
  43830. */
  43831. set: function (value) {
  43832. this._imageProcessingConfiguration.exposure = value;
  43833. },
  43834. enumerable: true,
  43835. configurable: true
  43836. });
  43837. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  43838. /**
  43839. * Gets The camera contrast used on this material.
  43840. */
  43841. get: function () {
  43842. return this._imageProcessingConfiguration.contrast;
  43843. },
  43844. /**
  43845. * Sets The camera contrast used on this material.
  43846. */
  43847. set: function (value) {
  43848. this._imageProcessingConfiguration.contrast = value;
  43849. },
  43850. enumerable: true,
  43851. configurable: true
  43852. });
  43853. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  43854. /**
  43855. * Gets the Color Grading 2D Lookup Texture.
  43856. */
  43857. get: function () {
  43858. return this._imageProcessingConfiguration.colorGradingTexture;
  43859. },
  43860. /**
  43861. * Sets the Color Grading 2D Lookup Texture.
  43862. */
  43863. set: function (value) {
  43864. this._imageProcessingConfiguration.colorGradingTexture = value;
  43865. },
  43866. enumerable: true,
  43867. configurable: true
  43868. });
  43869. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  43870. /**
  43871. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43872. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43873. * 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;
  43874. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43875. */
  43876. get: function () {
  43877. return this._imageProcessingConfiguration.colorCurves;
  43878. },
  43879. /**
  43880. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43881. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43882. * 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;
  43883. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43884. */
  43885. set: function (value) {
  43886. this._imageProcessingConfiguration.colorCurves = value;
  43887. },
  43888. enumerable: true,
  43889. configurable: true
  43890. });
  43891. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  43892. /**
  43893. * Gets a boolean indicating that current material needs to register RTT
  43894. */
  43895. get: function () {
  43896. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  43897. return true;
  43898. }
  43899. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  43900. return true;
  43901. }
  43902. return false;
  43903. },
  43904. enumerable: true,
  43905. configurable: true
  43906. });
  43907. /**
  43908. * Gets the current class name of the material e.g. "StandardMaterial"
  43909. * Mainly use in serialization.
  43910. * @returns the class name
  43911. */
  43912. StandardMaterial.prototype.getClassName = function () {
  43913. return "StandardMaterial";
  43914. };
  43915. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  43916. /**
  43917. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  43918. * You can try switching to logarithmic depth.
  43919. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  43920. */
  43921. get: function () {
  43922. return this._useLogarithmicDepth;
  43923. },
  43924. set: function (value) {
  43925. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  43926. this._markAllSubMeshesAsMiscDirty();
  43927. },
  43928. enumerable: true,
  43929. configurable: true
  43930. });
  43931. /**
  43932. * Specifies if the material will require alpha blending
  43933. * @returns a boolean specifying if alpha blending is needed
  43934. */
  43935. StandardMaterial.prototype.needAlphaBlending = function () {
  43936. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  43937. };
  43938. /**
  43939. * Specifies if this material should be rendered in alpha test mode
  43940. * @returns a boolean specifying if an alpha test is needed.
  43941. */
  43942. StandardMaterial.prototype.needAlphaTesting = function () {
  43943. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  43944. };
  43945. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  43946. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  43947. };
  43948. /**
  43949. * Get the texture used for alpha test purpose.
  43950. * @returns the diffuse texture in case of the standard material.
  43951. */
  43952. StandardMaterial.prototype.getAlphaTestTexture = function () {
  43953. return this._diffuseTexture;
  43954. };
  43955. /**
  43956. * Get if the submesh is ready to be used and all its information available.
  43957. * Child classes can use it to update shaders
  43958. * @param mesh defines the mesh to check
  43959. * @param subMesh defines which submesh to check
  43960. * @param useInstances specifies that instances should be used
  43961. * @returns a boolean indicating that the submesh is ready or not
  43962. */
  43963. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  43964. if (useInstances === void 0) { useInstances = false; }
  43965. if (subMesh.effect && this.isFrozen) {
  43966. if (this._wasPreviouslyReady) {
  43967. return true;
  43968. }
  43969. }
  43970. if (!subMesh._materialDefines) {
  43971. subMesh._materialDefines = new StandardMaterialDefines();
  43972. }
  43973. var scene = this.getScene();
  43974. var defines = subMesh._materialDefines;
  43975. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  43976. if (defines._renderId === scene.getRenderId()) {
  43977. return true;
  43978. }
  43979. }
  43980. var engine = scene.getEngine();
  43981. // Lights
  43982. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  43983. // Textures
  43984. if (defines._areTexturesDirty) {
  43985. defines._needUVs = false;
  43986. defines.MAINUV1 = false;
  43987. defines.MAINUV2 = false;
  43988. if (scene.texturesEnabled) {
  43989. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  43990. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  43991. return false;
  43992. }
  43993. else {
  43994. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  43995. }
  43996. }
  43997. else {
  43998. defines.DIFFUSE = false;
  43999. }
  44000. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44001. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44002. return false;
  44003. }
  44004. else {
  44005. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44006. }
  44007. }
  44008. else {
  44009. defines.AMBIENT = false;
  44010. }
  44011. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44012. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44013. return false;
  44014. }
  44015. else {
  44016. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44017. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44018. }
  44019. }
  44020. else {
  44021. defines.OPACITY = false;
  44022. }
  44023. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44024. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  44025. return false;
  44026. }
  44027. else {
  44028. defines._needNormals = true;
  44029. defines.REFLECTION = true;
  44030. defines.ROUGHNESS = (this._roughness > 0);
  44031. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  44032. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  44033. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  44034. switch (this._reflectionTexture.coordinatesMode) {
  44035. case BABYLON.Texture.EXPLICIT_MODE:
  44036. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  44037. break;
  44038. case BABYLON.Texture.PLANAR_MODE:
  44039. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  44040. break;
  44041. case BABYLON.Texture.PROJECTION_MODE:
  44042. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  44043. break;
  44044. case BABYLON.Texture.SKYBOX_MODE:
  44045. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  44046. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44047. break;
  44048. case BABYLON.Texture.SPHERICAL_MODE:
  44049. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  44050. break;
  44051. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44052. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  44053. break;
  44054. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44055. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  44056. break;
  44057. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44058. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  44059. break;
  44060. case BABYLON.Texture.CUBIC_MODE:
  44061. case BABYLON.Texture.INVCUBIC_MODE:
  44062. default:
  44063. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  44064. break;
  44065. }
  44066. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  44067. }
  44068. }
  44069. else {
  44070. defines.REFLECTION = false;
  44071. }
  44072. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44073. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44074. return false;
  44075. }
  44076. else {
  44077. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44078. }
  44079. }
  44080. else {
  44081. defines.EMISSIVE = false;
  44082. }
  44083. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44084. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44085. return false;
  44086. }
  44087. else {
  44088. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44089. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44090. }
  44091. }
  44092. else {
  44093. defines.LIGHTMAP = false;
  44094. }
  44095. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44096. if (!this._specularTexture.isReadyOrNotBlocking()) {
  44097. return false;
  44098. }
  44099. else {
  44100. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  44101. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  44102. }
  44103. }
  44104. else {
  44105. defines.SPECULAR = false;
  44106. }
  44107. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  44108. // Bump texure can not be not blocking.
  44109. if (!this._bumpTexture.isReady()) {
  44110. return false;
  44111. }
  44112. else {
  44113. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44114. defines.PARALLAX = this._useParallax;
  44115. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44116. }
  44117. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44118. }
  44119. else {
  44120. defines.BUMP = false;
  44121. }
  44122. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44123. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44124. return false;
  44125. }
  44126. else {
  44127. defines._needUVs = true;
  44128. defines.REFRACTION = true;
  44129. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44130. }
  44131. }
  44132. else {
  44133. defines.REFRACTION = false;
  44134. }
  44135. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44136. }
  44137. else {
  44138. defines.DIFFUSE = false;
  44139. defines.AMBIENT = false;
  44140. defines.OPACITY = false;
  44141. defines.REFLECTION = false;
  44142. defines.EMISSIVE = false;
  44143. defines.LIGHTMAP = false;
  44144. defines.BUMP = false;
  44145. defines.REFRACTION = false;
  44146. }
  44147. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44148. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44149. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44150. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44151. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44152. }
  44153. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44154. if (!this._imageProcessingConfiguration.isReady()) {
  44155. return false;
  44156. }
  44157. this._imageProcessingConfiguration.prepareDefines(defines);
  44158. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44159. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44160. }
  44161. if (defines._areFresnelDirty) {
  44162. if (StandardMaterial.FresnelEnabled) {
  44163. // Fresnel
  44164. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44165. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44166. this._reflectionFresnelParameters) {
  44167. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44168. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44169. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44170. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44171. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44172. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44173. defines._needNormals = true;
  44174. defines.FRESNEL = true;
  44175. }
  44176. }
  44177. else {
  44178. defines.FRESNEL = false;
  44179. }
  44180. }
  44181. // Misc.
  44182. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44183. // Attribs
  44184. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44185. // Values that need to be evaluated on every frame
  44186. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44187. // Get correct effect
  44188. if (defines.isDirty) {
  44189. defines.markAsProcessed();
  44190. // Fallbacks
  44191. var fallbacks = new BABYLON.EffectFallbacks();
  44192. if (defines.REFLECTION) {
  44193. fallbacks.addFallback(0, "REFLECTION");
  44194. }
  44195. if (defines.SPECULAR) {
  44196. fallbacks.addFallback(0, "SPECULAR");
  44197. }
  44198. if (defines.BUMP) {
  44199. fallbacks.addFallback(0, "BUMP");
  44200. }
  44201. if (defines.PARALLAX) {
  44202. fallbacks.addFallback(1, "PARALLAX");
  44203. }
  44204. if (defines.PARALLAXOCCLUSION) {
  44205. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44206. }
  44207. if (defines.SPECULAROVERALPHA) {
  44208. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44209. }
  44210. if (defines.FOG) {
  44211. fallbacks.addFallback(1, "FOG");
  44212. }
  44213. if (defines.POINTSIZE) {
  44214. fallbacks.addFallback(0, "POINTSIZE");
  44215. }
  44216. if (defines.LOGARITHMICDEPTH) {
  44217. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44218. }
  44219. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44220. if (defines.SPECULARTERM) {
  44221. fallbacks.addFallback(0, "SPECULARTERM");
  44222. }
  44223. if (defines.DIFFUSEFRESNEL) {
  44224. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44225. }
  44226. if (defines.OPACITYFRESNEL) {
  44227. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44228. }
  44229. if (defines.REFLECTIONFRESNEL) {
  44230. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44231. }
  44232. if (defines.EMISSIVEFRESNEL) {
  44233. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44234. }
  44235. if (defines.FRESNEL) {
  44236. fallbacks.addFallback(4, "FRESNEL");
  44237. }
  44238. //Attributes
  44239. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44240. if (defines.NORMAL) {
  44241. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44242. }
  44243. if (defines.UV1) {
  44244. attribs.push(BABYLON.VertexBuffer.UVKind);
  44245. }
  44246. if (defines.UV2) {
  44247. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44248. }
  44249. if (defines.VERTEXCOLOR) {
  44250. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44251. }
  44252. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44253. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44254. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44255. var shaderName = "default";
  44256. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44257. "vFogInfos", "vFogColor", "pointSize",
  44258. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44259. "mBones",
  44260. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44261. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44262. "vReflectionPosition", "vReflectionSize",
  44263. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44264. ];
  44265. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44266. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44267. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44268. var uniformBuffers = ["Material", "Scene"];
  44269. if (BABYLON.ImageProcessingConfiguration) {
  44270. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44271. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44272. }
  44273. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44274. uniformsNames: uniforms,
  44275. uniformBuffersNames: uniformBuffers,
  44276. samplers: samplers,
  44277. defines: defines,
  44278. maxSimultaneousLights: this._maxSimultaneousLights
  44279. });
  44280. if (this.customShaderNameResolve) {
  44281. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44282. }
  44283. var join = defines.toString();
  44284. var previousEffect = subMesh.effect;
  44285. var effect = scene.getEngine().createEffect(shaderName, {
  44286. attributes: attribs,
  44287. uniformsNames: uniforms,
  44288. uniformBuffersNames: uniformBuffers,
  44289. samplers: samplers,
  44290. defines: join,
  44291. fallbacks: fallbacks,
  44292. onCompiled: this.onCompiled,
  44293. onError: this.onError,
  44294. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44295. }, engine);
  44296. if (effect) {
  44297. // Use previous effect while new one is compiling
  44298. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44299. effect = previousEffect;
  44300. defines.markAsUnprocessed();
  44301. }
  44302. else {
  44303. scene.resetCachedMaterial();
  44304. subMesh.setEffect(effect, defines);
  44305. this.buildUniformLayout();
  44306. }
  44307. }
  44308. }
  44309. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44310. return false;
  44311. }
  44312. defines._renderId = scene.getRenderId();
  44313. this._wasPreviouslyReady = true;
  44314. return true;
  44315. };
  44316. /**
  44317. * Builds the material UBO layouts.
  44318. * Used internally during the effect preparation.
  44319. */
  44320. StandardMaterial.prototype.buildUniformLayout = function () {
  44321. // Order is important !
  44322. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44323. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44324. this._uniformBuffer.addUniform("opacityParts", 4);
  44325. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44326. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44327. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44328. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44329. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44330. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44331. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44332. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44333. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44334. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44335. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44336. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44337. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44338. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44339. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44340. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44341. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44342. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44343. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44344. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44345. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44346. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44347. this._uniformBuffer.addUniform("specularMatrix", 16);
  44348. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44349. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44350. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44351. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44352. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44353. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44354. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44355. this._uniformBuffer.addUniform("pointSize", 1);
  44356. this._uniformBuffer.create();
  44357. };
  44358. /**
  44359. * Unbinds the material from the mesh
  44360. */
  44361. StandardMaterial.prototype.unbind = function () {
  44362. if (this._activeEffect) {
  44363. var needFlag = false;
  44364. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44365. this._activeEffect.setTexture("reflection2DSampler", null);
  44366. needFlag = true;
  44367. }
  44368. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44369. this._activeEffect.setTexture("refraction2DSampler", null);
  44370. needFlag = true;
  44371. }
  44372. if (needFlag) {
  44373. this._markAllSubMeshesAsTexturesDirty();
  44374. }
  44375. }
  44376. _super.prototype.unbind.call(this);
  44377. };
  44378. /**
  44379. * Binds the submesh to this material by preparing the effect and shader to draw
  44380. * @param world defines the world transformation matrix
  44381. * @param mesh defines the mesh containing the submesh
  44382. * @param subMesh defines the submesh to bind the material to
  44383. */
  44384. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44385. var scene = this.getScene();
  44386. var defines = subMesh._materialDefines;
  44387. if (!defines) {
  44388. return;
  44389. }
  44390. var effect = subMesh.effect;
  44391. if (!effect) {
  44392. return;
  44393. }
  44394. this._activeEffect = effect;
  44395. // Matrices
  44396. this.bindOnlyWorldMatrix(world);
  44397. // Normal Matrix
  44398. if (defines.OBJECTSPACE_NORMALMAP) {
  44399. world.toNormalMatrix(this._normalMatrix);
  44400. this.bindOnlyNormalMatrix(this._normalMatrix);
  44401. }
  44402. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44403. // Bones
  44404. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44405. if (mustRebind) {
  44406. this._uniformBuffer.bindToEffect(effect, "Material");
  44407. this.bindViewProjection(effect);
  44408. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44409. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44410. // Fresnel
  44411. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44412. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44413. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44414. }
  44415. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44416. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44417. }
  44418. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44419. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44420. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44421. }
  44422. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44423. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44424. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44425. }
  44426. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44427. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44428. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44429. }
  44430. }
  44431. // Textures
  44432. if (scene.texturesEnabled) {
  44433. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44434. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44435. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44436. if (this._diffuseTexture.hasAlpha) {
  44437. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44438. }
  44439. }
  44440. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44441. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44442. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44443. }
  44444. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44445. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44446. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44447. }
  44448. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44449. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44450. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44451. if (this._reflectionTexture.boundingBoxSize) {
  44452. var cubeTexture = this._reflectionTexture;
  44453. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44454. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44455. }
  44456. }
  44457. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44458. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44459. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44460. }
  44461. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44462. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44463. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44464. }
  44465. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44466. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44467. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44468. }
  44469. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44470. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44471. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44472. if (scene._mirroredCameraPosition) {
  44473. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44474. }
  44475. else {
  44476. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44477. }
  44478. }
  44479. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44480. var depth = 1.0;
  44481. if (!this._refractionTexture.isCube) {
  44482. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44483. if (this._refractionTexture.depth) {
  44484. depth = this._refractionTexture.depth;
  44485. }
  44486. }
  44487. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44488. }
  44489. }
  44490. // Point size
  44491. if (this.pointsCloud) {
  44492. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44493. }
  44494. if (defines.SPECULARTERM) {
  44495. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44496. }
  44497. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44498. // Diffuse
  44499. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44500. }
  44501. // Textures
  44502. if (scene.texturesEnabled) {
  44503. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44504. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44505. }
  44506. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44507. effect.setTexture("ambientSampler", this._ambientTexture);
  44508. }
  44509. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44510. effect.setTexture("opacitySampler", this._opacityTexture);
  44511. }
  44512. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44513. if (this._reflectionTexture.isCube) {
  44514. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44515. }
  44516. else {
  44517. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44518. }
  44519. }
  44520. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44521. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44522. }
  44523. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44524. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44525. }
  44526. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44527. effect.setTexture("specularSampler", this._specularTexture);
  44528. }
  44529. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44530. effect.setTexture("bumpSampler", this._bumpTexture);
  44531. }
  44532. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44533. var depth = 1.0;
  44534. if (this._refractionTexture.isCube) {
  44535. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44536. }
  44537. else {
  44538. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44539. }
  44540. }
  44541. }
  44542. // Clip plane
  44543. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44544. // Colors
  44545. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44546. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44547. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44548. }
  44549. if (mustRebind || !this.isFrozen) {
  44550. // Lights
  44551. if (scene.lightsEnabled && !this._disableLighting) {
  44552. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44553. }
  44554. // View
  44555. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44556. this.bindView(effect);
  44557. }
  44558. // Fog
  44559. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44560. // Morph targets
  44561. if (defines.NUM_MORPH_INFLUENCERS) {
  44562. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44563. }
  44564. // Log. depth
  44565. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44566. // image processing
  44567. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44568. this._imageProcessingConfiguration.bind(this._activeEffect);
  44569. }
  44570. }
  44571. this._uniformBuffer.update();
  44572. this._afterBind(mesh, this._activeEffect);
  44573. };
  44574. /**
  44575. * Get the list of animatables in the material.
  44576. * @returns the list of animatables object used in the material
  44577. */
  44578. StandardMaterial.prototype.getAnimatables = function () {
  44579. var results = [];
  44580. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44581. results.push(this._diffuseTexture);
  44582. }
  44583. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44584. results.push(this._ambientTexture);
  44585. }
  44586. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44587. results.push(this._opacityTexture);
  44588. }
  44589. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44590. results.push(this._reflectionTexture);
  44591. }
  44592. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44593. results.push(this._emissiveTexture);
  44594. }
  44595. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44596. results.push(this._specularTexture);
  44597. }
  44598. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44599. results.push(this._bumpTexture);
  44600. }
  44601. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44602. results.push(this._lightmapTexture);
  44603. }
  44604. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44605. results.push(this._refractionTexture);
  44606. }
  44607. return results;
  44608. };
  44609. /**
  44610. * Gets the active textures from the material
  44611. * @returns an array of textures
  44612. */
  44613. StandardMaterial.prototype.getActiveTextures = function () {
  44614. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44615. if (this._diffuseTexture) {
  44616. activeTextures.push(this._diffuseTexture);
  44617. }
  44618. if (this._ambientTexture) {
  44619. activeTextures.push(this._ambientTexture);
  44620. }
  44621. if (this._opacityTexture) {
  44622. activeTextures.push(this._opacityTexture);
  44623. }
  44624. if (this._reflectionTexture) {
  44625. activeTextures.push(this._reflectionTexture);
  44626. }
  44627. if (this._emissiveTexture) {
  44628. activeTextures.push(this._emissiveTexture);
  44629. }
  44630. if (this._specularTexture) {
  44631. activeTextures.push(this._specularTexture);
  44632. }
  44633. if (this._bumpTexture) {
  44634. activeTextures.push(this._bumpTexture);
  44635. }
  44636. if (this._lightmapTexture) {
  44637. activeTextures.push(this._lightmapTexture);
  44638. }
  44639. if (this._refractionTexture) {
  44640. activeTextures.push(this._refractionTexture);
  44641. }
  44642. return activeTextures;
  44643. };
  44644. /**
  44645. * Specifies if the material uses a texture
  44646. * @param texture defines the texture to check against the material
  44647. * @returns a boolean specifying if the material uses the texture
  44648. */
  44649. StandardMaterial.prototype.hasTexture = function (texture) {
  44650. if (_super.prototype.hasTexture.call(this, texture)) {
  44651. return true;
  44652. }
  44653. if (this._diffuseTexture === texture) {
  44654. return true;
  44655. }
  44656. if (this._ambientTexture === texture) {
  44657. return true;
  44658. }
  44659. if (this._opacityTexture === texture) {
  44660. return true;
  44661. }
  44662. if (this._reflectionTexture === texture) {
  44663. return true;
  44664. }
  44665. if (this._emissiveTexture === texture) {
  44666. return true;
  44667. }
  44668. if (this._specularTexture === texture) {
  44669. return true;
  44670. }
  44671. if (this._bumpTexture === texture) {
  44672. return true;
  44673. }
  44674. if (this._lightmapTexture === texture) {
  44675. return true;
  44676. }
  44677. if (this._refractionTexture === texture) {
  44678. return true;
  44679. }
  44680. return false;
  44681. };
  44682. /**
  44683. * Disposes the material
  44684. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  44685. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  44686. */
  44687. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  44688. if (forceDisposeTextures) {
  44689. if (this._diffuseTexture) {
  44690. this._diffuseTexture.dispose();
  44691. }
  44692. if (this._ambientTexture) {
  44693. this._ambientTexture.dispose();
  44694. }
  44695. if (this._opacityTexture) {
  44696. this._opacityTexture.dispose();
  44697. }
  44698. if (this._reflectionTexture) {
  44699. this._reflectionTexture.dispose();
  44700. }
  44701. if (this._emissiveTexture) {
  44702. this._emissiveTexture.dispose();
  44703. }
  44704. if (this._specularTexture) {
  44705. this._specularTexture.dispose();
  44706. }
  44707. if (this._bumpTexture) {
  44708. this._bumpTexture.dispose();
  44709. }
  44710. if (this._lightmapTexture) {
  44711. this._lightmapTexture.dispose();
  44712. }
  44713. if (this._refractionTexture) {
  44714. this._refractionTexture.dispose();
  44715. }
  44716. }
  44717. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44718. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44719. }
  44720. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  44721. };
  44722. /**
  44723. * Makes a duplicate of the material, and gives it a new name
  44724. * @param name defines the new name for the duplicated material
  44725. * @returns the cloned material
  44726. */
  44727. StandardMaterial.prototype.clone = function (name) {
  44728. var _this = this;
  44729. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  44730. result.name = name;
  44731. result.id = name;
  44732. return result;
  44733. };
  44734. /**
  44735. * Serializes this material in a JSON representation
  44736. * @returns the serialized material object
  44737. */
  44738. StandardMaterial.prototype.serialize = function () {
  44739. return BABYLON.SerializationHelper.Serialize(this);
  44740. };
  44741. /**
  44742. * Creates a standard material from parsed material data
  44743. * @param source defines the JSON represnetation of the material
  44744. * @param scene defines the hosting scene
  44745. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  44746. * @returns a new material
  44747. */
  44748. StandardMaterial.Parse = function (source, scene, rootUrl) {
  44749. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  44750. };
  44751. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  44752. /**
  44753. * Are diffuse textures enabled in the application.
  44754. */
  44755. get: function () {
  44756. return StandardMaterial._DiffuseTextureEnabled;
  44757. },
  44758. set: function (value) {
  44759. if (StandardMaterial._DiffuseTextureEnabled === value) {
  44760. return;
  44761. }
  44762. StandardMaterial._DiffuseTextureEnabled = value;
  44763. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44764. },
  44765. enumerable: true,
  44766. configurable: true
  44767. });
  44768. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  44769. /**
  44770. * Are ambient textures enabled in the application.
  44771. */
  44772. get: function () {
  44773. return StandardMaterial._AmbientTextureEnabled;
  44774. },
  44775. set: function (value) {
  44776. if (StandardMaterial._AmbientTextureEnabled === value) {
  44777. return;
  44778. }
  44779. StandardMaterial._AmbientTextureEnabled = value;
  44780. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44781. },
  44782. enumerable: true,
  44783. configurable: true
  44784. });
  44785. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  44786. /**
  44787. * Are opacity textures enabled in the application.
  44788. */
  44789. get: function () {
  44790. return StandardMaterial._OpacityTextureEnabled;
  44791. },
  44792. set: function (value) {
  44793. if (StandardMaterial._OpacityTextureEnabled === value) {
  44794. return;
  44795. }
  44796. StandardMaterial._OpacityTextureEnabled = value;
  44797. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44798. },
  44799. enumerable: true,
  44800. configurable: true
  44801. });
  44802. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  44803. /**
  44804. * Are reflection textures enabled in the application.
  44805. */
  44806. get: function () {
  44807. return StandardMaterial._ReflectionTextureEnabled;
  44808. },
  44809. set: function (value) {
  44810. if (StandardMaterial._ReflectionTextureEnabled === value) {
  44811. return;
  44812. }
  44813. StandardMaterial._ReflectionTextureEnabled = value;
  44814. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44815. },
  44816. enumerable: true,
  44817. configurable: true
  44818. });
  44819. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  44820. /**
  44821. * Are emissive textures enabled in the application.
  44822. */
  44823. get: function () {
  44824. return StandardMaterial._EmissiveTextureEnabled;
  44825. },
  44826. set: function (value) {
  44827. if (StandardMaterial._EmissiveTextureEnabled === value) {
  44828. return;
  44829. }
  44830. StandardMaterial._EmissiveTextureEnabled = value;
  44831. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44832. },
  44833. enumerable: true,
  44834. configurable: true
  44835. });
  44836. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  44837. /**
  44838. * Are specular textures enabled in the application.
  44839. */
  44840. get: function () {
  44841. return StandardMaterial._SpecularTextureEnabled;
  44842. },
  44843. set: function (value) {
  44844. if (StandardMaterial._SpecularTextureEnabled === value) {
  44845. return;
  44846. }
  44847. StandardMaterial._SpecularTextureEnabled = value;
  44848. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44849. },
  44850. enumerable: true,
  44851. configurable: true
  44852. });
  44853. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  44854. /**
  44855. * Are bump textures enabled in the application.
  44856. */
  44857. get: function () {
  44858. return StandardMaterial._BumpTextureEnabled;
  44859. },
  44860. set: function (value) {
  44861. if (StandardMaterial._BumpTextureEnabled === value) {
  44862. return;
  44863. }
  44864. StandardMaterial._BumpTextureEnabled = value;
  44865. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44866. },
  44867. enumerable: true,
  44868. configurable: true
  44869. });
  44870. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  44871. /**
  44872. * Are lightmap textures enabled in the application.
  44873. */
  44874. get: function () {
  44875. return StandardMaterial._LightmapTextureEnabled;
  44876. },
  44877. set: function (value) {
  44878. if (StandardMaterial._LightmapTextureEnabled === value) {
  44879. return;
  44880. }
  44881. StandardMaterial._LightmapTextureEnabled = value;
  44882. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44883. },
  44884. enumerable: true,
  44885. configurable: true
  44886. });
  44887. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  44888. /**
  44889. * Are refraction textures enabled in the application.
  44890. */
  44891. get: function () {
  44892. return StandardMaterial._RefractionTextureEnabled;
  44893. },
  44894. set: function (value) {
  44895. if (StandardMaterial._RefractionTextureEnabled === value) {
  44896. return;
  44897. }
  44898. StandardMaterial._RefractionTextureEnabled = value;
  44899. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44900. },
  44901. enumerable: true,
  44902. configurable: true
  44903. });
  44904. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  44905. /**
  44906. * Are color grading textures enabled in the application.
  44907. */
  44908. get: function () {
  44909. return StandardMaterial._ColorGradingTextureEnabled;
  44910. },
  44911. set: function (value) {
  44912. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  44913. return;
  44914. }
  44915. StandardMaterial._ColorGradingTextureEnabled = value;
  44916. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44917. },
  44918. enumerable: true,
  44919. configurable: true
  44920. });
  44921. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  44922. /**
  44923. * Are fresnels enabled in the application.
  44924. */
  44925. get: function () {
  44926. return StandardMaterial._FresnelEnabled;
  44927. },
  44928. set: function (value) {
  44929. if (StandardMaterial._FresnelEnabled === value) {
  44930. return;
  44931. }
  44932. StandardMaterial._FresnelEnabled = value;
  44933. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  44934. },
  44935. enumerable: true,
  44936. configurable: true
  44937. });
  44938. // Flags used to enable or disable a type of texture for all Standard Materials
  44939. StandardMaterial._DiffuseTextureEnabled = true;
  44940. StandardMaterial._AmbientTextureEnabled = true;
  44941. StandardMaterial._OpacityTextureEnabled = true;
  44942. StandardMaterial._ReflectionTextureEnabled = true;
  44943. StandardMaterial._EmissiveTextureEnabled = true;
  44944. StandardMaterial._SpecularTextureEnabled = true;
  44945. StandardMaterial._BumpTextureEnabled = true;
  44946. StandardMaterial._LightmapTextureEnabled = true;
  44947. StandardMaterial._RefractionTextureEnabled = true;
  44948. StandardMaterial._ColorGradingTextureEnabled = true;
  44949. StandardMaterial._FresnelEnabled = true;
  44950. __decorate([
  44951. BABYLON.serializeAsTexture("diffuseTexture")
  44952. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  44953. __decorate([
  44954. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44955. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  44956. __decorate([
  44957. BABYLON.serializeAsTexture("ambientTexture")
  44958. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  44959. __decorate([
  44960. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44961. ], StandardMaterial.prototype, "ambientTexture", void 0);
  44962. __decorate([
  44963. BABYLON.serializeAsTexture("opacityTexture")
  44964. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  44965. __decorate([
  44966. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44967. ], StandardMaterial.prototype, "opacityTexture", void 0);
  44968. __decorate([
  44969. BABYLON.serializeAsTexture("reflectionTexture")
  44970. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  44971. __decorate([
  44972. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44973. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  44974. __decorate([
  44975. BABYLON.serializeAsTexture("emissiveTexture")
  44976. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  44977. __decorate([
  44978. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44979. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  44980. __decorate([
  44981. BABYLON.serializeAsTexture("specularTexture")
  44982. ], StandardMaterial.prototype, "_specularTexture", void 0);
  44983. __decorate([
  44984. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44985. ], StandardMaterial.prototype, "specularTexture", void 0);
  44986. __decorate([
  44987. BABYLON.serializeAsTexture("bumpTexture")
  44988. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  44989. __decorate([
  44990. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44991. ], StandardMaterial.prototype, "bumpTexture", void 0);
  44992. __decorate([
  44993. BABYLON.serializeAsTexture("lightmapTexture")
  44994. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  44995. __decorate([
  44996. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44997. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  44998. __decorate([
  44999. BABYLON.serializeAsTexture("refractionTexture")
  45000. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  45001. __decorate([
  45002. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45003. ], StandardMaterial.prototype, "refractionTexture", void 0);
  45004. __decorate([
  45005. BABYLON.serializeAsColor3("ambient")
  45006. ], StandardMaterial.prototype, "ambientColor", void 0);
  45007. __decorate([
  45008. BABYLON.serializeAsColor3("diffuse")
  45009. ], StandardMaterial.prototype, "diffuseColor", void 0);
  45010. __decorate([
  45011. BABYLON.serializeAsColor3("specular")
  45012. ], StandardMaterial.prototype, "specularColor", void 0);
  45013. __decorate([
  45014. BABYLON.serializeAsColor3("emissive")
  45015. ], StandardMaterial.prototype, "emissiveColor", void 0);
  45016. __decorate([
  45017. BABYLON.serialize()
  45018. ], StandardMaterial.prototype, "specularPower", void 0);
  45019. __decorate([
  45020. BABYLON.serialize("useAlphaFromDiffuseTexture")
  45021. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  45022. __decorate([
  45023. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45024. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  45025. __decorate([
  45026. BABYLON.serialize("useEmissiveAsIllumination")
  45027. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  45028. __decorate([
  45029. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45030. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  45031. __decorate([
  45032. BABYLON.serialize("linkEmissiveWithDiffuse")
  45033. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  45034. __decorate([
  45035. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45036. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  45037. __decorate([
  45038. BABYLON.serialize("useSpecularOverAlpha")
  45039. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  45040. __decorate([
  45041. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45042. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  45043. __decorate([
  45044. BABYLON.serialize("useReflectionOverAlpha")
  45045. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  45046. __decorate([
  45047. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45048. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  45049. __decorate([
  45050. BABYLON.serialize("disableLighting")
  45051. ], StandardMaterial.prototype, "_disableLighting", void 0);
  45052. __decorate([
  45053. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45054. ], StandardMaterial.prototype, "disableLighting", void 0);
  45055. __decorate([
  45056. BABYLON.serialize("useObjectSpaceNormalMap")
  45057. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  45058. __decorate([
  45059. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45060. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45061. __decorate([
  45062. BABYLON.serialize("useParallax")
  45063. ], StandardMaterial.prototype, "_useParallax", void 0);
  45064. __decorate([
  45065. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45066. ], StandardMaterial.prototype, "useParallax", void 0);
  45067. __decorate([
  45068. BABYLON.serialize("useParallaxOcclusion")
  45069. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  45070. __decorate([
  45071. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45072. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  45073. __decorate([
  45074. BABYLON.serialize()
  45075. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  45076. __decorate([
  45077. BABYLON.serialize("roughness")
  45078. ], StandardMaterial.prototype, "_roughness", void 0);
  45079. __decorate([
  45080. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45081. ], StandardMaterial.prototype, "roughness", void 0);
  45082. __decorate([
  45083. BABYLON.serialize()
  45084. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  45085. __decorate([
  45086. BABYLON.serialize()
  45087. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  45088. __decorate([
  45089. BABYLON.serialize()
  45090. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  45091. __decorate([
  45092. BABYLON.serialize("useLightmapAsShadowmap")
  45093. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  45094. __decorate([
  45095. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45096. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45097. __decorate([
  45098. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  45099. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  45100. __decorate([
  45101. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45102. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  45103. __decorate([
  45104. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  45105. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  45106. __decorate([
  45107. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  45108. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45109. __decorate([
  45110. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45111. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45112. __decorate([
  45113. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45114. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45115. __decorate([
  45116. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45117. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45118. __decorate([
  45119. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45120. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45121. __decorate([
  45122. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45123. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45124. __decorate([
  45125. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45126. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45127. __decorate([
  45128. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45129. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45130. __decorate([
  45131. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45132. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45133. __decorate([
  45134. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45135. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45136. __decorate([
  45137. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45138. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45139. __decorate([
  45140. BABYLON.serialize("maxSimultaneousLights")
  45141. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45142. __decorate([
  45143. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45144. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45145. __decorate([
  45146. BABYLON.serialize("invertNormalMapX")
  45147. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45148. __decorate([
  45149. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45150. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45151. __decorate([
  45152. BABYLON.serialize("invertNormalMapY")
  45153. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45154. __decorate([
  45155. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45156. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45157. __decorate([
  45158. BABYLON.serialize("twoSidedLighting")
  45159. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45160. __decorate([
  45161. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45162. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45163. __decorate([
  45164. BABYLON.serialize()
  45165. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45166. return StandardMaterial;
  45167. }(BABYLON.PushMaterial));
  45168. BABYLON.StandardMaterial = StandardMaterial;
  45169. })(BABYLON || (BABYLON = {}));
  45170. //# sourceMappingURL=babylon.standardMaterial.js.map
  45171. var BABYLON;
  45172. (function (BABYLON) {
  45173. /**
  45174. * Class representing spherical polynomial coefficients to the 3rd degree
  45175. */
  45176. var SphericalPolynomial = /** @class */ (function () {
  45177. function SphericalPolynomial() {
  45178. /**
  45179. * The x coefficients of the spherical polynomial
  45180. */
  45181. this.x = BABYLON.Vector3.Zero();
  45182. /**
  45183. * The y coefficients of the spherical polynomial
  45184. */
  45185. this.y = BABYLON.Vector3.Zero();
  45186. /**
  45187. * The z coefficients of the spherical polynomial
  45188. */
  45189. this.z = BABYLON.Vector3.Zero();
  45190. /**
  45191. * The xx coefficients of the spherical polynomial
  45192. */
  45193. this.xx = BABYLON.Vector3.Zero();
  45194. /**
  45195. * The yy coefficients of the spherical polynomial
  45196. */
  45197. this.yy = BABYLON.Vector3.Zero();
  45198. /**
  45199. * The zz coefficients of the spherical polynomial
  45200. */
  45201. this.zz = BABYLON.Vector3.Zero();
  45202. /**
  45203. * The xy coefficients of the spherical polynomial
  45204. */
  45205. this.xy = BABYLON.Vector3.Zero();
  45206. /**
  45207. * The yz coefficients of the spherical polynomial
  45208. */
  45209. this.yz = BABYLON.Vector3.Zero();
  45210. /**
  45211. * The zx coefficients of the spherical polynomial
  45212. */
  45213. this.zx = BABYLON.Vector3.Zero();
  45214. }
  45215. /**
  45216. * Adds an ambient color to the spherical polynomial
  45217. * @param color the color to add
  45218. */
  45219. SphericalPolynomial.prototype.addAmbient = function (color) {
  45220. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45221. this.xx = this.xx.add(colorVector);
  45222. this.yy = this.yy.add(colorVector);
  45223. this.zz = this.zz.add(colorVector);
  45224. };
  45225. /**
  45226. * Scales the spherical polynomial by the given amount
  45227. * @param scale the amount to scale
  45228. */
  45229. SphericalPolynomial.prototype.scale = function (scale) {
  45230. this.x = this.x.scale(scale);
  45231. this.y = this.y.scale(scale);
  45232. this.z = this.z.scale(scale);
  45233. this.xx = this.xx.scale(scale);
  45234. this.yy = this.yy.scale(scale);
  45235. this.zz = this.zz.scale(scale);
  45236. this.yz = this.yz.scale(scale);
  45237. this.zx = this.zx.scale(scale);
  45238. this.xy = this.xy.scale(scale);
  45239. };
  45240. /**
  45241. * Gets the spherical polynomial from harmonics
  45242. * @param harmonics the spherical harmonics
  45243. * @returns the spherical polynomial
  45244. */
  45245. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45246. var result = new SphericalPolynomial();
  45247. result.x = harmonics.l11.scale(1.02333);
  45248. result.y = harmonics.l1_1.scale(1.02333);
  45249. result.z = harmonics.l10.scale(1.02333);
  45250. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45251. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45252. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45253. result.yz = harmonics.l2_1.scale(0.858086);
  45254. result.zx = harmonics.l21.scale(0.858086);
  45255. result.xy = harmonics.l2_2.scale(0.858086);
  45256. result.scale(1.0 / Math.PI);
  45257. return result;
  45258. };
  45259. /**
  45260. * Constructs a spherical polynomial from an array.
  45261. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45262. * @returns the spherical polynomial
  45263. */
  45264. SphericalPolynomial.FromArray = function (data) {
  45265. var sp = new SphericalPolynomial();
  45266. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45267. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45268. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45269. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45270. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45271. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45272. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45273. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45274. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45275. return sp;
  45276. };
  45277. return SphericalPolynomial;
  45278. }());
  45279. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45280. /**
  45281. * Class representing spherical harmonics coefficients to the 3rd degree
  45282. */
  45283. var SphericalHarmonics = /** @class */ (function () {
  45284. function SphericalHarmonics() {
  45285. /**
  45286. * The l0,0 coefficients of the spherical harmonics
  45287. */
  45288. this.l00 = BABYLON.Vector3.Zero();
  45289. /**
  45290. * The l1,-1 coefficients of the spherical harmonics
  45291. */
  45292. this.l1_1 = BABYLON.Vector3.Zero();
  45293. /**
  45294. * The l1,0 coefficients of the spherical harmonics
  45295. */
  45296. this.l10 = BABYLON.Vector3.Zero();
  45297. /**
  45298. * The l1,1 coefficients of the spherical harmonics
  45299. */
  45300. this.l11 = BABYLON.Vector3.Zero();
  45301. /**
  45302. * The l2,-2 coefficients of the spherical harmonics
  45303. */
  45304. this.l2_2 = BABYLON.Vector3.Zero();
  45305. /**
  45306. * The l2,-1 coefficients of the spherical harmonics
  45307. */
  45308. this.l2_1 = BABYLON.Vector3.Zero();
  45309. /**
  45310. * The l2,0 coefficients of the spherical harmonics
  45311. */
  45312. this.l20 = BABYLON.Vector3.Zero();
  45313. /**
  45314. * The l2,1 coefficients of the spherical harmonics
  45315. */
  45316. this.l21 = BABYLON.Vector3.Zero();
  45317. /**
  45318. * The l2,2 coefficients of the spherical harmonics
  45319. */
  45320. this.lL22 = BABYLON.Vector3.Zero();
  45321. }
  45322. /**
  45323. * Adds a light to the spherical harmonics
  45324. * @param direction the direction of the light
  45325. * @param color the color of the light
  45326. * @param deltaSolidAngle the delta solid angle of the light
  45327. */
  45328. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45329. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45330. var c = colorVector.scale(deltaSolidAngle);
  45331. this.l00 = this.l00.add(c.scale(0.282095));
  45332. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45333. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45334. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45335. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45336. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45337. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45338. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45339. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45340. };
  45341. /**
  45342. * Scales the spherical harmonics by the given amount
  45343. * @param scale the amount to scale
  45344. */
  45345. SphericalHarmonics.prototype.scale = function (scale) {
  45346. this.l00 = this.l00.scale(scale);
  45347. this.l1_1 = this.l1_1.scale(scale);
  45348. this.l10 = this.l10.scale(scale);
  45349. this.l11 = this.l11.scale(scale);
  45350. this.l2_2 = this.l2_2.scale(scale);
  45351. this.l2_1 = this.l2_1.scale(scale);
  45352. this.l20 = this.l20.scale(scale);
  45353. this.l21 = this.l21.scale(scale);
  45354. this.lL22 = this.lL22.scale(scale);
  45355. };
  45356. /**
  45357. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45358. *
  45359. * ```
  45360. * E_lm = A_l * L_lm
  45361. * ```
  45362. *
  45363. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45364. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45365. * the scaling factors are given in equation 9.
  45366. */
  45367. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45368. // Constant (Band 0)
  45369. this.l00 = this.l00.scale(3.141593);
  45370. // Linear (Band 1)
  45371. this.l1_1 = this.l1_1.scale(2.094395);
  45372. this.l10 = this.l10.scale(2.094395);
  45373. this.l11 = this.l11.scale(2.094395);
  45374. // Quadratic (Band 2)
  45375. this.l2_2 = this.l2_2.scale(0.785398);
  45376. this.l2_1 = this.l2_1.scale(0.785398);
  45377. this.l20 = this.l20.scale(0.785398);
  45378. this.l21 = this.l21.scale(0.785398);
  45379. this.lL22 = this.lL22.scale(0.785398);
  45380. };
  45381. /**
  45382. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45383. *
  45384. * ```
  45385. * L = (1/pi) * E * rho
  45386. * ```
  45387. *
  45388. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45389. */
  45390. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45391. this.scale(1.0 / Math.PI);
  45392. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45393. // (The pixel shader must apply albedo after texture fetches, etc).
  45394. };
  45395. /**
  45396. * Gets the spherical harmonics from polynomial
  45397. * @param polynomial the spherical polynomial
  45398. * @returns the spherical harmonics
  45399. */
  45400. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45401. var result = new SphericalHarmonics();
  45402. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45403. result.l1_1 = polynomial.y.scale(0.977204);
  45404. result.l10 = polynomial.z.scale(0.977204);
  45405. result.l11 = polynomial.x.scale(0.977204);
  45406. result.l2_2 = polynomial.xy.scale(1.16538);
  45407. result.l2_1 = polynomial.yz.scale(1.16538);
  45408. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45409. result.l21 = polynomial.zx.scale(1.16538);
  45410. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45411. result.scale(Math.PI);
  45412. return result;
  45413. };
  45414. /**
  45415. * Constructs a spherical harmonics from an array.
  45416. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45417. * @returns the spherical harmonics
  45418. */
  45419. SphericalHarmonics.FromArray = function (data) {
  45420. var sh = new SphericalHarmonics();
  45421. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45422. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45423. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45424. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45425. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45426. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45427. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45428. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45429. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45430. return sh;
  45431. };
  45432. return SphericalHarmonics;
  45433. }());
  45434. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45435. })(BABYLON || (BABYLON = {}));
  45436. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45437. var BABYLON;
  45438. (function (BABYLON) {
  45439. var FileFaceOrientation = /** @class */ (function () {
  45440. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45441. this.name = name;
  45442. this.worldAxisForNormal = worldAxisForNormal;
  45443. this.worldAxisForFileX = worldAxisForFileX;
  45444. this.worldAxisForFileY = worldAxisForFileY;
  45445. }
  45446. return FileFaceOrientation;
  45447. }());
  45448. /**
  45449. * Helper class dealing with the extraction of spherical polynomial dataArray
  45450. * from a cube map.
  45451. */
  45452. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45453. function CubeMapToSphericalPolynomialTools() {
  45454. }
  45455. /**
  45456. * Converts a texture to the according Spherical Polynomial data.
  45457. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45458. *
  45459. * @param texture The texture to extract the information from.
  45460. * @return The Spherical Polynomial data.
  45461. */
  45462. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45463. if (!texture.isCube) {
  45464. // Only supports cube Textures currently.
  45465. return null;
  45466. }
  45467. var size = texture.getSize().width;
  45468. var right = texture.readPixels(0);
  45469. var left = texture.readPixels(1);
  45470. var up;
  45471. var down;
  45472. if (texture.isRenderTarget) {
  45473. up = texture.readPixels(3);
  45474. down = texture.readPixels(2);
  45475. }
  45476. else {
  45477. up = texture.readPixels(2);
  45478. down = texture.readPixels(3);
  45479. }
  45480. var front = texture.readPixels(4);
  45481. var back = texture.readPixels(5);
  45482. var gammaSpace = texture.gammaSpace;
  45483. // Always read as RGBA.
  45484. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45485. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45486. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45487. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45488. }
  45489. var cubeInfo = {
  45490. size: size,
  45491. right: right,
  45492. left: left,
  45493. up: up,
  45494. down: down,
  45495. front: front,
  45496. back: back,
  45497. format: format,
  45498. type: type,
  45499. gammaSpace: gammaSpace,
  45500. };
  45501. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45502. };
  45503. /**
  45504. * Converts a cubemap to the according Spherical Polynomial data.
  45505. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45506. *
  45507. * @param cubeInfo The Cube map to extract the information from.
  45508. * @return The Spherical Polynomial data.
  45509. */
  45510. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45511. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45512. var totalSolidAngle = 0.0;
  45513. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45514. var du = 2.0 / cubeInfo.size;
  45515. var dv = du;
  45516. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45517. var minUV = du * 0.5 - 1.0;
  45518. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45519. var fileFace = this.FileFaces[faceIndex];
  45520. var dataArray = cubeInfo[fileFace.name];
  45521. var v = minUV;
  45522. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45523. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45524. // Because SP is still linear, so summation is fine in that basis.
  45525. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45526. for (var y = 0; y < cubeInfo.size; y++) {
  45527. var u = minUV;
  45528. for (var x = 0; x < cubeInfo.size; x++) {
  45529. // World direction (not normalised)
  45530. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45531. worldDirection.normalize();
  45532. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45533. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45534. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45535. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45536. // Handle Integer types.
  45537. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45538. r /= 255;
  45539. g /= 255;
  45540. b /= 255;
  45541. }
  45542. // Handle Gamma space textures.
  45543. if (cubeInfo.gammaSpace) {
  45544. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45545. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45546. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45547. }
  45548. var color = new BABYLON.Color3(r, g, b);
  45549. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45550. totalSolidAngle += deltaSolidAngle;
  45551. u += du;
  45552. }
  45553. v += dv;
  45554. }
  45555. }
  45556. // Solid angle for entire sphere is 4*pi
  45557. var sphereSolidAngle = 4.0 * Math.PI;
  45558. // Adjust the solid angle to allow for how many faces we processed.
  45559. var facesProcessed = 6.0;
  45560. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45561. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45562. // This is needed because the numerical integration over the cube uses a
  45563. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45564. // and also to compensate for accumulative error due to float precision in the summation.
  45565. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45566. sphericalHarmonics.scale(correctionFactor);
  45567. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45568. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45569. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45570. };
  45571. CubeMapToSphericalPolynomialTools.FileFaces = [
  45572. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45573. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45574. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45575. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45576. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45577. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45578. ];
  45579. return CubeMapToSphericalPolynomialTools;
  45580. }());
  45581. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45582. })(BABYLON || (BABYLON = {}));
  45583. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45584. var BABYLON;
  45585. (function (BABYLON) {
  45586. /**
  45587. * Manages the defines for the PBR Material.
  45588. * @hiddenChildren
  45589. */
  45590. var PBRMaterialDefines = /** @class */ (function (_super) {
  45591. __extends(PBRMaterialDefines, _super);
  45592. /**
  45593. * Initializes the PBR Material defines.
  45594. */
  45595. function PBRMaterialDefines() {
  45596. var _this = _super.call(this) || this;
  45597. _this.PBR = true;
  45598. _this.MAINUV1 = false;
  45599. _this.MAINUV2 = false;
  45600. _this.UV1 = false;
  45601. _this.UV2 = false;
  45602. _this.ALBEDO = false;
  45603. _this.ALBEDODIRECTUV = 0;
  45604. _this.VERTEXCOLOR = false;
  45605. _this.AMBIENT = false;
  45606. _this.AMBIENTDIRECTUV = 0;
  45607. _this.AMBIENTINGRAYSCALE = false;
  45608. _this.OPACITY = false;
  45609. _this.VERTEXALPHA = false;
  45610. _this.OPACITYDIRECTUV = 0;
  45611. _this.OPACITYRGB = false;
  45612. _this.ALPHATEST = false;
  45613. _this.DEPTHPREPASS = false;
  45614. _this.ALPHABLEND = false;
  45615. _this.ALPHAFROMALBEDO = false;
  45616. _this.ALPHATESTVALUE = "0.5";
  45617. _this.SPECULAROVERALPHA = false;
  45618. _this.RADIANCEOVERALPHA = false;
  45619. _this.ALPHAFRESNEL = false;
  45620. _this.LINEARALPHAFRESNEL = false;
  45621. _this.PREMULTIPLYALPHA = false;
  45622. _this.EMISSIVE = false;
  45623. _this.EMISSIVEDIRECTUV = 0;
  45624. _this.REFLECTIVITY = false;
  45625. _this.REFLECTIVITYDIRECTUV = 0;
  45626. _this.SPECULARTERM = false;
  45627. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45628. _this.MICROSURFACEAUTOMATIC = false;
  45629. _this.LODBASEDMICROSFURACE = false;
  45630. _this.MICROSURFACEMAP = false;
  45631. _this.MICROSURFACEMAPDIRECTUV = 0;
  45632. _this.METALLICWORKFLOW = false;
  45633. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45634. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45635. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45636. _this.AOSTOREINMETALMAPRED = false;
  45637. _this.ENVIRONMENTBRDF = false;
  45638. _this.NORMAL = false;
  45639. _this.TANGENT = false;
  45640. _this.BUMP = false;
  45641. _this.BUMPDIRECTUV = 0;
  45642. _this.OBJECTSPACE_NORMALMAP = false;
  45643. _this.PARALLAX = false;
  45644. _this.PARALLAXOCCLUSION = false;
  45645. _this.NORMALXYSCALE = true;
  45646. _this.LIGHTMAP = false;
  45647. _this.LIGHTMAPDIRECTUV = 0;
  45648. _this.USELIGHTMAPASSHADOWMAP = false;
  45649. _this.GAMMALIGHTMAP = false;
  45650. _this.REFLECTION = false;
  45651. _this.REFLECTIONMAP_3D = false;
  45652. _this.REFLECTIONMAP_SPHERICAL = false;
  45653. _this.REFLECTIONMAP_PLANAR = false;
  45654. _this.REFLECTIONMAP_CUBIC = false;
  45655. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45656. _this.REFLECTIONMAP_PROJECTION = false;
  45657. _this.REFLECTIONMAP_SKYBOX = false;
  45658. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  45659. _this.REFLECTIONMAP_EXPLICIT = false;
  45660. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  45661. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  45662. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  45663. _this.INVERTCUBICMAP = false;
  45664. _this.USESPHERICALFROMREFLECTIONMAP = false;
  45665. _this.USESPHERICALINVERTEX = false;
  45666. _this.REFLECTIONMAP_OPPOSITEZ = false;
  45667. _this.LODINREFLECTIONALPHA = false;
  45668. _this.GAMMAREFLECTION = false;
  45669. _this.RGBDREFLECTION = false;
  45670. _this.RADIANCEOCCLUSION = false;
  45671. _this.HORIZONOCCLUSION = false;
  45672. _this.REFRACTION = false;
  45673. _this.REFRACTIONMAP_3D = false;
  45674. _this.REFRACTIONMAP_OPPOSITEZ = false;
  45675. _this.LODINREFRACTIONALPHA = false;
  45676. _this.GAMMAREFRACTION = false;
  45677. _this.RGBDREFRACTION = false;
  45678. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  45679. _this.INSTANCES = false;
  45680. _this.NUM_BONE_INFLUENCERS = 0;
  45681. _this.BonesPerMesh = 0;
  45682. _this.BONETEXTURE = false;
  45683. _this.NONUNIFORMSCALING = false;
  45684. _this.MORPHTARGETS = false;
  45685. _this.MORPHTARGETS_NORMAL = false;
  45686. _this.MORPHTARGETS_TANGENT = false;
  45687. _this.NUM_MORPH_INFLUENCERS = 0;
  45688. _this.IMAGEPROCESSING = false;
  45689. _this.VIGNETTE = false;
  45690. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  45691. _this.VIGNETTEBLENDMODEOPAQUE = false;
  45692. _this.TONEMAPPING = false;
  45693. _this.TONEMAPPING_ACES = false;
  45694. _this.CONTRAST = false;
  45695. _this.COLORCURVES = false;
  45696. _this.COLORGRADING = false;
  45697. _this.COLORGRADING3D = false;
  45698. _this.SAMPLER3DGREENDEPTH = false;
  45699. _this.SAMPLER3DBGRMAP = false;
  45700. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  45701. _this.EXPOSURE = false;
  45702. _this.USEPHYSICALLIGHTFALLOFF = false;
  45703. _this.USEGLTFLIGHTFALLOFF = false;
  45704. _this.TWOSIDEDLIGHTING = false;
  45705. _this.SHADOWFLOAT = false;
  45706. _this.CLIPPLANE = false;
  45707. _this.CLIPPLANE2 = false;
  45708. _this.CLIPPLANE3 = false;
  45709. _this.CLIPPLANE4 = false;
  45710. _this.POINTSIZE = false;
  45711. _this.FOG = false;
  45712. _this.LOGARITHMICDEPTH = false;
  45713. _this.FORCENORMALFORWARD = false;
  45714. _this.SPECULARAA = false;
  45715. _this.UNLIT = false;
  45716. _this.rebuild();
  45717. return _this;
  45718. }
  45719. /**
  45720. * Resets the PBR Material defines.
  45721. */
  45722. PBRMaterialDefines.prototype.reset = function () {
  45723. _super.prototype.reset.call(this);
  45724. this.ALPHATESTVALUE = "0.5";
  45725. this.PBR = true;
  45726. };
  45727. return PBRMaterialDefines;
  45728. }(BABYLON.MaterialDefines));
  45729. /**
  45730. * The Physically based material base class of BJS.
  45731. *
  45732. * This offers the main features of a standard PBR material.
  45733. * For more information, please refer to the documentation :
  45734. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  45735. */
  45736. var PBRBaseMaterial = /** @class */ (function (_super) {
  45737. __extends(PBRBaseMaterial, _super);
  45738. /**
  45739. * Instantiates a new PBRMaterial instance.
  45740. *
  45741. * @param name The material name
  45742. * @param scene The scene the material will be use in.
  45743. */
  45744. function PBRBaseMaterial(name, scene) {
  45745. var _this = _super.call(this, name, scene) || this;
  45746. /**
  45747. * Intensity of the direct lights e.g. the four lights available in your scene.
  45748. * This impacts both the direct diffuse and specular highlights.
  45749. */
  45750. _this._directIntensity = 1.0;
  45751. /**
  45752. * Intensity of the emissive part of the material.
  45753. * This helps controlling the emissive effect without modifying the emissive color.
  45754. */
  45755. _this._emissiveIntensity = 1.0;
  45756. /**
  45757. * Intensity of the environment e.g. how much the environment will light the object
  45758. * either through harmonics for rough material or through the refelction for shiny ones.
  45759. */
  45760. _this._environmentIntensity = 1.0;
  45761. /**
  45762. * This is a special control allowing the reduction of the specular highlights coming from the
  45763. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  45764. */
  45765. _this._specularIntensity = 1.0;
  45766. /**
  45767. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  45768. */
  45769. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  45770. /**
  45771. * Debug Control allowing disabling the bump map on this material.
  45772. */
  45773. _this._disableBumpMap = false;
  45774. /**
  45775. * AKA Occlusion Texture Intensity in other nomenclature.
  45776. */
  45777. _this._ambientTextureStrength = 1.0;
  45778. /**
  45779. * Defines how much the AO map is occluding the analytical lights (point spot...).
  45780. * 1 means it completely occludes it
  45781. * 0 mean it has no impact
  45782. */
  45783. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  45784. /**
  45785. * The color of a material in ambient lighting.
  45786. */
  45787. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  45788. /**
  45789. * AKA Diffuse Color in other nomenclature.
  45790. */
  45791. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  45792. /**
  45793. * AKA Specular Color in other nomenclature.
  45794. */
  45795. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  45796. /**
  45797. * The color applied when light is reflected from a material.
  45798. */
  45799. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  45800. /**
  45801. * The color applied when light is emitted from a material.
  45802. */
  45803. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  45804. /**
  45805. * AKA Glossiness in other nomenclature.
  45806. */
  45807. _this._microSurface = 0.9;
  45808. /**
  45809. * source material index of refraction (IOR)' / 'destination material IOR.
  45810. */
  45811. _this._indexOfRefraction = 0.66;
  45812. /**
  45813. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  45814. */
  45815. _this._invertRefractionY = false;
  45816. /**
  45817. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  45818. * Materials half opaque for instance using refraction could benefit from this control.
  45819. */
  45820. _this._linkRefractionWithTransparency = false;
  45821. /**
  45822. * Specifies that the material will use the light map as a show map.
  45823. */
  45824. _this._useLightmapAsShadowmap = false;
  45825. /**
  45826. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  45827. * makes the reflect vector face the model (under horizon).
  45828. */
  45829. _this._useHorizonOcclusion = true;
  45830. /**
  45831. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  45832. * too much the area relying on ambient texture to define their ambient occlusion.
  45833. */
  45834. _this._useRadianceOcclusion = true;
  45835. /**
  45836. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  45837. */
  45838. _this._useAlphaFromAlbedoTexture = false;
  45839. /**
  45840. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  45841. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  45842. */
  45843. _this._useSpecularOverAlpha = true;
  45844. /**
  45845. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  45846. */
  45847. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  45848. /**
  45849. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  45850. */
  45851. _this._useRoughnessFromMetallicTextureAlpha = true;
  45852. /**
  45853. * Specifies if the metallic texture contains the roughness information in its green channel.
  45854. */
  45855. _this._useRoughnessFromMetallicTextureGreen = false;
  45856. /**
  45857. * Specifies if the metallic texture contains the metallness information in its blue channel.
  45858. */
  45859. _this._useMetallnessFromMetallicTextureBlue = false;
  45860. /**
  45861. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  45862. */
  45863. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  45864. /**
  45865. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  45866. */
  45867. _this._useAmbientInGrayScale = false;
  45868. /**
  45869. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  45870. * The material will try to infer what glossiness each pixel should be.
  45871. */
  45872. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  45873. /**
  45874. * Defines the falloff type used in this material.
  45875. * It by default is Physical.
  45876. */
  45877. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  45878. /**
  45879. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  45880. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  45881. */
  45882. _this._useRadianceOverAlpha = true;
  45883. /**
  45884. * Allows using an object space normal map (instead of tangent space).
  45885. */
  45886. _this._useObjectSpaceNormalMap = false;
  45887. /**
  45888. * Allows using the bump map in parallax mode.
  45889. */
  45890. _this._useParallax = false;
  45891. /**
  45892. * Allows using the bump map in parallax occlusion mode.
  45893. */
  45894. _this._useParallaxOcclusion = false;
  45895. /**
  45896. * Controls the scale bias of the parallax mode.
  45897. */
  45898. _this._parallaxScaleBias = 0.05;
  45899. /**
  45900. * If sets to true, disables all the lights affecting the material.
  45901. */
  45902. _this._disableLighting = false;
  45903. /**
  45904. * Number of Simultaneous lights allowed on the material.
  45905. */
  45906. _this._maxSimultaneousLights = 4;
  45907. /**
  45908. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  45909. */
  45910. _this._invertNormalMapX = false;
  45911. /**
  45912. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  45913. */
  45914. _this._invertNormalMapY = false;
  45915. /**
  45916. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  45917. */
  45918. _this._twoSidedLighting = false;
  45919. /**
  45920. * Defines the alpha limits in alpha test mode.
  45921. */
  45922. _this._alphaCutOff = 0.4;
  45923. /**
  45924. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  45925. */
  45926. _this._forceAlphaTest = false;
  45927. /**
  45928. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45929. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  45930. */
  45931. _this._useAlphaFresnel = false;
  45932. /**
  45933. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45934. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  45935. */
  45936. _this._useLinearAlphaFresnel = false;
  45937. /**
  45938. * The transparency mode of the material.
  45939. */
  45940. _this._transparencyMode = null;
  45941. /**
  45942. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  45943. * from cos thetav and roughness:
  45944. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  45945. */
  45946. _this._environmentBRDFTexture = null;
  45947. /**
  45948. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  45949. */
  45950. _this._forceIrradianceInFragment = false;
  45951. /**
  45952. * Force normal to face away from face.
  45953. */
  45954. _this._forceNormalForward = false;
  45955. /**
  45956. * Enables specular anti aliasing in the PBR shader.
  45957. * It will both interacts on the Geometry for analytical and IBL lighting.
  45958. * It also prefilter the roughness map based on the bump values.
  45959. */
  45960. _this._enableSpecularAntiAliasing = false;
  45961. /**
  45962. * Stores the available render targets.
  45963. */
  45964. _this._renderTargets = new BABYLON.SmartArray(16);
  45965. /**
  45966. * Sets the global ambient color for the material used in lighting calculations.
  45967. */
  45968. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  45969. /**
  45970. * If set to true, no lighting calculations will be applied.
  45971. */
  45972. _this._unlit = false;
  45973. // Setup the default processing configuration to the scene.
  45974. _this._attachImageProcessingConfiguration(null);
  45975. _this.getRenderTargetTextures = function () {
  45976. _this._renderTargets.reset();
  45977. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  45978. _this._renderTargets.push(_this._reflectionTexture);
  45979. }
  45980. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  45981. _this._renderTargets.push(_this._refractionTexture);
  45982. }
  45983. return _this._renderTargets;
  45984. };
  45985. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  45986. return _this;
  45987. }
  45988. /**
  45989. * Attaches a new image processing configuration to the PBR Material.
  45990. * @param configuration
  45991. */
  45992. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  45993. var _this = this;
  45994. if (configuration === this._imageProcessingConfiguration) {
  45995. return;
  45996. }
  45997. // Detaches observer.
  45998. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45999. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46000. }
  46001. // Pick the scene configuration if needed.
  46002. if (!configuration) {
  46003. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  46004. }
  46005. else {
  46006. this._imageProcessingConfiguration = configuration;
  46007. }
  46008. // Attaches observer.
  46009. if (this._imageProcessingConfiguration) {
  46010. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  46011. _this._markAllSubMeshesAsImageProcessingDirty();
  46012. });
  46013. }
  46014. };
  46015. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  46016. /**
  46017. * Gets a boolean indicating that current material needs to register RTT
  46018. */
  46019. get: function () {
  46020. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46021. return true;
  46022. }
  46023. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46024. return true;
  46025. }
  46026. return false;
  46027. },
  46028. enumerable: true,
  46029. configurable: true
  46030. });
  46031. /**
  46032. * Gets the name of the material class.
  46033. */
  46034. PBRBaseMaterial.prototype.getClassName = function () {
  46035. return "PBRBaseMaterial";
  46036. };
  46037. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  46038. /**
  46039. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46040. */
  46041. get: function () {
  46042. return this._useLogarithmicDepth;
  46043. },
  46044. /**
  46045. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46046. */
  46047. set: function (value) {
  46048. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  46049. },
  46050. enumerable: true,
  46051. configurable: true
  46052. });
  46053. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  46054. /**
  46055. * Gets the current transparency mode.
  46056. */
  46057. get: function () {
  46058. return this._transparencyMode;
  46059. },
  46060. /**
  46061. * Sets the transparency mode of the material.
  46062. *
  46063. * | Value | Type | Description |
  46064. * | ----- | ----------------------------------- | ----------- |
  46065. * | 0 | OPAQUE | |
  46066. * | 1 | ALPHATEST | |
  46067. * | 2 | ALPHABLEND | |
  46068. * | 3 | ALPHATESTANDBLEND | |
  46069. *
  46070. */
  46071. set: function (value) {
  46072. if (this._transparencyMode === value) {
  46073. return;
  46074. }
  46075. this._transparencyMode = value;
  46076. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  46077. this._markAllSubMeshesAsTexturesAndMiscDirty();
  46078. },
  46079. enumerable: true,
  46080. configurable: true
  46081. });
  46082. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  46083. /**
  46084. * Returns true if alpha blending should be disabled.
  46085. */
  46086. get: function () {
  46087. return (this._linkRefractionWithTransparency ||
  46088. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  46089. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46090. },
  46091. enumerable: true,
  46092. configurable: true
  46093. });
  46094. /**
  46095. * Specifies whether or not this material should be rendered in alpha blend mode.
  46096. */
  46097. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  46098. if (this._disableAlphaBlending) {
  46099. return false;
  46100. }
  46101. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  46102. };
  46103. /**
  46104. * Specifies if the mesh will require alpha blending.
  46105. * @param mesh - BJS mesh.
  46106. */
  46107. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  46108. if (this._disableAlphaBlending) {
  46109. return false;
  46110. }
  46111. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46112. };
  46113. /**
  46114. * Specifies whether or not this material should be rendered in alpha test mode.
  46115. */
  46116. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46117. if (this._forceAlphaTest) {
  46118. return true;
  46119. }
  46120. if (this._linkRefractionWithTransparency) {
  46121. return false;
  46122. }
  46123. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46124. };
  46125. /**
  46126. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46127. */
  46128. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46129. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46130. };
  46131. /**
  46132. * Gets the texture used for the alpha test.
  46133. */
  46134. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46135. return this._albedoTexture;
  46136. };
  46137. /**
  46138. * Specifies that the submesh is ready to be used.
  46139. * @param mesh - BJS mesh.
  46140. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46141. * @param useInstances - Specifies that instances should be used.
  46142. * @returns - boolean indicating that the submesh is ready or not.
  46143. */
  46144. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46145. if (subMesh.effect && this.isFrozen) {
  46146. if (this._wasPreviouslyReady) {
  46147. return true;
  46148. }
  46149. }
  46150. if (!subMesh._materialDefines) {
  46151. subMesh._materialDefines = new PBRMaterialDefines();
  46152. }
  46153. var defines = subMesh._materialDefines;
  46154. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46155. if (defines._renderId === this.getScene().getRenderId()) {
  46156. return true;
  46157. }
  46158. }
  46159. var scene = this.getScene();
  46160. var engine = scene.getEngine();
  46161. if (defines._areTexturesDirty) {
  46162. if (scene.texturesEnabled) {
  46163. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46164. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46165. return false;
  46166. }
  46167. }
  46168. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46169. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46170. return false;
  46171. }
  46172. }
  46173. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46174. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46175. return false;
  46176. }
  46177. }
  46178. var reflectionTexture = this._getReflectionTexture();
  46179. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46180. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46181. return false;
  46182. }
  46183. }
  46184. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46185. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46186. return false;
  46187. }
  46188. }
  46189. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46190. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46191. return false;
  46192. }
  46193. }
  46194. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46195. if (this._metallicTexture) {
  46196. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46197. return false;
  46198. }
  46199. }
  46200. else if (this._reflectivityTexture) {
  46201. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46202. return false;
  46203. }
  46204. }
  46205. if (this._microSurfaceTexture) {
  46206. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46207. return false;
  46208. }
  46209. }
  46210. }
  46211. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46212. // Bump texture cannot be not blocking.
  46213. if (!this._bumpTexture.isReady()) {
  46214. return false;
  46215. }
  46216. }
  46217. var refractionTexture = this._getRefractionTexture();
  46218. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46219. if (!refractionTexture.isReadyOrNotBlocking()) {
  46220. return false;
  46221. }
  46222. }
  46223. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46224. // This is blocking.
  46225. if (!this._environmentBRDFTexture.isReady()) {
  46226. return false;
  46227. }
  46228. }
  46229. }
  46230. }
  46231. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46232. if (!this._imageProcessingConfiguration.isReady()) {
  46233. return false;
  46234. }
  46235. }
  46236. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46237. mesh.createNormals(true);
  46238. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46239. }
  46240. var previousEffect = subMesh.effect;
  46241. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46242. if (effect) {
  46243. // Use previous effect while new one is compiling
  46244. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46245. effect = previousEffect;
  46246. defines.markAsUnprocessed();
  46247. }
  46248. else {
  46249. scene.resetCachedMaterial();
  46250. subMesh.setEffect(effect, defines);
  46251. this.buildUniformLayout();
  46252. }
  46253. }
  46254. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46255. return false;
  46256. }
  46257. defines._renderId = scene.getRenderId();
  46258. this._wasPreviouslyReady = true;
  46259. return true;
  46260. };
  46261. /**
  46262. * Specifies if the material uses metallic roughness workflow.
  46263. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46264. */
  46265. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46266. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46267. return true;
  46268. }
  46269. return false;
  46270. };
  46271. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46272. if (onCompiled === void 0) { onCompiled = null; }
  46273. if (onError === void 0) { onError = null; }
  46274. if (useInstances === void 0) { useInstances = null; }
  46275. if (useClipPlane === void 0) { useClipPlane = null; }
  46276. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46277. if (!defines.isDirty) {
  46278. return null;
  46279. }
  46280. defines.markAsProcessed();
  46281. var scene = this.getScene();
  46282. var engine = scene.getEngine();
  46283. // Fallbacks
  46284. var fallbacks = new BABYLON.EffectFallbacks();
  46285. var fallbackRank = 0;
  46286. if (defines.USESPHERICALINVERTEX) {
  46287. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46288. }
  46289. if (defines.FOG) {
  46290. fallbacks.addFallback(fallbackRank, "FOG");
  46291. }
  46292. if (defines.SPECULARAA) {
  46293. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46294. }
  46295. if (defines.POINTSIZE) {
  46296. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46297. }
  46298. if (defines.LOGARITHMICDEPTH) {
  46299. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46300. }
  46301. if (defines.PARALLAX) {
  46302. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46303. }
  46304. if (defines.PARALLAXOCCLUSION) {
  46305. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46306. }
  46307. if (defines.ENVIRONMENTBRDF) {
  46308. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46309. }
  46310. if (defines.TANGENT) {
  46311. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46312. }
  46313. if (defines.BUMP) {
  46314. fallbacks.addFallback(fallbackRank++, "BUMP");
  46315. }
  46316. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46317. if (defines.SPECULARTERM) {
  46318. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46319. }
  46320. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46321. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46322. }
  46323. if (defines.LIGHTMAP) {
  46324. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46325. }
  46326. if (defines.NORMAL) {
  46327. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46328. }
  46329. if (defines.AMBIENT) {
  46330. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46331. }
  46332. if (defines.EMISSIVE) {
  46333. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46334. }
  46335. if (defines.VERTEXCOLOR) {
  46336. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46337. }
  46338. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46339. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46340. }
  46341. if (defines.MORPHTARGETS) {
  46342. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46343. }
  46344. //Attributes
  46345. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46346. if (defines.NORMAL) {
  46347. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46348. }
  46349. if (defines.TANGENT) {
  46350. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46351. }
  46352. if (defines.UV1) {
  46353. attribs.push(BABYLON.VertexBuffer.UVKind);
  46354. }
  46355. if (defines.UV2) {
  46356. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46357. }
  46358. if (defines.VERTEXCOLOR) {
  46359. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46360. }
  46361. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46362. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46363. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46364. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46365. "vFogInfos", "vFogColor", "pointSize",
  46366. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46367. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46368. "mBones",
  46369. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46370. "vLightingIntensity",
  46371. "logarithmicDepthConstant",
  46372. "vSphericalX", "vSphericalY", "vSphericalZ",
  46373. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46374. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46375. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46376. "vTangentSpaceParams", "boneTextureWidth"
  46377. ];
  46378. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46379. "bumpSampler", "lightmapSampler", "opacitySampler",
  46380. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46381. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46382. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46383. var uniformBuffers = ["Material", "Scene"];
  46384. if (BABYLON.ImageProcessingConfiguration) {
  46385. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46386. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46387. }
  46388. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46389. uniformsNames: uniforms,
  46390. uniformBuffersNames: uniformBuffers,
  46391. samplers: samplers,
  46392. defines: defines,
  46393. maxSimultaneousLights: this._maxSimultaneousLights
  46394. });
  46395. var join = defines.toString();
  46396. return engine.createEffect("pbr", {
  46397. attributes: attribs,
  46398. uniformsNames: uniforms,
  46399. uniformBuffersNames: uniformBuffers,
  46400. samplers: samplers,
  46401. defines: join,
  46402. fallbacks: fallbacks,
  46403. onCompiled: onCompiled,
  46404. onError: onError,
  46405. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46406. }, engine);
  46407. };
  46408. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46409. if (useInstances === void 0) { useInstances = null; }
  46410. if (useClipPlane === void 0) { useClipPlane = null; }
  46411. var scene = this.getScene();
  46412. var engine = scene.getEngine();
  46413. // Lights
  46414. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46415. defines._needNormals = true;
  46416. // Textures
  46417. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46418. if (defines._areTexturesDirty) {
  46419. defines._needUVs = false;
  46420. if (scene.texturesEnabled) {
  46421. if (scene.getEngine().getCaps().textureLOD) {
  46422. defines.LODBASEDMICROSFURACE = true;
  46423. }
  46424. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46425. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46426. }
  46427. else {
  46428. defines.ALBEDO = false;
  46429. }
  46430. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46431. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46432. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46433. }
  46434. else {
  46435. defines.AMBIENT = false;
  46436. }
  46437. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46438. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46439. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46440. }
  46441. else {
  46442. defines.OPACITY = false;
  46443. }
  46444. var reflectionTexture = this._getReflectionTexture();
  46445. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46446. defines.REFLECTION = true;
  46447. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46448. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46449. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46450. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46451. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46452. defines.INVERTCUBICMAP = true;
  46453. }
  46454. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46455. switch (reflectionTexture.coordinatesMode) {
  46456. case BABYLON.Texture.EXPLICIT_MODE:
  46457. defines.REFLECTIONMAP_EXPLICIT = true;
  46458. break;
  46459. case BABYLON.Texture.PLANAR_MODE:
  46460. defines.REFLECTIONMAP_PLANAR = true;
  46461. break;
  46462. case BABYLON.Texture.PROJECTION_MODE:
  46463. defines.REFLECTIONMAP_PROJECTION = true;
  46464. break;
  46465. case BABYLON.Texture.SKYBOX_MODE:
  46466. defines.REFLECTIONMAP_SKYBOX = true;
  46467. break;
  46468. case BABYLON.Texture.SPHERICAL_MODE:
  46469. defines.REFLECTIONMAP_SPHERICAL = true;
  46470. break;
  46471. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46472. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46473. break;
  46474. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46475. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46476. break;
  46477. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46478. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46479. break;
  46480. case BABYLON.Texture.CUBIC_MODE:
  46481. case BABYLON.Texture.INVCUBIC_MODE:
  46482. default:
  46483. defines.REFLECTIONMAP_CUBIC = true;
  46484. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46485. break;
  46486. }
  46487. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46488. if (reflectionTexture.sphericalPolynomial) {
  46489. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46490. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46491. defines.USESPHERICALINVERTEX = false;
  46492. }
  46493. else {
  46494. defines.USESPHERICALINVERTEX = true;
  46495. }
  46496. }
  46497. }
  46498. else {
  46499. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46500. }
  46501. }
  46502. else {
  46503. defines.REFLECTION = false;
  46504. defines.REFLECTIONMAP_3D = false;
  46505. defines.REFLECTIONMAP_SPHERICAL = false;
  46506. defines.REFLECTIONMAP_PLANAR = false;
  46507. defines.REFLECTIONMAP_CUBIC = false;
  46508. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46509. defines.REFLECTIONMAP_PROJECTION = false;
  46510. defines.REFLECTIONMAP_SKYBOX = false;
  46511. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46512. defines.REFLECTIONMAP_EXPLICIT = false;
  46513. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46514. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46515. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46516. defines.INVERTCUBICMAP = false;
  46517. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46518. defines.USESPHERICALINVERTEX = false;
  46519. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46520. defines.LODINREFLECTIONALPHA = false;
  46521. defines.GAMMAREFLECTION = false;
  46522. defines.RGBDREFLECTION = false;
  46523. }
  46524. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46525. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46526. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46527. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46528. }
  46529. else {
  46530. defines.LIGHTMAP = false;
  46531. }
  46532. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46533. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46534. }
  46535. else {
  46536. defines.EMISSIVE = false;
  46537. }
  46538. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46539. if (this._metallicTexture) {
  46540. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46541. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46542. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46543. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46544. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46545. }
  46546. else if (this._reflectivityTexture) {
  46547. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46548. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46549. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46550. }
  46551. else {
  46552. defines.REFLECTIVITY = false;
  46553. }
  46554. if (this._microSurfaceTexture) {
  46555. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46556. }
  46557. else {
  46558. defines.MICROSURFACEMAP = false;
  46559. }
  46560. }
  46561. else {
  46562. defines.REFLECTIVITY = false;
  46563. defines.MICROSURFACEMAP = false;
  46564. }
  46565. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46566. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46567. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46568. defines.PARALLAX = true;
  46569. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46570. }
  46571. else {
  46572. defines.PARALLAX = false;
  46573. }
  46574. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46575. }
  46576. else {
  46577. defines.BUMP = false;
  46578. }
  46579. var refractionTexture = this._getRefractionTexture();
  46580. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46581. defines.REFRACTION = true;
  46582. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46583. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46584. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46585. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46586. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46587. if (this._linkRefractionWithTransparency) {
  46588. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46589. }
  46590. }
  46591. else {
  46592. defines.REFRACTION = false;
  46593. }
  46594. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46595. defines.ENVIRONMENTBRDF = true;
  46596. }
  46597. else {
  46598. defines.ENVIRONMENTBRDF = false;
  46599. }
  46600. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46601. defines.ALPHAFROMALBEDO = true;
  46602. }
  46603. else {
  46604. defines.ALPHAFROMALBEDO = false;
  46605. }
  46606. }
  46607. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46608. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46609. defines.USEPHYSICALLIGHTFALLOFF = false;
  46610. defines.USEGLTFLIGHTFALLOFF = false;
  46611. }
  46612. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46613. defines.USEPHYSICALLIGHTFALLOFF = false;
  46614. defines.USEGLTFLIGHTFALLOFF = true;
  46615. }
  46616. else {
  46617. defines.USEPHYSICALLIGHTFALLOFF = true;
  46618. defines.USEGLTFLIGHTFALLOFF = false;
  46619. }
  46620. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46621. if (!this.backFaceCulling && this._twoSidedLighting) {
  46622. defines.TWOSIDEDLIGHTING = true;
  46623. }
  46624. else {
  46625. defines.TWOSIDEDLIGHTING = false;
  46626. }
  46627. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46628. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46629. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46630. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46631. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46632. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46633. }
  46634. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46635. this._imageProcessingConfiguration.prepareDefines(defines);
  46636. }
  46637. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46638. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46639. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46640. // Misc.
  46641. if (defines._areMiscDirty) {
  46642. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46643. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46644. }
  46645. // Values that need to be evaluated on every frame
  46646. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46647. // Attribs
  46648. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46649. };
  46650. /**
  46651. * Force shader compilation
  46652. */
  46653. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  46654. var _this = this;
  46655. var localOptions = __assign({ clipPlane: false }, options);
  46656. var defines = new PBRMaterialDefines();
  46657. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  46658. if (effect.isReady()) {
  46659. if (onCompiled) {
  46660. onCompiled(this);
  46661. }
  46662. }
  46663. else {
  46664. effect.onCompileObservable.add(function () {
  46665. if (onCompiled) {
  46666. onCompiled(_this);
  46667. }
  46668. });
  46669. }
  46670. };
  46671. /**
  46672. * Initializes the uniform buffer layout for the shader.
  46673. */
  46674. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  46675. // Order is important !
  46676. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  46677. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  46678. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  46679. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  46680. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  46681. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  46682. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  46683. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  46684. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  46685. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  46686. this._uniformBuffer.addUniform("vReflectionSize", 3);
  46687. this._uniformBuffer.addUniform("vBumpInfos", 3);
  46688. this._uniformBuffer.addUniform("albedoMatrix", 16);
  46689. this._uniformBuffer.addUniform("ambientMatrix", 16);
  46690. this._uniformBuffer.addUniform("opacityMatrix", 16);
  46691. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  46692. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  46693. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  46694. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  46695. this._uniformBuffer.addUniform("bumpMatrix", 16);
  46696. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  46697. this._uniformBuffer.addUniform("refractionMatrix", 16);
  46698. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  46699. this._uniformBuffer.addUniform("vReflectionColor", 3);
  46700. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  46701. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  46702. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  46703. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  46704. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  46705. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  46706. this._uniformBuffer.addUniform("pointSize", 1);
  46707. this._uniformBuffer.create();
  46708. };
  46709. /**
  46710. * Unbinds the textures.
  46711. */
  46712. PBRBaseMaterial.prototype.unbind = function () {
  46713. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46714. this._uniformBuffer.setTexture("reflectionSampler", null);
  46715. }
  46716. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46717. this._uniformBuffer.setTexture("refractionSampler", null);
  46718. }
  46719. _super.prototype.unbind.call(this);
  46720. };
  46721. /**
  46722. * Binds the submesh data.
  46723. * @param world - The world matrix.
  46724. * @param mesh - The BJS mesh.
  46725. * @param subMesh - A submesh of the BJS mesh.
  46726. */
  46727. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  46728. var scene = this.getScene();
  46729. var defines = subMesh._materialDefines;
  46730. if (!defines) {
  46731. return;
  46732. }
  46733. var effect = subMesh.effect;
  46734. if (!effect) {
  46735. return;
  46736. }
  46737. this._activeEffect = effect;
  46738. // Matrices
  46739. this.bindOnlyWorldMatrix(world);
  46740. // Normal Matrix
  46741. if (defines.OBJECTSPACE_NORMALMAP) {
  46742. world.toNormalMatrix(this._normalMatrix);
  46743. this.bindOnlyNormalMatrix(this._normalMatrix);
  46744. }
  46745. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  46746. // Bones
  46747. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  46748. var reflectionTexture = null;
  46749. if (mustRebind) {
  46750. this._uniformBuffer.bindToEffect(effect, "Material");
  46751. this.bindViewProjection(effect);
  46752. reflectionTexture = this._getReflectionTexture();
  46753. var refractionTexture = this._getRefractionTexture();
  46754. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  46755. // Texture uniforms
  46756. if (scene.texturesEnabled) {
  46757. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46758. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  46759. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  46760. }
  46761. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46762. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  46763. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  46764. }
  46765. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46766. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  46767. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  46768. }
  46769. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46770. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  46771. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  46772. if (reflectionTexture.boundingBoxSize) {
  46773. var cubeTexture = reflectionTexture;
  46774. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  46775. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  46776. }
  46777. var polynomials = reflectionTexture.sphericalPolynomial;
  46778. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  46779. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  46780. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  46781. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  46782. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  46783. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  46784. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  46785. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  46786. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  46787. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  46788. }
  46789. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  46790. }
  46791. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46792. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  46793. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  46794. }
  46795. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46796. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  46797. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  46798. }
  46799. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46800. if (this._metallicTexture) {
  46801. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  46802. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  46803. }
  46804. else if (this._reflectivityTexture) {
  46805. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  46806. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  46807. }
  46808. if (this._microSurfaceTexture) {
  46809. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  46810. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  46811. }
  46812. }
  46813. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46814. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  46815. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  46816. if (scene._mirroredCameraPosition) {
  46817. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  46818. }
  46819. else {
  46820. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  46821. }
  46822. }
  46823. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46824. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  46825. var depth = 1.0;
  46826. if (!refractionTexture.isCube) {
  46827. if (refractionTexture.depth) {
  46828. depth = refractionTexture.depth;
  46829. }
  46830. }
  46831. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  46832. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  46833. }
  46834. }
  46835. // Point size
  46836. if (this.pointsCloud) {
  46837. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  46838. }
  46839. // Colors
  46840. if (defines.METALLICWORKFLOW) {
  46841. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  46842. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  46843. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  46844. }
  46845. else {
  46846. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  46847. }
  46848. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  46849. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  46850. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  46851. // Misc
  46852. this._lightingInfos.x = this._directIntensity;
  46853. this._lightingInfos.y = this._emissiveIntensity;
  46854. this._lightingInfos.z = this._environmentIntensity;
  46855. this._lightingInfos.w = this._specularIntensity;
  46856. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  46857. }
  46858. // Textures
  46859. if (scene.texturesEnabled) {
  46860. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46861. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  46862. }
  46863. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46864. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  46865. }
  46866. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46867. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  46868. }
  46869. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46870. if (defines.LODBASEDMICROSFURACE) {
  46871. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  46872. }
  46873. else {
  46874. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  46875. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  46876. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  46877. }
  46878. }
  46879. if (defines.ENVIRONMENTBRDF) {
  46880. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  46881. }
  46882. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46883. if (defines.LODBASEDMICROSFURACE) {
  46884. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  46885. }
  46886. else {
  46887. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  46888. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  46889. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  46890. }
  46891. }
  46892. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46893. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  46894. }
  46895. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46896. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  46897. }
  46898. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46899. if (this._metallicTexture) {
  46900. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  46901. }
  46902. else if (this._reflectivityTexture) {
  46903. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  46904. }
  46905. if (this._microSurfaceTexture) {
  46906. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  46907. }
  46908. }
  46909. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46910. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  46911. }
  46912. }
  46913. // Clip plane
  46914. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  46915. // Colors
  46916. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  46917. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  46918. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  46919. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  46920. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  46921. }
  46922. if (mustRebind || !this.isFrozen) {
  46923. // Lights
  46924. if (scene.lightsEnabled && !this._disableLighting) {
  46925. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  46926. }
  46927. // View
  46928. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  46929. this.bindView(effect);
  46930. }
  46931. // Fog
  46932. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  46933. // Morph targets
  46934. if (defines.NUM_MORPH_INFLUENCERS) {
  46935. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  46936. }
  46937. // image processing
  46938. this._imageProcessingConfiguration.bind(this._activeEffect);
  46939. // Log. depth
  46940. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  46941. }
  46942. this._uniformBuffer.update();
  46943. this._afterBind(mesh, this._activeEffect);
  46944. };
  46945. /**
  46946. * Returns the animatable textures.
  46947. * @returns - Array of animatable textures.
  46948. */
  46949. PBRBaseMaterial.prototype.getAnimatables = function () {
  46950. var results = [];
  46951. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  46952. results.push(this._albedoTexture);
  46953. }
  46954. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  46955. results.push(this._ambientTexture);
  46956. }
  46957. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  46958. results.push(this._opacityTexture);
  46959. }
  46960. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  46961. results.push(this._reflectionTexture);
  46962. }
  46963. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  46964. results.push(this._emissiveTexture);
  46965. }
  46966. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  46967. results.push(this._metallicTexture);
  46968. }
  46969. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  46970. results.push(this._reflectivityTexture);
  46971. }
  46972. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  46973. results.push(this._bumpTexture);
  46974. }
  46975. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  46976. results.push(this._lightmapTexture);
  46977. }
  46978. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  46979. results.push(this._refractionTexture);
  46980. }
  46981. return results;
  46982. };
  46983. /**
  46984. * Returns the texture used for reflections.
  46985. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  46986. */
  46987. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  46988. if (this._reflectionTexture) {
  46989. return this._reflectionTexture;
  46990. }
  46991. return this.getScene().environmentTexture;
  46992. };
  46993. /**
  46994. * Returns the texture used for refraction or null if none is used.
  46995. * @returns - Refection texture if present. If no refraction texture and refraction
  46996. * is linked with transparency, returns environment texture. Otherwise, returns null.
  46997. */
  46998. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  46999. if (this._refractionTexture) {
  47000. return this._refractionTexture;
  47001. }
  47002. if (this._linkRefractionWithTransparency) {
  47003. return this.getScene().environmentTexture;
  47004. }
  47005. return null;
  47006. };
  47007. /**
  47008. * Disposes the resources of the material.
  47009. * @param forceDisposeEffect - Forces the disposal of effects.
  47010. * @param forceDisposeTextures - Forces the disposal of all textures.
  47011. */
  47012. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  47013. if (forceDisposeTextures) {
  47014. if (this._albedoTexture) {
  47015. this._albedoTexture.dispose();
  47016. }
  47017. if (this._ambientTexture) {
  47018. this._ambientTexture.dispose();
  47019. }
  47020. if (this._opacityTexture) {
  47021. this._opacityTexture.dispose();
  47022. }
  47023. if (this._reflectionTexture) {
  47024. this._reflectionTexture.dispose();
  47025. }
  47026. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  47027. this._environmentBRDFTexture.dispose();
  47028. }
  47029. if (this._emissiveTexture) {
  47030. this._emissiveTexture.dispose();
  47031. }
  47032. if (this._metallicTexture) {
  47033. this._metallicTexture.dispose();
  47034. }
  47035. if (this._reflectivityTexture) {
  47036. this._reflectivityTexture.dispose();
  47037. }
  47038. if (this._bumpTexture) {
  47039. this._bumpTexture.dispose();
  47040. }
  47041. if (this._lightmapTexture) {
  47042. this._lightmapTexture.dispose();
  47043. }
  47044. if (this._refractionTexture) {
  47045. this._refractionTexture.dispose();
  47046. }
  47047. }
  47048. this._renderTargets.dispose();
  47049. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  47050. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  47051. }
  47052. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  47053. };
  47054. /**
  47055. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47056. */
  47057. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  47058. /**
  47059. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47060. * to enhance interoperability with other engines.
  47061. */
  47062. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  47063. /**
  47064. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47065. * to enhance interoperability with other materials.
  47066. */
  47067. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  47068. /**
  47069. * Stores the reflectivity values based on metallic roughness workflow.
  47070. */
  47071. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  47072. __decorate([
  47073. BABYLON.serializeAsImageProcessingConfiguration()
  47074. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  47075. __decorate([
  47076. BABYLON.serialize()
  47077. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  47078. __decorate([
  47079. BABYLON.serialize()
  47080. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  47081. return PBRBaseMaterial;
  47082. }(BABYLON.PushMaterial));
  47083. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  47084. })(BABYLON || (BABYLON = {}));
  47085. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  47086. var BABYLON;
  47087. (function (BABYLON) {
  47088. /**
  47089. * The Physically based simple base material of BJS.
  47090. *
  47091. * This enables better naming and convention enforcements on top of the pbrMaterial.
  47092. * It is used as the base class for both the specGloss and metalRough conventions.
  47093. */
  47094. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  47095. __extends(PBRBaseSimpleMaterial, _super);
  47096. /**
  47097. * Instantiates a new PBRMaterial instance.
  47098. *
  47099. * @param name The material name
  47100. * @param scene The scene the material will be use in.
  47101. */
  47102. function PBRBaseSimpleMaterial(name, scene) {
  47103. var _this = _super.call(this, name, scene) || this;
  47104. /**
  47105. * Number of Simultaneous lights allowed on the material.
  47106. */
  47107. _this.maxSimultaneousLights = 4;
  47108. /**
  47109. * If sets to true, disables all the lights affecting the material.
  47110. */
  47111. _this.disableLighting = false;
  47112. /**
  47113. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47114. */
  47115. _this.invertNormalMapX = false;
  47116. /**
  47117. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47118. */
  47119. _this.invertNormalMapY = false;
  47120. /**
  47121. * Emissivie color used to self-illuminate the model.
  47122. */
  47123. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47124. /**
  47125. * Occlusion Channel Strenght.
  47126. */
  47127. _this.occlusionStrength = 1.0;
  47128. /**
  47129. * If true, the light map contains occlusion information instead of lighting info.
  47130. */
  47131. _this.useLightmapAsShadowmap = false;
  47132. _this._useAlphaFromAlbedoTexture = true;
  47133. _this._useAmbientInGrayScale = true;
  47134. return _this;
  47135. }
  47136. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47137. /**
  47138. * Gets the current double sided mode.
  47139. */
  47140. get: function () {
  47141. return this._twoSidedLighting;
  47142. },
  47143. /**
  47144. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47145. */
  47146. set: function (value) {
  47147. if (this._twoSidedLighting === value) {
  47148. return;
  47149. }
  47150. this._twoSidedLighting = value;
  47151. this.backFaceCulling = !value;
  47152. this._markAllSubMeshesAsTexturesDirty();
  47153. },
  47154. enumerable: true,
  47155. configurable: true
  47156. });
  47157. /**
  47158. * Return the active textures of the material.
  47159. */
  47160. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47161. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47162. if (this.environmentTexture) {
  47163. activeTextures.push(this.environmentTexture);
  47164. }
  47165. if (this.normalTexture) {
  47166. activeTextures.push(this.normalTexture);
  47167. }
  47168. if (this.emissiveTexture) {
  47169. activeTextures.push(this.emissiveTexture);
  47170. }
  47171. if (this.occlusionTexture) {
  47172. activeTextures.push(this.occlusionTexture);
  47173. }
  47174. if (this.lightmapTexture) {
  47175. activeTextures.push(this.lightmapTexture);
  47176. }
  47177. return activeTextures;
  47178. };
  47179. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47180. if (_super.prototype.hasTexture.call(this, texture)) {
  47181. return true;
  47182. }
  47183. if (this.lightmapTexture === texture) {
  47184. return true;
  47185. }
  47186. return false;
  47187. };
  47188. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47189. return "PBRBaseSimpleMaterial";
  47190. };
  47191. __decorate([
  47192. BABYLON.serialize(),
  47193. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47194. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47195. __decorate([
  47196. BABYLON.serialize(),
  47197. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47198. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47199. __decorate([
  47200. BABYLON.serializeAsTexture(),
  47201. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47202. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47203. __decorate([
  47204. BABYLON.serialize(),
  47205. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47206. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47207. __decorate([
  47208. BABYLON.serialize(),
  47209. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47210. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47211. __decorate([
  47212. BABYLON.serializeAsTexture(),
  47213. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47214. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47215. __decorate([
  47216. BABYLON.serializeAsColor3("emissive"),
  47217. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47218. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47219. __decorate([
  47220. BABYLON.serializeAsTexture(),
  47221. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47222. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47223. __decorate([
  47224. BABYLON.serialize(),
  47225. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47226. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47227. __decorate([
  47228. BABYLON.serializeAsTexture(),
  47229. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47230. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47231. __decorate([
  47232. BABYLON.serialize(),
  47233. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47234. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47235. __decorate([
  47236. BABYLON.serialize()
  47237. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47238. __decorate([
  47239. BABYLON.serializeAsTexture(),
  47240. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47241. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47242. __decorate([
  47243. BABYLON.serialize(),
  47244. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47245. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47246. return PBRBaseSimpleMaterial;
  47247. }(BABYLON.PBRBaseMaterial));
  47248. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47249. })(BABYLON || (BABYLON = {}));
  47250. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47251. var BABYLON;
  47252. (function (BABYLON) {
  47253. /**
  47254. * The Physically based material of BJS.
  47255. *
  47256. * This offers the main features of a standard PBR material.
  47257. * For more information, please refer to the documentation :
  47258. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47259. */
  47260. var PBRMaterial = /** @class */ (function (_super) {
  47261. __extends(PBRMaterial, _super);
  47262. /**
  47263. * Instantiates a new PBRMaterial instance.
  47264. *
  47265. * @param name The material name
  47266. * @param scene The scene the material will be use in.
  47267. */
  47268. function PBRMaterial(name, scene) {
  47269. var _this = _super.call(this, name, scene) || this;
  47270. /**
  47271. * Intensity of the direct lights e.g. the four lights available in your scene.
  47272. * This impacts both the direct diffuse and specular highlights.
  47273. */
  47274. _this.directIntensity = 1.0;
  47275. /**
  47276. * Intensity of the emissive part of the material.
  47277. * This helps controlling the emissive effect without modifying the emissive color.
  47278. */
  47279. _this.emissiveIntensity = 1.0;
  47280. /**
  47281. * Intensity of the environment e.g. how much the environment will light the object
  47282. * either through harmonics for rough material or through the refelction for shiny ones.
  47283. */
  47284. _this.environmentIntensity = 1.0;
  47285. /**
  47286. * This is a special control allowing the reduction of the specular highlights coming from the
  47287. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47288. */
  47289. _this.specularIntensity = 1.0;
  47290. /**
  47291. * Debug Control allowing disabling the bump map on this material.
  47292. */
  47293. _this.disableBumpMap = false;
  47294. /**
  47295. * AKA Occlusion Texture Intensity in other nomenclature.
  47296. */
  47297. _this.ambientTextureStrength = 1.0;
  47298. /**
  47299. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47300. * 1 means it completely occludes it
  47301. * 0 mean it has no impact
  47302. */
  47303. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47304. /**
  47305. * The color of a material in ambient lighting.
  47306. */
  47307. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47308. /**
  47309. * AKA Diffuse Color in other nomenclature.
  47310. */
  47311. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47312. /**
  47313. * AKA Specular Color in other nomenclature.
  47314. */
  47315. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47316. /**
  47317. * The color reflected from the material.
  47318. */
  47319. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47320. /**
  47321. * The color emitted from the material.
  47322. */
  47323. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47324. /**
  47325. * AKA Glossiness in other nomenclature.
  47326. */
  47327. _this.microSurface = 1.0;
  47328. /**
  47329. * source material index of refraction (IOR)' / 'destination material IOR.
  47330. */
  47331. _this.indexOfRefraction = 0.66;
  47332. /**
  47333. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  47334. */
  47335. _this.invertRefractionY = false;
  47336. /**
  47337. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47338. * Materials half opaque for instance using refraction could benefit from this control.
  47339. */
  47340. _this.linkRefractionWithTransparency = false;
  47341. /**
  47342. * If true, the light map contains occlusion information instead of lighting info.
  47343. */
  47344. _this.useLightmapAsShadowmap = false;
  47345. /**
  47346. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47347. */
  47348. _this.useAlphaFromAlbedoTexture = false;
  47349. /**
  47350. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47351. */
  47352. _this.forceAlphaTest = false;
  47353. /**
  47354. * Defines the alpha limits in alpha test mode.
  47355. */
  47356. _this.alphaCutOff = 0.4;
  47357. /**
  47358. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47359. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47360. */
  47361. _this.useSpecularOverAlpha = true;
  47362. /**
  47363. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47364. */
  47365. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47366. /**
  47367. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47368. */
  47369. _this.useRoughnessFromMetallicTextureAlpha = true;
  47370. /**
  47371. * Specifies if the metallic texture contains the roughness information in its green channel.
  47372. */
  47373. _this.useRoughnessFromMetallicTextureGreen = false;
  47374. /**
  47375. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47376. */
  47377. _this.useMetallnessFromMetallicTextureBlue = false;
  47378. /**
  47379. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47380. */
  47381. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47382. /**
  47383. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47384. */
  47385. _this.useAmbientInGrayScale = false;
  47386. /**
  47387. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47388. * The material will try to infer what glossiness each pixel should be.
  47389. */
  47390. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47391. /**
  47392. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47393. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47394. */
  47395. _this.useRadianceOverAlpha = true;
  47396. /**
  47397. * Allows using an object space normal map (instead of tangent space).
  47398. */
  47399. _this.useObjectSpaceNormalMap = false;
  47400. /**
  47401. * Allows using the bump map in parallax mode.
  47402. */
  47403. _this.useParallax = false;
  47404. /**
  47405. * Allows using the bump map in parallax occlusion mode.
  47406. */
  47407. _this.useParallaxOcclusion = false;
  47408. /**
  47409. * Controls the scale bias of the parallax mode.
  47410. */
  47411. _this.parallaxScaleBias = 0.05;
  47412. /**
  47413. * If sets to true, disables all the lights affecting the material.
  47414. */
  47415. _this.disableLighting = false;
  47416. /**
  47417. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47418. */
  47419. _this.forceIrradianceInFragment = false;
  47420. /**
  47421. * Number of Simultaneous lights allowed on the material.
  47422. */
  47423. _this.maxSimultaneousLights = 4;
  47424. /**
  47425. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47426. */
  47427. _this.invertNormalMapX = false;
  47428. /**
  47429. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47430. */
  47431. _this.invertNormalMapY = false;
  47432. /**
  47433. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47434. */
  47435. _this.twoSidedLighting = false;
  47436. /**
  47437. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47438. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47439. */
  47440. _this.useAlphaFresnel = false;
  47441. /**
  47442. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47443. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47444. */
  47445. _this.useLinearAlphaFresnel = false;
  47446. /**
  47447. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47448. * And/Or occlude the blended part.
  47449. */
  47450. _this.environmentBRDFTexture = null;
  47451. /**
  47452. * Force normal to face away from face.
  47453. */
  47454. _this.forceNormalForward = false;
  47455. /**
  47456. * Enables specular anti aliasing in the PBR shader.
  47457. * It will both interacts on the Geometry for analytical and IBL lighting.
  47458. * It also prefilter the roughness map based on the bump values.
  47459. */
  47460. _this.enableSpecularAntiAliasing = false;
  47461. /**
  47462. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47463. * makes the reflect vector face the model (under horizon).
  47464. */
  47465. _this.useHorizonOcclusion = true;
  47466. /**
  47467. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47468. * too much the area relying on ambient texture to define their ambient occlusion.
  47469. */
  47470. _this.useRadianceOcclusion = true;
  47471. /**
  47472. * If set to true, no lighting calculations will be applied.
  47473. */
  47474. _this.unlit = false;
  47475. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47476. return _this;
  47477. }
  47478. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47479. /**
  47480. * BJS is using an harcoded light falloff based on a manually sets up range.
  47481. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47482. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47483. */
  47484. get: function () {
  47485. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47486. },
  47487. /**
  47488. * BJS is using an harcoded light falloff based on a manually sets up range.
  47489. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47490. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47491. */
  47492. set: function (value) {
  47493. if (value !== this.usePhysicalLightFalloff) {
  47494. // Ensure the effect will be rebuilt.
  47495. this._markAllSubMeshesAsTexturesDirty();
  47496. if (value) {
  47497. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47498. }
  47499. else {
  47500. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47501. }
  47502. }
  47503. },
  47504. enumerable: true,
  47505. configurable: true
  47506. });
  47507. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47508. /**
  47509. * In order to support the falloff compatibility with gltf, a special mode has been added
  47510. * to reproduce the gltf light falloff.
  47511. */
  47512. get: function () {
  47513. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47514. },
  47515. /**
  47516. * In order to support the falloff compatibility with gltf, a special mode has been added
  47517. * to reproduce the gltf light falloff.
  47518. */
  47519. set: function (value) {
  47520. if (value !== this.useGLTFLightFalloff) {
  47521. // Ensure the effect will be rebuilt.
  47522. this._markAllSubMeshesAsTexturesDirty();
  47523. if (value) {
  47524. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47525. }
  47526. else {
  47527. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47528. }
  47529. }
  47530. },
  47531. enumerable: true,
  47532. configurable: true
  47533. });
  47534. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47535. /**
  47536. * Gets the image processing configuration used either in this material.
  47537. */
  47538. get: function () {
  47539. return this._imageProcessingConfiguration;
  47540. },
  47541. /**
  47542. * Sets the Default image processing configuration used either in the this material.
  47543. *
  47544. * If sets to null, the scene one is in use.
  47545. */
  47546. set: function (value) {
  47547. this._attachImageProcessingConfiguration(value);
  47548. // Ensure the effect will be rebuilt.
  47549. this._markAllSubMeshesAsTexturesDirty();
  47550. },
  47551. enumerable: true,
  47552. configurable: true
  47553. });
  47554. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47555. /**
  47556. * Gets wether the color curves effect is enabled.
  47557. */
  47558. get: function () {
  47559. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47560. },
  47561. /**
  47562. * Sets wether the color curves effect is enabled.
  47563. */
  47564. set: function (value) {
  47565. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47566. },
  47567. enumerable: true,
  47568. configurable: true
  47569. });
  47570. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47571. /**
  47572. * Gets wether the color grading effect is enabled.
  47573. */
  47574. get: function () {
  47575. return this.imageProcessingConfiguration.colorGradingEnabled;
  47576. },
  47577. /**
  47578. * Gets wether the color grading effect is enabled.
  47579. */
  47580. set: function (value) {
  47581. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47582. },
  47583. enumerable: true,
  47584. configurable: true
  47585. });
  47586. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47587. /**
  47588. * Gets wether tonemapping is enabled or not.
  47589. */
  47590. get: function () {
  47591. return this._imageProcessingConfiguration.toneMappingEnabled;
  47592. },
  47593. /**
  47594. * Sets wether tonemapping is enabled or not
  47595. */
  47596. set: function (value) {
  47597. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47598. },
  47599. enumerable: true,
  47600. configurable: true
  47601. });
  47602. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47603. /**
  47604. * The camera exposure used on this material.
  47605. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47606. * This corresponds to a photographic exposure.
  47607. */
  47608. get: function () {
  47609. return this._imageProcessingConfiguration.exposure;
  47610. },
  47611. /**
  47612. * The camera exposure used on this material.
  47613. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47614. * This corresponds to a photographic exposure.
  47615. */
  47616. set: function (value) {
  47617. this._imageProcessingConfiguration.exposure = value;
  47618. },
  47619. enumerable: true,
  47620. configurable: true
  47621. });
  47622. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47623. /**
  47624. * Gets The camera contrast used on this material.
  47625. */
  47626. get: function () {
  47627. return this._imageProcessingConfiguration.contrast;
  47628. },
  47629. /**
  47630. * Sets The camera contrast used on this material.
  47631. */
  47632. set: function (value) {
  47633. this._imageProcessingConfiguration.contrast = value;
  47634. },
  47635. enumerable: true,
  47636. configurable: true
  47637. });
  47638. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47639. /**
  47640. * Gets the Color Grading 2D Lookup Texture.
  47641. */
  47642. get: function () {
  47643. return this._imageProcessingConfiguration.colorGradingTexture;
  47644. },
  47645. /**
  47646. * Sets the Color Grading 2D Lookup Texture.
  47647. */
  47648. set: function (value) {
  47649. this._imageProcessingConfiguration.colorGradingTexture = value;
  47650. },
  47651. enumerable: true,
  47652. configurable: true
  47653. });
  47654. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  47655. /**
  47656. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47657. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47658. * 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;
  47659. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47660. */
  47661. get: function () {
  47662. return this._imageProcessingConfiguration.colorCurves;
  47663. },
  47664. /**
  47665. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47666. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47667. * 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;
  47668. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47669. */
  47670. set: function (value) {
  47671. this._imageProcessingConfiguration.colorCurves = value;
  47672. },
  47673. enumerable: true,
  47674. configurable: true
  47675. });
  47676. /**
  47677. * Returns the name of this material class.
  47678. */
  47679. PBRMaterial.prototype.getClassName = function () {
  47680. return "PBRMaterial";
  47681. };
  47682. /**
  47683. * Returns an array of the actively used textures.
  47684. * @returns - Array of BaseTextures
  47685. */
  47686. PBRMaterial.prototype.getActiveTextures = function () {
  47687. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47688. if (this._albedoTexture) {
  47689. activeTextures.push(this._albedoTexture);
  47690. }
  47691. if (this._ambientTexture) {
  47692. activeTextures.push(this._ambientTexture);
  47693. }
  47694. if (this._opacityTexture) {
  47695. activeTextures.push(this._opacityTexture);
  47696. }
  47697. if (this._reflectionTexture) {
  47698. activeTextures.push(this._reflectionTexture);
  47699. }
  47700. if (this._emissiveTexture) {
  47701. activeTextures.push(this._emissiveTexture);
  47702. }
  47703. if (this._reflectivityTexture) {
  47704. activeTextures.push(this._reflectivityTexture);
  47705. }
  47706. if (this._metallicTexture) {
  47707. activeTextures.push(this._metallicTexture);
  47708. }
  47709. if (this._microSurfaceTexture) {
  47710. activeTextures.push(this._microSurfaceTexture);
  47711. }
  47712. if (this._bumpTexture) {
  47713. activeTextures.push(this._bumpTexture);
  47714. }
  47715. if (this._lightmapTexture) {
  47716. activeTextures.push(this._lightmapTexture);
  47717. }
  47718. if (this._refractionTexture) {
  47719. activeTextures.push(this._refractionTexture);
  47720. }
  47721. return activeTextures;
  47722. };
  47723. /**
  47724. * Checks to see if a texture is used in the material.
  47725. * @param texture - Base texture to use.
  47726. * @returns - Boolean specifying if a texture is used in the material.
  47727. */
  47728. PBRMaterial.prototype.hasTexture = function (texture) {
  47729. if (_super.prototype.hasTexture.call(this, texture)) {
  47730. return true;
  47731. }
  47732. if (this._albedoTexture === texture) {
  47733. return true;
  47734. }
  47735. if (this._ambientTexture === texture) {
  47736. return true;
  47737. }
  47738. if (this._opacityTexture === texture) {
  47739. return true;
  47740. }
  47741. if (this._reflectionTexture === texture) {
  47742. return true;
  47743. }
  47744. if (this._reflectivityTexture === texture) {
  47745. return true;
  47746. }
  47747. if (this._metallicTexture === texture) {
  47748. return true;
  47749. }
  47750. if (this._microSurfaceTexture === texture) {
  47751. return true;
  47752. }
  47753. if (this._bumpTexture === texture) {
  47754. return true;
  47755. }
  47756. if (this._lightmapTexture === texture) {
  47757. return true;
  47758. }
  47759. if (this._refractionTexture === texture) {
  47760. return true;
  47761. }
  47762. return false;
  47763. };
  47764. /**
  47765. * Makes a duplicate of the current material.
  47766. * @param name - name to use for the new material.
  47767. */
  47768. PBRMaterial.prototype.clone = function (name) {
  47769. var _this = this;
  47770. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  47771. clone.id = name;
  47772. clone.name = name;
  47773. return clone;
  47774. };
  47775. /**
  47776. * Serializes this PBR Material.
  47777. * @returns - An object with the serialized material.
  47778. */
  47779. PBRMaterial.prototype.serialize = function () {
  47780. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47781. serializationObject.customType = "BABYLON.PBRMaterial";
  47782. return serializationObject;
  47783. };
  47784. // Statics
  47785. /**
  47786. * Parses a PBR Material from a serialized object.
  47787. * @param source - Serialized object.
  47788. * @param scene - BJS scene instance.
  47789. * @param rootUrl - url for the scene object
  47790. * @returns - PBRMaterial
  47791. */
  47792. PBRMaterial.Parse = function (source, scene, rootUrl) {
  47793. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  47794. };
  47795. /**
  47796. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  47797. */
  47798. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  47799. /**
  47800. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  47801. */
  47802. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  47803. /**
  47804. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47805. */
  47806. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  47807. /**
  47808. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47809. * They are also discarded below the alpha cutoff threshold to improve performances.
  47810. */
  47811. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  47812. /**
  47813. * Defines the default value of how much AO map is occluding the analytical lights
  47814. * (point spot...).
  47815. */
  47816. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  47817. __decorate([
  47818. BABYLON.serialize(),
  47819. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47820. ], PBRMaterial.prototype, "directIntensity", void 0);
  47821. __decorate([
  47822. BABYLON.serialize(),
  47823. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47824. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  47825. __decorate([
  47826. BABYLON.serialize(),
  47827. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47828. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  47829. __decorate([
  47830. BABYLON.serialize(),
  47831. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47832. ], PBRMaterial.prototype, "specularIntensity", void 0);
  47833. __decorate([
  47834. BABYLON.serialize(),
  47835. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47836. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  47837. __decorate([
  47838. BABYLON.serializeAsTexture(),
  47839. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47840. ], PBRMaterial.prototype, "albedoTexture", void 0);
  47841. __decorate([
  47842. BABYLON.serializeAsTexture(),
  47843. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47844. ], PBRMaterial.prototype, "ambientTexture", void 0);
  47845. __decorate([
  47846. BABYLON.serialize(),
  47847. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47848. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  47849. __decorate([
  47850. BABYLON.serialize(),
  47851. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47852. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  47853. __decorate([
  47854. BABYLON.serializeAsTexture(),
  47855. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47856. ], PBRMaterial.prototype, "opacityTexture", void 0);
  47857. __decorate([
  47858. BABYLON.serializeAsTexture(),
  47859. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47860. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  47861. __decorate([
  47862. BABYLON.serializeAsTexture(),
  47863. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47864. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  47865. __decorate([
  47866. BABYLON.serializeAsTexture(),
  47867. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47868. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  47869. __decorate([
  47870. BABYLON.serializeAsTexture(),
  47871. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47872. ], PBRMaterial.prototype, "metallicTexture", void 0);
  47873. __decorate([
  47874. BABYLON.serialize(),
  47875. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47876. ], PBRMaterial.prototype, "metallic", void 0);
  47877. __decorate([
  47878. BABYLON.serialize(),
  47879. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47880. ], PBRMaterial.prototype, "roughness", void 0);
  47881. __decorate([
  47882. BABYLON.serializeAsTexture(),
  47883. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47884. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  47885. __decorate([
  47886. BABYLON.serializeAsTexture(),
  47887. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47888. ], PBRMaterial.prototype, "bumpTexture", void 0);
  47889. __decorate([
  47890. BABYLON.serializeAsTexture(),
  47891. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47892. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  47893. __decorate([
  47894. BABYLON.serializeAsTexture(),
  47895. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47896. ], PBRMaterial.prototype, "refractionTexture", void 0);
  47897. __decorate([
  47898. BABYLON.serializeAsColor3("ambient"),
  47899. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47900. ], PBRMaterial.prototype, "ambientColor", void 0);
  47901. __decorate([
  47902. BABYLON.serializeAsColor3("albedo"),
  47903. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47904. ], PBRMaterial.prototype, "albedoColor", void 0);
  47905. __decorate([
  47906. BABYLON.serializeAsColor3("reflectivity"),
  47907. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47908. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  47909. __decorate([
  47910. BABYLON.serializeAsColor3("reflection"),
  47911. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47912. ], PBRMaterial.prototype, "reflectionColor", void 0);
  47913. __decorate([
  47914. BABYLON.serializeAsColor3("emissive"),
  47915. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47916. ], PBRMaterial.prototype, "emissiveColor", void 0);
  47917. __decorate([
  47918. BABYLON.serialize(),
  47919. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47920. ], PBRMaterial.prototype, "microSurface", void 0);
  47921. __decorate([
  47922. BABYLON.serialize(),
  47923. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47924. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  47925. __decorate([
  47926. BABYLON.serialize(),
  47927. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47928. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  47929. __decorate([
  47930. BABYLON.serialize(),
  47931. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47932. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  47933. __decorate([
  47934. BABYLON.serialize(),
  47935. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47936. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47937. __decorate([
  47938. BABYLON.serialize(),
  47939. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47940. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  47941. __decorate([
  47942. BABYLON.serialize(),
  47943. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47944. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  47945. __decorate([
  47946. BABYLON.serialize(),
  47947. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47948. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  47949. __decorate([
  47950. BABYLON.serialize(),
  47951. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47952. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  47953. __decorate([
  47954. BABYLON.serialize(),
  47955. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47956. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  47957. __decorate([
  47958. BABYLON.serialize(),
  47959. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47960. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  47961. __decorate([
  47962. BABYLON.serialize(),
  47963. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47964. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  47965. __decorate([
  47966. BABYLON.serialize(),
  47967. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47968. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  47969. __decorate([
  47970. BABYLON.serialize(),
  47971. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47972. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  47973. __decorate([
  47974. BABYLON.serialize(),
  47975. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47976. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  47977. __decorate([
  47978. BABYLON.serialize(),
  47979. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47980. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  47981. __decorate([
  47982. BABYLON.serialize()
  47983. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  47984. __decorate([
  47985. BABYLON.serialize()
  47986. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  47987. __decorate([
  47988. BABYLON.serialize(),
  47989. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47990. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  47991. __decorate([
  47992. BABYLON.serialize(),
  47993. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47994. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  47995. __decorate([
  47996. BABYLON.serialize(),
  47997. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47998. ], PBRMaterial.prototype, "useParallax", void 0);
  47999. __decorate([
  48000. BABYLON.serialize(),
  48001. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48002. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  48003. __decorate([
  48004. BABYLON.serialize(),
  48005. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48006. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  48007. __decorate([
  48008. BABYLON.serialize(),
  48009. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48010. ], PBRMaterial.prototype, "disableLighting", void 0);
  48011. __decorate([
  48012. BABYLON.serialize(),
  48013. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48014. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  48015. __decorate([
  48016. BABYLON.serialize(),
  48017. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48018. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  48019. __decorate([
  48020. BABYLON.serialize(),
  48021. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48022. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  48023. __decorate([
  48024. BABYLON.serialize(),
  48025. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48026. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  48027. __decorate([
  48028. BABYLON.serialize(),
  48029. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48030. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  48031. __decorate([
  48032. BABYLON.serialize(),
  48033. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48034. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  48035. __decorate([
  48036. BABYLON.serialize(),
  48037. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48038. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  48039. __decorate([
  48040. BABYLON.serializeAsTexture(),
  48041. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48042. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  48043. __decorate([
  48044. BABYLON.serialize(),
  48045. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48046. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  48047. __decorate([
  48048. BABYLON.serialize(),
  48049. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48050. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  48051. __decorate([
  48052. BABYLON.serialize(),
  48053. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48054. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  48055. __decorate([
  48056. BABYLON.serialize(),
  48057. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48058. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  48059. __decorate([
  48060. BABYLON.serialize(),
  48061. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  48062. ], PBRMaterial.prototype, "unlit", void 0);
  48063. return PBRMaterial;
  48064. }(BABYLON.PBRBaseMaterial));
  48065. BABYLON.PBRMaterial = PBRMaterial;
  48066. })(BABYLON || (BABYLON = {}));
  48067. //# sourceMappingURL=babylon.pbrMaterial.js.map
  48068. var BABYLON;
  48069. (function (BABYLON) {
  48070. /**
  48071. * The PBR material of BJS following the metal roughness convention.
  48072. *
  48073. * This fits to the PBR convention in the GLTF definition:
  48074. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  48075. */
  48076. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  48077. __extends(PBRMetallicRoughnessMaterial, _super);
  48078. /**
  48079. * Instantiates a new PBRMetalRoughnessMaterial instance.
  48080. *
  48081. * @param name The material name
  48082. * @param scene The scene the material will be use in.
  48083. */
  48084. function PBRMetallicRoughnessMaterial(name, scene) {
  48085. var _this = _super.call(this, name, scene) || this;
  48086. _this._useRoughnessFromMetallicTextureAlpha = false;
  48087. _this._useRoughnessFromMetallicTextureGreen = true;
  48088. _this._useMetallnessFromMetallicTextureBlue = true;
  48089. _this.metallic = 1.0;
  48090. _this.roughness = 1.0;
  48091. return _this;
  48092. }
  48093. /**
  48094. * Return the currrent class name of the material.
  48095. */
  48096. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  48097. return "PBRMetallicRoughnessMaterial";
  48098. };
  48099. /**
  48100. * Return the active textures of the material.
  48101. */
  48102. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  48103. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48104. if (this.baseTexture) {
  48105. activeTextures.push(this.baseTexture);
  48106. }
  48107. if (this.metallicRoughnessTexture) {
  48108. activeTextures.push(this.metallicRoughnessTexture);
  48109. }
  48110. return activeTextures;
  48111. };
  48112. /**
  48113. * Checks to see if a texture is used in the material.
  48114. * @param texture - Base texture to use.
  48115. * @returns - Boolean specifying if a texture is used in the material.
  48116. */
  48117. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48118. if (_super.prototype.hasTexture.call(this, texture)) {
  48119. return true;
  48120. }
  48121. if (this.baseTexture === texture) {
  48122. return true;
  48123. }
  48124. if (this.metallicRoughnessTexture === texture) {
  48125. return true;
  48126. }
  48127. return false;
  48128. };
  48129. /**
  48130. * Makes a duplicate of the current material.
  48131. * @param name - name to use for the new material.
  48132. */
  48133. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48134. var _this = this;
  48135. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48136. clone.id = name;
  48137. clone.name = name;
  48138. return clone;
  48139. };
  48140. /**
  48141. * Serialize the material to a parsable JSON object.
  48142. */
  48143. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48144. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48145. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48146. return serializationObject;
  48147. };
  48148. /**
  48149. * Parses a JSON object correponding to the serialize function.
  48150. */
  48151. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48152. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48153. };
  48154. __decorate([
  48155. BABYLON.serializeAsColor3(),
  48156. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48157. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48158. __decorate([
  48159. BABYLON.serializeAsTexture(),
  48160. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48161. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48162. __decorate([
  48163. BABYLON.serialize(),
  48164. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48165. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48166. __decorate([
  48167. BABYLON.serialize(),
  48168. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48169. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48170. __decorate([
  48171. BABYLON.serializeAsTexture(),
  48172. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48173. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48174. return PBRMetallicRoughnessMaterial;
  48175. }(BABYLON.PBRBaseSimpleMaterial));
  48176. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48177. })(BABYLON || (BABYLON = {}));
  48178. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  48179. var BABYLON;
  48180. (function (BABYLON) {
  48181. /**
  48182. * The PBR material of BJS following the specular glossiness convention.
  48183. *
  48184. * This fits to the PBR convention in the GLTF definition:
  48185. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48186. */
  48187. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48188. __extends(PBRSpecularGlossinessMaterial, _super);
  48189. /**
  48190. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48191. *
  48192. * @param name The material name
  48193. * @param scene The scene the material will be use in.
  48194. */
  48195. function PBRSpecularGlossinessMaterial(name, scene) {
  48196. var _this = _super.call(this, name, scene) || this;
  48197. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48198. return _this;
  48199. }
  48200. /**
  48201. * Return the currrent class name of the material.
  48202. */
  48203. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48204. return "PBRSpecularGlossinessMaterial";
  48205. };
  48206. /**
  48207. * Return the active textures of the material.
  48208. */
  48209. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48210. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48211. if (this.diffuseTexture) {
  48212. activeTextures.push(this.diffuseTexture);
  48213. }
  48214. if (this.specularGlossinessTexture) {
  48215. activeTextures.push(this.specularGlossinessTexture);
  48216. }
  48217. return activeTextures;
  48218. };
  48219. /**
  48220. * Checks to see if a texture is used in the material.
  48221. * @param texture - Base texture to use.
  48222. * @returns - Boolean specifying if a texture is used in the material.
  48223. */
  48224. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48225. if (_super.prototype.hasTexture.call(this, texture)) {
  48226. return true;
  48227. }
  48228. if (this.diffuseTexture === texture) {
  48229. return true;
  48230. }
  48231. if (this.specularGlossinessTexture === texture) {
  48232. return true;
  48233. }
  48234. return false;
  48235. };
  48236. /**
  48237. * Makes a duplicate of the current material.
  48238. * @param name - name to use for the new material.
  48239. */
  48240. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48241. var _this = this;
  48242. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48243. clone.id = name;
  48244. clone.name = name;
  48245. return clone;
  48246. };
  48247. /**
  48248. * Serialize the material to a parsable JSON object.
  48249. */
  48250. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48251. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48252. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48253. return serializationObject;
  48254. };
  48255. /**
  48256. * Parses a JSON object correponding to the serialize function.
  48257. */
  48258. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48259. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48260. };
  48261. __decorate([
  48262. BABYLON.serializeAsColor3("diffuse"),
  48263. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48264. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48265. __decorate([
  48266. BABYLON.serializeAsTexture(),
  48267. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48268. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48269. __decorate([
  48270. BABYLON.serializeAsColor3("specular"),
  48271. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48272. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48273. __decorate([
  48274. BABYLON.serialize(),
  48275. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48276. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48277. __decorate([
  48278. BABYLON.serializeAsTexture(),
  48279. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48280. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48281. return PBRSpecularGlossinessMaterial;
  48282. }(BABYLON.PBRBaseSimpleMaterial));
  48283. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48284. })(BABYLON || (BABYLON = {}));
  48285. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48286. var BABYLON;
  48287. (function (BABYLON) {
  48288. /**
  48289. * @ignore
  48290. * This is a list of all the different input types that are available in the application.
  48291. * Fo instance: ArcRotateCameraGamepadInput...
  48292. */
  48293. BABYLON.CameraInputTypes = {};
  48294. /**
  48295. * This represents the input manager used within a camera.
  48296. * It helps dealing with all the different kind of input attached to a camera.
  48297. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48298. */
  48299. var CameraInputsManager = /** @class */ (function () {
  48300. /**
  48301. * Instantiate a new Camera Input Manager.
  48302. * @param camera Defines the camera the input manager blongs to
  48303. */
  48304. function CameraInputsManager(camera) {
  48305. this.attached = {};
  48306. this.camera = camera;
  48307. this.checkInputs = function () { };
  48308. }
  48309. /**
  48310. * Add an input method to a camera
  48311. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48312. * @param input camera input method
  48313. */
  48314. CameraInputsManager.prototype.add = function (input) {
  48315. var type = input.getSimpleName();
  48316. if (this.attached[type]) {
  48317. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48318. return;
  48319. }
  48320. this.attached[type] = input;
  48321. input.camera = this.camera;
  48322. //for checkInputs, we are dynamically creating a function
  48323. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48324. if (input.checkInputs) {
  48325. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48326. }
  48327. if (this.attachedElement) {
  48328. input.attachControl(this.attachedElement);
  48329. }
  48330. };
  48331. /**
  48332. * Remove a specific input method from a camera
  48333. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48334. * @param inputToRemove camera input method
  48335. */
  48336. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48337. for (var cam in this.attached) {
  48338. var input = this.attached[cam];
  48339. if (input === inputToRemove) {
  48340. input.detachControl(this.attachedElement);
  48341. input.camera = null;
  48342. delete this.attached[cam];
  48343. this.rebuildInputCheck();
  48344. }
  48345. }
  48346. };
  48347. /**
  48348. * Remove a specific input type from a camera
  48349. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48350. * @param inputType the type of the input to remove
  48351. */
  48352. CameraInputsManager.prototype.removeByType = function (inputType) {
  48353. for (var cam in this.attached) {
  48354. var input = this.attached[cam];
  48355. if (input.getClassName() === inputType) {
  48356. input.detachControl(this.attachedElement);
  48357. input.camera = null;
  48358. delete this.attached[cam];
  48359. this.rebuildInputCheck();
  48360. }
  48361. }
  48362. };
  48363. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48364. var current = this.checkInputs;
  48365. return function () {
  48366. current();
  48367. fn();
  48368. };
  48369. };
  48370. /**
  48371. * Attach the input controls to the currently attached dom element to listen the events from.
  48372. * @param input Defines the input to attach
  48373. */
  48374. CameraInputsManager.prototype.attachInput = function (input) {
  48375. if (this.attachedElement) {
  48376. input.attachControl(this.attachedElement, this.noPreventDefault);
  48377. }
  48378. };
  48379. /**
  48380. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48381. * @param element Defines the dom element to collect the events from
  48382. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48383. */
  48384. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48385. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48386. if (this.attachedElement) {
  48387. return;
  48388. }
  48389. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48390. this.attachedElement = element;
  48391. this.noPreventDefault = noPreventDefault;
  48392. for (var cam in this.attached) {
  48393. this.attached[cam].attachControl(element, noPreventDefault);
  48394. }
  48395. };
  48396. /**
  48397. * Detach the current manager inputs controls from a specific dom element.
  48398. * @param element Defines the dom element to collect the events from
  48399. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48400. */
  48401. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48402. if (disconnect === void 0) { disconnect = false; }
  48403. if (this.attachedElement !== element) {
  48404. return;
  48405. }
  48406. for (var cam in this.attached) {
  48407. this.attached[cam].detachControl(element);
  48408. if (disconnect) {
  48409. this.attached[cam].camera = null;
  48410. }
  48411. }
  48412. this.attachedElement = null;
  48413. };
  48414. /**
  48415. * Rebuild the dynamic inputCheck function from the current list of
  48416. * defined inputs in the manager.
  48417. */
  48418. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48419. this.checkInputs = function () { };
  48420. for (var cam in this.attached) {
  48421. var input = this.attached[cam];
  48422. if (input.checkInputs) {
  48423. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48424. }
  48425. }
  48426. };
  48427. /**
  48428. * Remove all attached input methods from a camera
  48429. */
  48430. CameraInputsManager.prototype.clear = function () {
  48431. if (this.attachedElement) {
  48432. this.detachElement(this.attachedElement, true);
  48433. }
  48434. this.attached = {};
  48435. this.attachedElement = null;
  48436. this.checkInputs = function () { };
  48437. };
  48438. /**
  48439. * Serialize the current input manager attached to a camera.
  48440. * This ensures than once parsed,
  48441. * the input associated to the camera will be identical to the current ones
  48442. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48443. */
  48444. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48445. var inputs = {};
  48446. for (var cam in this.attached) {
  48447. var input = this.attached[cam];
  48448. var res = BABYLON.SerializationHelper.Serialize(input);
  48449. inputs[input.getClassName()] = res;
  48450. }
  48451. serializedCamera.inputsmgr = inputs;
  48452. };
  48453. /**
  48454. * Parses an input manager serialized JSON to restore the previous list of inputs
  48455. * and states associated to a camera.
  48456. * @param parsedCamera Defines the JSON to parse
  48457. */
  48458. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48459. var parsedInputs = parsedCamera.inputsmgr;
  48460. if (parsedInputs) {
  48461. this.clear();
  48462. for (var n in parsedInputs) {
  48463. var construct = BABYLON.CameraInputTypes[n];
  48464. if (construct) {
  48465. var parsedinput = parsedInputs[n];
  48466. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48467. this.add(input);
  48468. }
  48469. }
  48470. }
  48471. else {
  48472. //2016-03-08 this part is for managing backward compatibility
  48473. for (var n in this.attached) {
  48474. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48475. if (construct) {
  48476. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48477. this.remove(this.attached[n]);
  48478. this.add(input);
  48479. }
  48480. }
  48481. }
  48482. };
  48483. return CameraInputsManager;
  48484. }());
  48485. BABYLON.CameraInputsManager = CameraInputsManager;
  48486. })(BABYLON || (BABYLON = {}));
  48487. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48488. var BABYLON;
  48489. (function (BABYLON) {
  48490. /**
  48491. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48492. * This is the base of the follow, arc rotate cameras and Free camera
  48493. * @see http://doc.babylonjs.com/features/cameras
  48494. */
  48495. var TargetCamera = /** @class */ (function (_super) {
  48496. __extends(TargetCamera, _super);
  48497. /**
  48498. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48499. * This is the base of the follow, arc rotate cameras and Free camera
  48500. * @see http://doc.babylonjs.com/features/cameras
  48501. * @param name Defines the name of the camera in the scene
  48502. * @param position Defines the start position of the camera in the scene
  48503. * @param scene Defines the scene the camera belongs to
  48504. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48505. */
  48506. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48507. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48508. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48509. /**
  48510. * Define the current direction the camera is moving to
  48511. */
  48512. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48513. /**
  48514. * Define the current rotation the camera is rotating to
  48515. */
  48516. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48517. /**
  48518. * When set, the up vector of the camera will be updated by the rotation of the camera
  48519. */
  48520. _this.updateUpVectorFromRotation = false;
  48521. _this._tmpQuaternion = new BABYLON.Quaternion();
  48522. /**
  48523. * Define the current rotation of the camera
  48524. */
  48525. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48526. /**
  48527. * Define the current speed of the camera
  48528. */
  48529. _this.speed = 2.0;
  48530. /**
  48531. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48532. * around all axis.
  48533. */
  48534. _this.noRotationConstraint = false;
  48535. /**
  48536. * Define the current target of the camera as an object or a position.
  48537. */
  48538. _this.lockedTarget = null;
  48539. /** @hidden */
  48540. _this._currentTarget = BABYLON.Vector3.Zero();
  48541. /** @hidden */
  48542. _this._viewMatrix = BABYLON.Matrix.Zero();
  48543. /** @hidden */
  48544. _this._camMatrix = BABYLON.Matrix.Zero();
  48545. /** @hidden */
  48546. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48547. /** @hidden */
  48548. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48549. /** @hidden */
  48550. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48551. /** @hidden */
  48552. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48553. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48554. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48555. _this._defaultUp = BABYLON.Vector3.Up();
  48556. _this._cachedRotationZ = 0;
  48557. _this._cachedQuaternionRotationZ = 0;
  48558. return _this;
  48559. }
  48560. /**
  48561. * Gets the position in front of the camera at a given distance.
  48562. * @param distance The distance from the camera we want the position to be
  48563. * @returns the position
  48564. */
  48565. TargetCamera.prototype.getFrontPosition = function (distance) {
  48566. this.getWorldMatrix();
  48567. var direction = this.getTarget().subtract(this.position);
  48568. direction.normalize();
  48569. direction.scaleInPlace(distance);
  48570. return this.globalPosition.add(direction);
  48571. };
  48572. /** @hidden */
  48573. TargetCamera.prototype._getLockedTargetPosition = function () {
  48574. if (!this.lockedTarget) {
  48575. return null;
  48576. }
  48577. if (this.lockedTarget.absolutePosition) {
  48578. this.lockedTarget.computeWorldMatrix();
  48579. }
  48580. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48581. };
  48582. /**
  48583. * Store current camera state of the camera (fov, position, rotation, etc..)
  48584. * @returns the camera
  48585. */
  48586. TargetCamera.prototype.storeState = function () {
  48587. this._storedPosition = this.position.clone();
  48588. this._storedRotation = this.rotation.clone();
  48589. if (this.rotationQuaternion) {
  48590. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48591. }
  48592. return _super.prototype.storeState.call(this);
  48593. };
  48594. /**
  48595. * Restored camera state. You must call storeState() first
  48596. * @returns whether it was successful or not
  48597. * @hidden
  48598. */
  48599. TargetCamera.prototype._restoreStateValues = function () {
  48600. if (!_super.prototype._restoreStateValues.call(this)) {
  48601. return false;
  48602. }
  48603. this.position = this._storedPosition.clone();
  48604. this.rotation = this._storedRotation.clone();
  48605. if (this.rotationQuaternion) {
  48606. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48607. }
  48608. this.cameraDirection.copyFromFloats(0, 0, 0);
  48609. this.cameraRotation.copyFromFloats(0, 0);
  48610. return true;
  48611. };
  48612. /** @hidden */
  48613. TargetCamera.prototype._initCache = function () {
  48614. _super.prototype._initCache.call(this);
  48615. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48616. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48617. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48618. };
  48619. /** @hidden */
  48620. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48621. if (!ignoreParentClass) {
  48622. _super.prototype._updateCache.call(this);
  48623. }
  48624. var lockedTargetPosition = this._getLockedTargetPosition();
  48625. if (!lockedTargetPosition) {
  48626. this._cache.lockedTarget = null;
  48627. }
  48628. else {
  48629. if (!this._cache.lockedTarget) {
  48630. this._cache.lockedTarget = lockedTargetPosition.clone();
  48631. }
  48632. else {
  48633. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48634. }
  48635. }
  48636. this._cache.rotation.copyFrom(this.rotation);
  48637. if (this.rotationQuaternion) {
  48638. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48639. }
  48640. };
  48641. // Synchronized
  48642. /** @hidden */
  48643. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48644. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48645. return false;
  48646. }
  48647. var lockedTargetPosition = this._getLockedTargetPosition();
  48648. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  48649. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  48650. };
  48651. // Methods
  48652. /** @hidden */
  48653. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  48654. var engine = this.getEngine();
  48655. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  48656. };
  48657. // Target
  48658. /** @hidden */
  48659. TargetCamera.prototype.setTarget = function (target) {
  48660. this.upVector.normalize();
  48661. if (this.position.z === target.z) {
  48662. this.position.z += BABYLON.Epsilon;
  48663. }
  48664. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  48665. this._camMatrix.invert();
  48666. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  48667. var vDir = target.subtract(this.position);
  48668. if (vDir.x >= 0.0) {
  48669. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  48670. }
  48671. else {
  48672. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  48673. }
  48674. this.rotation.z = 0;
  48675. if (isNaN(this.rotation.x)) {
  48676. this.rotation.x = 0;
  48677. }
  48678. if (isNaN(this.rotation.y)) {
  48679. this.rotation.y = 0;
  48680. }
  48681. if (isNaN(this.rotation.z)) {
  48682. this.rotation.z = 0;
  48683. }
  48684. if (this.rotationQuaternion) {
  48685. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48686. }
  48687. };
  48688. /**
  48689. * Return the current target position of the camera. This value is expressed in local space.
  48690. * @returns the target position
  48691. */
  48692. TargetCamera.prototype.getTarget = function () {
  48693. return this._currentTarget;
  48694. };
  48695. /** @hidden */
  48696. TargetCamera.prototype._decideIfNeedsToMove = function () {
  48697. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  48698. };
  48699. /** @hidden */
  48700. TargetCamera.prototype._updatePosition = function () {
  48701. if (this.parent) {
  48702. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  48703. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  48704. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  48705. return;
  48706. }
  48707. this.position.addInPlace(this.cameraDirection);
  48708. };
  48709. /** @hidden */
  48710. TargetCamera.prototype._checkInputs = function () {
  48711. var needToMove = this._decideIfNeedsToMove();
  48712. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  48713. // Move
  48714. if (needToMove) {
  48715. this._updatePosition();
  48716. }
  48717. // Rotate
  48718. if (needToRotate) {
  48719. this.rotation.x += this.cameraRotation.x;
  48720. this.rotation.y += this.cameraRotation.y;
  48721. //rotate, if quaternion is set and rotation was used
  48722. if (this.rotationQuaternion) {
  48723. var len = this.rotation.lengthSquared();
  48724. if (len) {
  48725. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48726. }
  48727. }
  48728. if (!this.noRotationConstraint) {
  48729. var limit = (Math.PI / 2) * 0.95;
  48730. if (this.rotation.x > limit) {
  48731. this.rotation.x = limit;
  48732. }
  48733. if (this.rotation.x < -limit) {
  48734. this.rotation.x = -limit;
  48735. }
  48736. }
  48737. }
  48738. // Inertia
  48739. if (needToMove) {
  48740. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  48741. this.cameraDirection.x = 0;
  48742. }
  48743. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  48744. this.cameraDirection.y = 0;
  48745. }
  48746. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  48747. this.cameraDirection.z = 0;
  48748. }
  48749. this.cameraDirection.scaleInPlace(this.inertia);
  48750. }
  48751. if (needToRotate) {
  48752. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  48753. this.cameraRotation.x = 0;
  48754. }
  48755. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  48756. this.cameraRotation.y = 0;
  48757. }
  48758. this.cameraRotation.scaleInPlace(this.inertia);
  48759. }
  48760. _super.prototype._checkInputs.call(this);
  48761. };
  48762. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  48763. if (this.rotationQuaternion) {
  48764. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  48765. }
  48766. else {
  48767. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  48768. }
  48769. };
  48770. /**
  48771. * 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)
  48772. * @returns the current camera
  48773. */
  48774. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  48775. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  48776. return this;
  48777. };
  48778. /** @hidden */
  48779. TargetCamera.prototype._getViewMatrix = function () {
  48780. if (this.lockedTarget) {
  48781. this.setTarget(this._getLockedTargetPosition());
  48782. }
  48783. // Compute
  48784. this._updateCameraRotationMatrix();
  48785. // Apply the changed rotation to the upVector
  48786. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  48787. this._rotateUpVectorWithCameraRotationMatrix();
  48788. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  48789. }
  48790. else if (this._cachedRotationZ != this.rotation.z) {
  48791. this._rotateUpVectorWithCameraRotationMatrix();
  48792. this._cachedRotationZ = this.rotation.z;
  48793. }
  48794. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  48795. // Computing target and final matrix
  48796. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  48797. if (this.updateUpVectorFromRotation) {
  48798. if (this.rotationQuaternion) {
  48799. BABYLON.Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
  48800. }
  48801. else {
  48802. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
  48803. BABYLON.Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
  48804. }
  48805. }
  48806. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  48807. return this._viewMatrix;
  48808. };
  48809. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  48810. if (this.parent) {
  48811. var parentWorldMatrix = this.parent.getWorldMatrix();
  48812. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  48813. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  48814. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  48815. this._markSyncedWithParent();
  48816. }
  48817. else {
  48818. this._globalPosition.copyFrom(position);
  48819. this._globalCurrentTarget.copyFrom(target);
  48820. this._globalCurrentUpVector.copyFrom(up);
  48821. }
  48822. if (this.getScene().useRightHandedSystem) {
  48823. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48824. }
  48825. else {
  48826. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48827. }
  48828. };
  48829. /**
  48830. * @hidden
  48831. */
  48832. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  48833. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  48834. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  48835. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  48836. if (!this.rotationQuaternion) {
  48837. this.rotationQuaternion = new BABYLON.Quaternion();
  48838. }
  48839. rigCamera._cameraRigParams = {};
  48840. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  48841. }
  48842. return rigCamera;
  48843. }
  48844. return null;
  48845. };
  48846. /**
  48847. * @hidden
  48848. */
  48849. TargetCamera.prototype._updateRigCameras = function () {
  48850. var camLeft = this._rigCameras[0];
  48851. var camRight = this._rigCameras[1];
  48852. switch (this.cameraRigMode) {
  48853. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  48854. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  48855. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  48856. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  48857. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  48858. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  48859. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  48860. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft.position);
  48861. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * rightSign, camRight.position);
  48862. camLeft.setTarget(this.getTarget());
  48863. camRight.setTarget(this.getTarget());
  48864. break;
  48865. case BABYLON.Camera.RIG_MODE_VR:
  48866. if (camLeft.rotationQuaternion) {
  48867. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48868. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48869. }
  48870. else {
  48871. camLeft.rotation.copyFrom(this.rotation);
  48872. camRight.rotation.copyFrom(this.rotation);
  48873. }
  48874. camLeft.position.copyFrom(this.position);
  48875. camRight.position.copyFrom(this.position);
  48876. break;
  48877. }
  48878. _super.prototype._updateRigCameras.call(this);
  48879. };
  48880. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  48881. if (!this._rigCamTransformMatrix) {
  48882. this._rigCamTransformMatrix = new BABYLON.Matrix();
  48883. }
  48884. var target = this.getTarget();
  48885. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), this._rigCamTransformMatrix);
  48886. this._rigCamTransformMatrix = this._rigCamTransformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  48887. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._rigCamTransformMatrix, result);
  48888. };
  48889. /**
  48890. * Gets the current object class name.
  48891. * @return the class name
  48892. */
  48893. TargetCamera.prototype.getClassName = function () {
  48894. return "TargetCamera";
  48895. };
  48896. __decorate([
  48897. BABYLON.serializeAsVector3()
  48898. ], TargetCamera.prototype, "rotation", void 0);
  48899. __decorate([
  48900. BABYLON.serialize()
  48901. ], TargetCamera.prototype, "speed", void 0);
  48902. __decorate([
  48903. BABYLON.serializeAsMeshReference("lockedTargetId")
  48904. ], TargetCamera.prototype, "lockedTarget", void 0);
  48905. return TargetCamera;
  48906. }(BABYLON.Camera));
  48907. BABYLON.TargetCamera = TargetCamera;
  48908. })(BABYLON || (BABYLON = {}));
  48909. //# sourceMappingURL=babylon.targetCamera.js.map
  48910. var BABYLON;
  48911. (function (BABYLON) {
  48912. /**
  48913. * Manage the mouse inputs to control the movement of a free camera.
  48914. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48915. */
  48916. var FreeCameraMouseInput = /** @class */ (function () {
  48917. /**
  48918. * Manage the mouse inputs to control the movement of a free camera.
  48919. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48920. * @param touchEnabled Defines if touch is enabled or not
  48921. */
  48922. function FreeCameraMouseInput(
  48923. /**
  48924. * Define if touch is enabled in the mouse input
  48925. */
  48926. touchEnabled) {
  48927. if (touchEnabled === void 0) { touchEnabled = true; }
  48928. this.touchEnabled = touchEnabled;
  48929. /**
  48930. * Defines the buttons associated with the input to handle camera move.
  48931. */
  48932. this.buttons = [0, 1, 2];
  48933. /**
  48934. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  48935. */
  48936. this.angularSensibility = 2000.0;
  48937. this.previousPosition = null;
  48938. }
  48939. /**
  48940. * Attach the input controls to a specific dom element to get the input from.
  48941. * @param element Defines the element the controls should be listened from
  48942. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48943. */
  48944. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  48945. var _this = this;
  48946. var engine = this.camera.getEngine();
  48947. if (!this._pointerInput) {
  48948. this._pointerInput = function (p, s) {
  48949. var evt = p.event;
  48950. if (engine.isInVRExclusivePointerMode) {
  48951. return;
  48952. }
  48953. if (!_this.touchEnabled && evt.pointerType === "touch") {
  48954. return;
  48955. }
  48956. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  48957. return;
  48958. }
  48959. var srcElement = (evt.srcElement || evt.target);
  48960. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  48961. try {
  48962. srcElement.setPointerCapture(evt.pointerId);
  48963. }
  48964. catch (e) {
  48965. //Nothing to do with the error. Execution will continue.
  48966. }
  48967. _this.previousPosition = {
  48968. x: evt.clientX,
  48969. y: evt.clientY
  48970. };
  48971. if (!noPreventDefault) {
  48972. evt.preventDefault();
  48973. element.focus();
  48974. }
  48975. }
  48976. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  48977. try {
  48978. srcElement.releasePointerCapture(evt.pointerId);
  48979. }
  48980. catch (e) {
  48981. //Nothing to do with the error.
  48982. }
  48983. _this.previousPosition = null;
  48984. if (!noPreventDefault) {
  48985. evt.preventDefault();
  48986. }
  48987. }
  48988. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  48989. if (!_this.previousPosition || engine.isPointerLock) {
  48990. return;
  48991. }
  48992. var offsetX = evt.clientX - _this.previousPosition.x;
  48993. if (_this.camera.getScene().useRightHandedSystem) {
  48994. offsetX *= -1;
  48995. }
  48996. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  48997. offsetX *= -1;
  48998. }
  48999. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49000. var offsetY = evt.clientY - _this.previousPosition.y;
  49001. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49002. _this.previousPosition = {
  49003. x: evt.clientX,
  49004. y: evt.clientY
  49005. };
  49006. if (!noPreventDefault) {
  49007. evt.preventDefault();
  49008. }
  49009. }
  49010. };
  49011. }
  49012. this._onMouseMove = function (evt) {
  49013. if (!engine.isPointerLock) {
  49014. return;
  49015. }
  49016. if (engine.isInVRExclusivePointerMode) {
  49017. return;
  49018. }
  49019. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  49020. if (_this.camera.getScene().useRightHandedSystem) {
  49021. offsetX *= -1;
  49022. }
  49023. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49024. offsetX *= -1;
  49025. }
  49026. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49027. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  49028. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49029. _this.previousPosition = null;
  49030. if (!noPreventDefault) {
  49031. evt.preventDefault();
  49032. }
  49033. };
  49034. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49035. element.addEventListener("mousemove", this._onMouseMove, false);
  49036. };
  49037. /**
  49038. * Detach the current controls from the specified dom element.
  49039. * @param element Defines the element to stop listening the inputs from
  49040. */
  49041. FreeCameraMouseInput.prototype.detachControl = function (element) {
  49042. if (this._observer && element) {
  49043. this.camera.getScene().onPointerObservable.remove(this._observer);
  49044. if (this._onMouseMove) {
  49045. element.removeEventListener("mousemove", this._onMouseMove);
  49046. }
  49047. this._observer = null;
  49048. this._onMouseMove = null;
  49049. this.previousPosition = null;
  49050. }
  49051. };
  49052. /**
  49053. * Gets the class name of the current intput.
  49054. * @returns the class name
  49055. */
  49056. FreeCameraMouseInput.prototype.getClassName = function () {
  49057. return "FreeCameraMouseInput";
  49058. };
  49059. /**
  49060. * Get the friendly name associated with the input class.
  49061. * @returns the input friendly name
  49062. */
  49063. FreeCameraMouseInput.prototype.getSimpleName = function () {
  49064. return "mouse";
  49065. };
  49066. __decorate([
  49067. BABYLON.serialize()
  49068. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  49069. __decorate([
  49070. BABYLON.serialize()
  49071. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  49072. return FreeCameraMouseInput;
  49073. }());
  49074. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  49075. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  49076. })(BABYLON || (BABYLON = {}));
  49077. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  49078. var BABYLON;
  49079. (function (BABYLON) {
  49080. /**
  49081. * Manage the keyboard inputs to control the movement of a free camera.
  49082. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49083. */
  49084. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  49085. function FreeCameraKeyboardMoveInput() {
  49086. /**
  49087. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49088. */
  49089. this.keysUp = [38];
  49090. /**
  49091. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49092. */
  49093. this.keysDown = [40];
  49094. /**
  49095. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49096. */
  49097. this.keysLeft = [37];
  49098. /**
  49099. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49100. */
  49101. this.keysRight = [39];
  49102. this._keys = new Array();
  49103. }
  49104. /**
  49105. * Attach the input controls to a specific dom element to get the input from.
  49106. * @param element Defines the element the controls should be listened from
  49107. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49108. */
  49109. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  49110. var _this = this;
  49111. if (this._onCanvasBlurObserver) {
  49112. return;
  49113. }
  49114. this._scene = this.camera.getScene();
  49115. this._engine = this._scene.getEngine();
  49116. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49117. _this._keys = [];
  49118. });
  49119. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49120. var evt = info.event;
  49121. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49122. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49123. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49124. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49125. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49126. var index = _this._keys.indexOf(evt.keyCode);
  49127. if (index === -1) {
  49128. _this._keys.push(evt.keyCode);
  49129. }
  49130. if (!noPreventDefault) {
  49131. evt.preventDefault();
  49132. }
  49133. }
  49134. }
  49135. else {
  49136. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49137. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49138. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49139. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49140. var index = _this._keys.indexOf(evt.keyCode);
  49141. if (index >= 0) {
  49142. _this._keys.splice(index, 1);
  49143. }
  49144. if (!noPreventDefault) {
  49145. evt.preventDefault();
  49146. }
  49147. }
  49148. }
  49149. });
  49150. };
  49151. /**
  49152. * Detach the current controls from the specified dom element.
  49153. * @param element Defines the element to stop listening the inputs from
  49154. */
  49155. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49156. if (this._scene) {
  49157. if (this._onKeyboardObserver) {
  49158. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49159. }
  49160. if (this._onCanvasBlurObserver) {
  49161. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49162. }
  49163. this._onKeyboardObserver = null;
  49164. this._onCanvasBlurObserver = null;
  49165. }
  49166. this._keys = [];
  49167. };
  49168. /**
  49169. * Update the current camera state depending on the inputs that have been used this frame.
  49170. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49171. */
  49172. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49173. if (this._onKeyboardObserver) {
  49174. var camera = this.camera;
  49175. // Keyboard
  49176. for (var index = 0; index < this._keys.length; index++) {
  49177. var keyCode = this._keys[index];
  49178. var speed = camera._computeLocalCameraSpeed();
  49179. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49180. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49181. }
  49182. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49183. camera._localDirection.copyFromFloats(0, 0, speed);
  49184. }
  49185. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49186. camera._localDirection.copyFromFloats(speed, 0, 0);
  49187. }
  49188. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49189. camera._localDirection.copyFromFloats(0, 0, -speed);
  49190. }
  49191. if (camera.getScene().useRightHandedSystem) {
  49192. camera._localDirection.z *= -1;
  49193. }
  49194. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49195. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49196. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49197. }
  49198. }
  49199. };
  49200. /**
  49201. * Gets the class name of the current intput.
  49202. * @returns the class name
  49203. */
  49204. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49205. return "FreeCameraKeyboardMoveInput";
  49206. };
  49207. /** @hidden */
  49208. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49209. this._keys = [];
  49210. };
  49211. /**
  49212. * Get the friendly name associated with the input class.
  49213. * @returns the input friendly name
  49214. */
  49215. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49216. return "keyboard";
  49217. };
  49218. __decorate([
  49219. BABYLON.serialize()
  49220. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49221. __decorate([
  49222. BABYLON.serialize()
  49223. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49224. __decorate([
  49225. BABYLON.serialize()
  49226. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49227. __decorate([
  49228. BABYLON.serialize()
  49229. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49230. return FreeCameraKeyboardMoveInput;
  49231. }());
  49232. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49233. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49234. })(BABYLON || (BABYLON = {}));
  49235. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49236. var BABYLON;
  49237. (function (BABYLON) {
  49238. /**
  49239. * Default Inputs manager for the FreeCamera.
  49240. * It groups all the default supported inputs for ease of use.
  49241. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49242. */
  49243. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49244. __extends(FreeCameraInputsManager, _super);
  49245. /**
  49246. * Instantiates a new FreeCameraInputsManager.
  49247. * @param camera Defines the camera the inputs belong to
  49248. */
  49249. function FreeCameraInputsManager(camera) {
  49250. return _super.call(this, camera) || this;
  49251. }
  49252. /**
  49253. * Add keyboard input support to the input manager.
  49254. * @returns the current input manager
  49255. */
  49256. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49257. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49258. return this;
  49259. };
  49260. /**
  49261. * Add mouse input support to the input manager.
  49262. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49263. * @returns the current input manager
  49264. */
  49265. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49266. if (touchEnabled === void 0) { touchEnabled = true; }
  49267. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49268. return this;
  49269. };
  49270. /**
  49271. * Add orientation input support to the input manager.
  49272. * @returns the current input manager
  49273. */
  49274. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49275. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49276. return this;
  49277. };
  49278. /**
  49279. * Add touch input support to the input manager.
  49280. * @returns the current input manager
  49281. */
  49282. FreeCameraInputsManager.prototype.addTouch = function () {
  49283. this.add(new BABYLON.FreeCameraTouchInput());
  49284. return this;
  49285. };
  49286. /**
  49287. * Add virtual joystick input support to the input manager.
  49288. * @returns the current input manager
  49289. */
  49290. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49291. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49292. return this;
  49293. };
  49294. return FreeCameraInputsManager;
  49295. }(BABYLON.CameraInputsManager));
  49296. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49297. })(BABYLON || (BABYLON = {}));
  49298. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49299. var BABYLON;
  49300. (function (BABYLON) {
  49301. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49302. // Forcing to use the Universal camera
  49303. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49304. });
  49305. /**
  49306. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  49307. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49308. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49309. */
  49310. var FreeCamera = /** @class */ (function (_super) {
  49311. __extends(FreeCamera, _super);
  49312. /**
  49313. * Instantiates a Free Camera.
  49314. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  49315. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49316. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49317. * @param name Define the name of the camera in the scene
  49318. * @param position Define the start position of the camera in the scene
  49319. * @param scene Define the scene the camera belongs to
  49320. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49321. */
  49322. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49323. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49324. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49325. /**
  49326. * Define the collision ellipsoid of the camera.
  49327. * This is helpful to simulate a camera body like the player body around the camera
  49328. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49329. */
  49330. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49331. /**
  49332. * Define an offset for the position of the ellipsoid around the camera.
  49333. * This can be helpful to determine the center of the body near the gravity center of the body
  49334. * instead of its head.
  49335. */
  49336. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49337. /**
  49338. * Enable or disable collisions of the camera with the rest of the scene objects.
  49339. */
  49340. _this.checkCollisions = false;
  49341. /**
  49342. * Enable or disable gravity on the camera.
  49343. */
  49344. _this.applyGravity = false;
  49345. _this._needMoveForGravity = false;
  49346. _this._oldPosition = BABYLON.Vector3.Zero();
  49347. _this._diffPosition = BABYLON.Vector3.Zero();
  49348. _this._newPosition = BABYLON.Vector3.Zero();
  49349. // Collisions
  49350. _this._collisionMask = -1;
  49351. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49352. if (collidedMesh === void 0) { collidedMesh = null; }
  49353. //TODO move this to the collision coordinator!
  49354. if (_this.getScene().workerCollisions) {
  49355. newPosition.multiplyInPlace(_this._collider._radius);
  49356. }
  49357. var updatePosition = function (newPos) {
  49358. _this._newPosition.copyFrom(newPos);
  49359. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49360. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49361. _this.position.addInPlace(_this._diffPosition);
  49362. if (_this.onCollide && collidedMesh) {
  49363. _this.onCollide(collidedMesh);
  49364. }
  49365. }
  49366. };
  49367. updatePosition(newPosition);
  49368. };
  49369. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49370. _this.inputs.addKeyboard().addMouse();
  49371. return _this;
  49372. }
  49373. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49374. /**
  49375. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49376. * Higher values reduce sensitivity.
  49377. */
  49378. get: function () {
  49379. var mouse = this.inputs.attached["mouse"];
  49380. if (mouse) {
  49381. return mouse.angularSensibility;
  49382. }
  49383. return 0;
  49384. },
  49385. /**
  49386. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49387. * Higher values reduce sensitivity.
  49388. */
  49389. set: function (value) {
  49390. var mouse = this.inputs.attached["mouse"];
  49391. if (mouse) {
  49392. mouse.angularSensibility = value;
  49393. }
  49394. },
  49395. enumerable: true,
  49396. configurable: true
  49397. });
  49398. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49399. /**
  49400. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49401. */
  49402. get: function () {
  49403. var keyboard = this.inputs.attached["keyboard"];
  49404. if (keyboard) {
  49405. return keyboard.keysUp;
  49406. }
  49407. return [];
  49408. },
  49409. set: function (value) {
  49410. var keyboard = this.inputs.attached["keyboard"];
  49411. if (keyboard) {
  49412. keyboard.keysUp = value;
  49413. }
  49414. },
  49415. enumerable: true,
  49416. configurable: true
  49417. });
  49418. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49419. /**
  49420. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49421. */
  49422. get: function () {
  49423. var keyboard = this.inputs.attached["keyboard"];
  49424. if (keyboard) {
  49425. return keyboard.keysDown;
  49426. }
  49427. return [];
  49428. },
  49429. set: function (value) {
  49430. var keyboard = this.inputs.attached["keyboard"];
  49431. if (keyboard) {
  49432. keyboard.keysDown = value;
  49433. }
  49434. },
  49435. enumerable: true,
  49436. configurable: true
  49437. });
  49438. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49439. /**
  49440. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49441. */
  49442. get: function () {
  49443. var keyboard = this.inputs.attached["keyboard"];
  49444. if (keyboard) {
  49445. return keyboard.keysLeft;
  49446. }
  49447. return [];
  49448. },
  49449. set: function (value) {
  49450. var keyboard = this.inputs.attached["keyboard"];
  49451. if (keyboard) {
  49452. keyboard.keysLeft = value;
  49453. }
  49454. },
  49455. enumerable: true,
  49456. configurable: true
  49457. });
  49458. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49459. /**
  49460. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49461. */
  49462. get: function () {
  49463. var keyboard = this.inputs.attached["keyboard"];
  49464. if (keyboard) {
  49465. return keyboard.keysRight;
  49466. }
  49467. return [];
  49468. },
  49469. set: function (value) {
  49470. var keyboard = this.inputs.attached["keyboard"];
  49471. if (keyboard) {
  49472. keyboard.keysRight = value;
  49473. }
  49474. },
  49475. enumerable: true,
  49476. configurable: true
  49477. });
  49478. /**
  49479. * Attached controls to the current camera.
  49480. * @param element Defines the element the controls should be listened from
  49481. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49482. */
  49483. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49484. this.inputs.attachElement(element, noPreventDefault);
  49485. };
  49486. /**
  49487. * Detach the current controls from the camera.
  49488. * The camera will stop reacting to inputs.
  49489. * @param element Defines the element to stop listening the inputs from
  49490. */
  49491. FreeCamera.prototype.detachControl = function (element) {
  49492. this.inputs.detachElement(element);
  49493. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49494. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49495. };
  49496. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49497. /**
  49498. * Define a collision mask to limit the list of object the camera can collide with
  49499. */
  49500. get: function () {
  49501. return this._collisionMask;
  49502. },
  49503. set: function (mask) {
  49504. this._collisionMask = !isNaN(mask) ? mask : -1;
  49505. },
  49506. enumerable: true,
  49507. configurable: true
  49508. });
  49509. /** @hidden */
  49510. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49511. var globalPosition;
  49512. if (this.parent) {
  49513. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49514. }
  49515. else {
  49516. globalPosition = this.position;
  49517. }
  49518. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49519. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49520. if (!this._collider) {
  49521. this._collider = new BABYLON.Collider();
  49522. }
  49523. this._collider._radius = this.ellipsoid;
  49524. this._collider.collisionMask = this._collisionMask;
  49525. //no need for clone, as long as gravity is not on.
  49526. var actualDisplacement = displacement;
  49527. //add gravity to the direction to prevent the dual-collision checking
  49528. if (this.applyGravity) {
  49529. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49530. actualDisplacement = displacement.add(this.getScene().gravity);
  49531. }
  49532. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49533. };
  49534. /** @hidden */
  49535. FreeCamera.prototype._checkInputs = function () {
  49536. if (!this._localDirection) {
  49537. this._localDirection = BABYLON.Vector3.Zero();
  49538. this._transformedDirection = BABYLON.Vector3.Zero();
  49539. }
  49540. this.inputs.checkInputs();
  49541. _super.prototype._checkInputs.call(this);
  49542. };
  49543. /** @hidden */
  49544. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49545. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49546. };
  49547. /** @hidden */
  49548. FreeCamera.prototype._updatePosition = function () {
  49549. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49550. this._collideWithWorld(this.cameraDirection);
  49551. }
  49552. else {
  49553. _super.prototype._updatePosition.call(this);
  49554. }
  49555. };
  49556. /**
  49557. * Destroy the camera and release the current resources hold by it.
  49558. */
  49559. FreeCamera.prototype.dispose = function () {
  49560. this.inputs.clear();
  49561. _super.prototype.dispose.call(this);
  49562. };
  49563. /**
  49564. * Gets the current object class name.
  49565. * @return the class name
  49566. */
  49567. FreeCamera.prototype.getClassName = function () {
  49568. return "FreeCamera";
  49569. };
  49570. __decorate([
  49571. BABYLON.serializeAsVector3()
  49572. ], FreeCamera.prototype, "ellipsoid", void 0);
  49573. __decorate([
  49574. BABYLON.serializeAsVector3()
  49575. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49576. __decorate([
  49577. BABYLON.serialize()
  49578. ], FreeCamera.prototype, "checkCollisions", void 0);
  49579. __decorate([
  49580. BABYLON.serialize()
  49581. ], FreeCamera.prototype, "applyGravity", void 0);
  49582. return FreeCamera;
  49583. }(BABYLON.TargetCamera));
  49584. BABYLON.FreeCamera = FreeCamera;
  49585. })(BABYLON || (BABYLON = {}));
  49586. //# sourceMappingURL=babylon.freeCamera.js.map
  49587. var BABYLON;
  49588. (function (BABYLON) {
  49589. /**
  49590. * Listen to mouse events to control the camera.
  49591. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49592. */
  49593. var FlyCameraMouseInput = /** @class */ (function () {
  49594. /**
  49595. * Listen to mouse events to control the camera.
  49596. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49597. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49598. */
  49599. function FlyCameraMouseInput(touchEnabled) {
  49600. if (touchEnabled === void 0) { touchEnabled = true; }
  49601. /**
  49602. * Defines the buttons associated with the input to handle camera rotation.
  49603. */
  49604. this.buttons = [0, 1, 2];
  49605. /**
  49606. * Assign buttons for Yaw control.
  49607. */
  49608. this.buttonsYaw = [-1, 0, 1];
  49609. /**
  49610. * Assign buttons for Pitch control.
  49611. */
  49612. this.buttonsPitch = [-1, 0, 1];
  49613. /**
  49614. * Assign buttons for Roll control.
  49615. */
  49616. this.buttonsRoll = [2];
  49617. /**
  49618. * Detect if any button is being pressed while mouse is moved.
  49619. * -1 = Mouse locked.
  49620. * 0 = Left button.
  49621. * 1 = Middle Button.
  49622. * 2 = Right Button.
  49623. */
  49624. this.activeButton = -1;
  49625. /**
  49626. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49627. * Higher values reduce its sensitivity.
  49628. */
  49629. this.angularSensibility = 1000.0;
  49630. this.previousPosition = null;
  49631. }
  49632. /**
  49633. * Attach the mouse control to the HTML DOM element.
  49634. * @param element Defines the element that listens to the input events.
  49635. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49636. */
  49637. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49638. var _this = this;
  49639. this.element = element;
  49640. this.noPreventDefault = noPreventDefault;
  49641. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49642. _this._pointerInput(p, s);
  49643. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49644. // Correct Roll by rate, if enabled.
  49645. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  49646. if (_this.camera.rollCorrect) {
  49647. _this.camera.restoreRoll(_this.camera.rollCorrect);
  49648. }
  49649. });
  49650. // Helper function to keep 'this'.
  49651. this._mousemoveCallback = function (e) {
  49652. _this._onMouseMove(e);
  49653. };
  49654. element.addEventListener("mousemove", this._mousemoveCallback, false);
  49655. };
  49656. /**
  49657. * Detach the current controls from the specified dom element.
  49658. * @param element Defines the element to stop listening the inputs from
  49659. */
  49660. FlyCameraMouseInput.prototype.detachControl = function (element) {
  49661. if (this._observer && element) {
  49662. this.camera.getScene().onPointerObservable.remove(this._observer);
  49663. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  49664. if (this._mousemoveCallback) {
  49665. element.removeEventListener("mousemove", this._mousemoveCallback);
  49666. }
  49667. this._observer = null;
  49668. this._rollObserver = null;
  49669. this.previousPosition = null;
  49670. this.noPreventDefault = undefined;
  49671. }
  49672. };
  49673. /**
  49674. * Gets the class name of the current input.
  49675. * @returns the class name.
  49676. */
  49677. FlyCameraMouseInput.prototype.getClassName = function () {
  49678. return "FlyCameraMouseInput";
  49679. };
  49680. /**
  49681. * Get the friendly name associated with the input class.
  49682. * @returns the input's friendly name.
  49683. */
  49684. FlyCameraMouseInput.prototype.getSimpleName = function () {
  49685. return "mouse";
  49686. };
  49687. // Track mouse movement, when the pointer is not locked.
  49688. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  49689. var e = p.event;
  49690. var camera = this.camera;
  49691. var engine = camera.getEngine();
  49692. if (engine.isInVRExclusivePointerMode) {
  49693. return;
  49694. }
  49695. if (!this.touchEnabled && e.pointerType === "touch") {
  49696. return;
  49697. }
  49698. // Mouse is moved but an unknown mouse button is pressed.
  49699. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  49700. return;
  49701. }
  49702. var srcElement = (e.srcElement || e.target);
  49703. // Mouse down.
  49704. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49705. try {
  49706. srcElement.setPointerCapture(e.pointerId);
  49707. }
  49708. catch (e) {
  49709. // Nothing to do with the error. Execution continues.
  49710. }
  49711. this.previousPosition = {
  49712. x: e.clientX,
  49713. y: e.clientY
  49714. };
  49715. this.activeButton = e.button;
  49716. if (!this.noPreventDefault) {
  49717. e.preventDefault();
  49718. this.element.focus();
  49719. }
  49720. }
  49721. else
  49722. // Mouse up.
  49723. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49724. try {
  49725. srcElement.releasePointerCapture(e.pointerId);
  49726. }
  49727. catch (e) {
  49728. // Nothing to do with the error. Execution continues.
  49729. }
  49730. this.activeButton = -1;
  49731. this.previousPosition = null;
  49732. if (!this.noPreventDefault) {
  49733. e.preventDefault();
  49734. }
  49735. }
  49736. else
  49737. // Mouse move.
  49738. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49739. if (!this.previousPosition || engine.isPointerLock) {
  49740. return;
  49741. }
  49742. var offsetX = e.clientX - this.previousPosition.x;
  49743. var offsetY = e.clientY - this.previousPosition.y;
  49744. this.rotateCamera(offsetX, offsetY);
  49745. this.previousPosition = {
  49746. x: e.clientX,
  49747. y: e.clientY
  49748. };
  49749. if (!this.noPreventDefault) {
  49750. e.preventDefault();
  49751. }
  49752. }
  49753. };
  49754. // Track mouse movement, when pointer is locked.
  49755. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  49756. var camera = this.camera;
  49757. var engine = camera.getEngine();
  49758. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  49759. return;
  49760. }
  49761. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  49762. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  49763. this.rotateCamera(offsetX, offsetY);
  49764. this.previousPosition = null;
  49765. if (!this.noPreventDefault) {
  49766. e.preventDefault();
  49767. }
  49768. };
  49769. /**
  49770. * Rotate camera by mouse offset.
  49771. */
  49772. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  49773. var _this = this;
  49774. var camera = this.camera;
  49775. var scene = this.camera.getScene();
  49776. if (scene.useRightHandedSystem) {
  49777. offsetX *= -1;
  49778. }
  49779. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  49780. offsetX *= -1;
  49781. }
  49782. var x = offsetX / this.angularSensibility;
  49783. var y = offsetY / this.angularSensibility;
  49784. // Initialize to current rotation.
  49785. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  49786. var rotationChange;
  49787. // Pitch.
  49788. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  49789. // Apply change in Radians to vector Angle.
  49790. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  49791. // Apply Pitch to quaternion.
  49792. currentRotation.multiplyInPlace(rotationChange);
  49793. }
  49794. // Yaw.
  49795. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  49796. // Apply change in Radians to vector Angle.
  49797. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  49798. // Apply Yaw to quaternion.
  49799. currentRotation.multiplyInPlace(rotationChange);
  49800. // Add Roll, if banked turning is enabled, within Roll limit.
  49801. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  49802. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  49803. var bankingDelta = camera.bankedTurnMultiplier * -x;
  49804. // Apply change in Radians to vector Angle.
  49805. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  49806. // Apply Yaw to quaternion.
  49807. currentRotation.multiplyInPlace(rotationChange);
  49808. }
  49809. }
  49810. // Roll.
  49811. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  49812. // Apply change in Radians to vector Angle.
  49813. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  49814. // Track Rolling.
  49815. camera._trackRoll -= x;
  49816. // Apply Pitch to quaternion.
  49817. currentRotation.multiplyInPlace(rotationChange);
  49818. }
  49819. // Apply rotationQuaternion to Euler camera.rotation.
  49820. currentRotation.toEulerAnglesToRef(camera.rotation);
  49821. };
  49822. __decorate([
  49823. BABYLON.serialize()
  49824. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  49825. __decorate([
  49826. BABYLON.serialize()
  49827. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  49828. return FlyCameraMouseInput;
  49829. }());
  49830. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  49831. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  49832. })(BABYLON || (BABYLON = {}));
  49833. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  49834. var BABYLON;
  49835. (function (BABYLON) {
  49836. /**
  49837. * Listen to keyboard events to control the camera.
  49838. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49839. */
  49840. var FlyCameraKeyboardInput = /** @class */ (function () {
  49841. function FlyCameraKeyboardInput() {
  49842. /**
  49843. * The list of keyboard keys used to control the forward move of the camera.
  49844. */
  49845. this.keysForward = [87];
  49846. /**
  49847. * The list of keyboard keys used to control the backward move of the camera.
  49848. */
  49849. this.keysBackward = [83];
  49850. /**
  49851. * The list of keyboard keys used to control the forward move of the camera.
  49852. */
  49853. this.keysUp = [69];
  49854. /**
  49855. * The list of keyboard keys used to control the backward move of the camera.
  49856. */
  49857. this.keysDown = [81];
  49858. /**
  49859. * The list of keyboard keys used to control the right strafe move of the camera.
  49860. */
  49861. this.keysRight = [68];
  49862. /**
  49863. * The list of keyboard keys used to control the left strafe move of the camera.
  49864. */
  49865. this.keysLeft = [65];
  49866. this._keys = new Array();
  49867. }
  49868. /**
  49869. * Attach the input controls to a specific dom element to get the input from.
  49870. * @param element Defines the element the controls should be listened from
  49871. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49872. */
  49873. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  49874. var _this = this;
  49875. if (this._onCanvasBlurObserver) {
  49876. return;
  49877. }
  49878. this._scene = this.camera.getScene();
  49879. this._engine = this._scene.getEngine();
  49880. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49881. _this._keys = [];
  49882. });
  49883. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49884. var evt = info.event;
  49885. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49886. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49887. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49888. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49889. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49890. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49891. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49892. var index = _this._keys.indexOf(evt.keyCode);
  49893. if (index === -1) {
  49894. _this._keys.push(evt.keyCode);
  49895. }
  49896. if (!noPreventDefault) {
  49897. evt.preventDefault();
  49898. }
  49899. }
  49900. }
  49901. else {
  49902. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49903. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49904. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49905. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49906. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49907. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49908. var index = _this._keys.indexOf(evt.keyCode);
  49909. if (index >= 0) {
  49910. _this._keys.splice(index, 1);
  49911. }
  49912. if (!noPreventDefault) {
  49913. evt.preventDefault();
  49914. }
  49915. }
  49916. }
  49917. });
  49918. };
  49919. /**
  49920. * Detach the current controls from the specified dom element.
  49921. * @param element Defines the element to stop listening the inputs from
  49922. */
  49923. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  49924. if (this._scene) {
  49925. if (this._onKeyboardObserver) {
  49926. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49927. }
  49928. if (this._onCanvasBlurObserver) {
  49929. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49930. }
  49931. this._onKeyboardObserver = null;
  49932. this._onCanvasBlurObserver = null;
  49933. }
  49934. this._keys = [];
  49935. };
  49936. /**
  49937. * Gets the class name of the current intput.
  49938. * @returns the class name
  49939. */
  49940. FlyCameraKeyboardInput.prototype.getClassName = function () {
  49941. return "FlyCameraKeyboardInput";
  49942. };
  49943. /** @hidden */
  49944. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  49945. this._keys = [];
  49946. };
  49947. /**
  49948. * Get the friendly name associated with the input class.
  49949. * @returns the input friendly name
  49950. */
  49951. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  49952. return "keyboard";
  49953. };
  49954. /**
  49955. * Update the current camera state depending on the inputs that have been used this frame.
  49956. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49957. */
  49958. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  49959. if (this._onKeyboardObserver) {
  49960. var camera = this.camera;
  49961. // Keyboard
  49962. for (var index = 0; index < this._keys.length; index++) {
  49963. var keyCode = this._keys[index];
  49964. var speed = camera._computeLocalCameraSpeed();
  49965. if (this.keysForward.indexOf(keyCode) !== -1) {
  49966. camera._localDirection.copyFromFloats(0, 0, speed);
  49967. }
  49968. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  49969. camera._localDirection.copyFromFloats(0, 0, -speed);
  49970. }
  49971. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49972. camera._localDirection.copyFromFloats(0, speed, 0);
  49973. }
  49974. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49975. camera._localDirection.copyFromFloats(0, -speed, 0);
  49976. }
  49977. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49978. camera._localDirection.copyFromFloats(speed, 0, 0);
  49979. }
  49980. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  49981. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49982. }
  49983. if (camera.getScene().useRightHandedSystem) {
  49984. camera._localDirection.z *= -1;
  49985. }
  49986. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49987. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49988. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49989. }
  49990. }
  49991. };
  49992. __decorate([
  49993. BABYLON.serialize()
  49994. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  49995. __decorate([
  49996. BABYLON.serialize()
  49997. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  49998. __decorate([
  49999. BABYLON.serialize()
  50000. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  50001. __decorate([
  50002. BABYLON.serialize()
  50003. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  50004. __decorate([
  50005. BABYLON.serialize()
  50006. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  50007. __decorate([
  50008. BABYLON.serialize()
  50009. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  50010. return FlyCameraKeyboardInput;
  50011. }());
  50012. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  50013. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  50014. })(BABYLON || (BABYLON = {}));
  50015. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  50016. var BABYLON;
  50017. (function (BABYLON) {
  50018. /**
  50019. * Default Inputs manager for the FlyCamera.
  50020. * It groups all the default supported inputs for ease of use.
  50021. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50022. */
  50023. var FlyCameraInputsManager = /** @class */ (function (_super) {
  50024. __extends(FlyCameraInputsManager, _super);
  50025. /**
  50026. * Instantiates a new FlyCameraInputsManager.
  50027. * @param camera Defines the camera the inputs belong to.
  50028. */
  50029. function FlyCameraInputsManager(camera) {
  50030. return _super.call(this, camera) || this;
  50031. }
  50032. /**
  50033. * Add keyboard input support to the input manager.
  50034. * @returns the new FlyCameraKeyboardMoveInput().
  50035. */
  50036. FlyCameraInputsManager.prototype.addKeyboard = function () {
  50037. this.add(new BABYLON.FlyCameraKeyboardInput());
  50038. return this;
  50039. };
  50040. /**
  50041. * Add mouse input support to the input manager.
  50042. * @param touchEnabled Enable touch screen support.
  50043. * @returns the new FlyCameraMouseInput().
  50044. */
  50045. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  50046. if (touchEnabled === void 0) { touchEnabled = true; }
  50047. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  50048. return this;
  50049. };
  50050. return FlyCameraInputsManager;
  50051. }(BABYLON.CameraInputsManager));
  50052. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  50053. })(BABYLON || (BABYLON = {}));
  50054. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  50055. var BABYLON;
  50056. (function (BABYLON) {
  50057. /**
  50058. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50059. * such as in a 3D Space Shooter or a Flight Simulator.
  50060. */
  50061. var FlyCamera = /** @class */ (function (_super) {
  50062. __extends(FlyCamera, _super);
  50063. /**
  50064. * Instantiates a FlyCamera.
  50065. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50066. * such as in a 3D Space Shooter or a Flight Simulator.
  50067. * @param name Define the name of the camera in the scene.
  50068. * @param position Define the starting position of the camera in the scene.
  50069. * @param scene Define the scene the camera belongs to.
  50070. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  50071. */
  50072. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  50073. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50074. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  50075. /**
  50076. * Define the collision ellipsoid of the camera.
  50077. * This is helpful for simulating a camera body, like a player's body.
  50078. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50079. */
  50080. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  50081. /**
  50082. * Define an offset for the position of the ellipsoid around the camera.
  50083. * This can be helpful if the camera is attached away from the player's body center,
  50084. * such as at its head.
  50085. */
  50086. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  50087. /**
  50088. * Enable or disable collisions of the camera with the rest of the scene objects.
  50089. */
  50090. _this.checkCollisions = false;
  50091. /**
  50092. * Enable or disable gravity on the camera.
  50093. */
  50094. _this.applyGravity = false;
  50095. /**
  50096. * Define the current direction the camera is moving to.
  50097. */
  50098. _this.cameraDirection = BABYLON.Vector3.Zero();
  50099. /**
  50100. * Track Roll to maintain the wanted Rolling when looking around.
  50101. */
  50102. _this._trackRoll = 0;
  50103. /**
  50104. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  50105. */
  50106. _this.rollCorrect = 100;
  50107. /**
  50108. * Mimic a banked turn, Rolling the camera when Yawing.
  50109. * It's recommended to use rollCorrect = 10 for faster banking correction.
  50110. */
  50111. _this.bankedTurn = false;
  50112. /**
  50113. * Limit in radians for how much Roll banking will add. (Default: 90°)
  50114. */
  50115. _this.bankedTurnLimit = Math.PI / 2;
  50116. /**
  50117. * Value of 0 disables the banked Roll.
  50118. * Value of 1 is equal to the Yaw angle in radians.
  50119. */
  50120. _this.bankedTurnMultiplier = 1;
  50121. _this._needMoveForGravity = false;
  50122. _this._oldPosition = BABYLON.Vector3.Zero();
  50123. _this._diffPosition = BABYLON.Vector3.Zero();
  50124. _this._newPosition = BABYLON.Vector3.Zero();
  50125. // Collisions.
  50126. _this._collisionMask = -1;
  50127. /** @hidden */
  50128. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50129. if (collidedMesh === void 0) { collidedMesh = null; }
  50130. // TODO Move this to the collision coordinator!
  50131. if (_this.getScene().workerCollisions) {
  50132. newPosition.multiplyInPlace(_this._collider._radius);
  50133. }
  50134. var updatePosition = function (newPos) {
  50135. _this._newPosition.copyFrom(newPos);
  50136. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50137. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50138. _this.position.addInPlace(_this._diffPosition);
  50139. if (_this.onCollide && collidedMesh) {
  50140. _this.onCollide(collidedMesh);
  50141. }
  50142. }
  50143. };
  50144. updatePosition(newPosition);
  50145. };
  50146. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50147. _this.inputs.addKeyboard().addMouse();
  50148. return _this;
  50149. }
  50150. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50151. /**
  50152. * Gets the input sensibility for mouse input.
  50153. * Higher values reduce sensitivity.
  50154. */
  50155. get: function () {
  50156. var mouse = this.inputs.attached["mouse"];
  50157. if (mouse) {
  50158. return mouse.angularSensibility;
  50159. }
  50160. return 0;
  50161. },
  50162. /**
  50163. * Sets the input sensibility for a mouse input.
  50164. * Higher values reduce sensitivity.
  50165. */
  50166. set: function (value) {
  50167. var mouse = this.inputs.attached["mouse"];
  50168. if (mouse) {
  50169. mouse.angularSensibility = value;
  50170. }
  50171. },
  50172. enumerable: true,
  50173. configurable: true
  50174. });
  50175. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50176. /**
  50177. * Get the keys for camera movement forward.
  50178. */
  50179. get: function () {
  50180. var keyboard = this.inputs.attached["keyboard"];
  50181. if (keyboard) {
  50182. return keyboard.keysForward;
  50183. }
  50184. return [];
  50185. },
  50186. /**
  50187. * Set the keys for camera movement forward.
  50188. */
  50189. set: function (value) {
  50190. var keyboard = this.inputs.attached["keyboard"];
  50191. if (keyboard) {
  50192. keyboard.keysForward = value;
  50193. }
  50194. },
  50195. enumerable: true,
  50196. configurable: true
  50197. });
  50198. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50199. /**
  50200. * Get the keys for camera movement backward.
  50201. */
  50202. get: function () {
  50203. var keyboard = this.inputs.attached["keyboard"];
  50204. if (keyboard) {
  50205. return keyboard.keysBackward;
  50206. }
  50207. return [];
  50208. },
  50209. set: function (value) {
  50210. var keyboard = this.inputs.attached["keyboard"];
  50211. if (keyboard) {
  50212. keyboard.keysBackward = value;
  50213. }
  50214. },
  50215. enumerable: true,
  50216. configurable: true
  50217. });
  50218. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50219. /**
  50220. * Get the keys for camera movement up.
  50221. */
  50222. get: function () {
  50223. var keyboard = this.inputs.attached["keyboard"];
  50224. if (keyboard) {
  50225. return keyboard.keysUp;
  50226. }
  50227. return [];
  50228. },
  50229. /**
  50230. * Set the keys for camera movement up.
  50231. */
  50232. set: function (value) {
  50233. var keyboard = this.inputs.attached["keyboard"];
  50234. if (keyboard) {
  50235. keyboard.keysUp = value;
  50236. }
  50237. },
  50238. enumerable: true,
  50239. configurable: true
  50240. });
  50241. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50242. /**
  50243. * Get the keys for camera movement down.
  50244. */
  50245. get: function () {
  50246. var keyboard = this.inputs.attached["keyboard"];
  50247. if (keyboard) {
  50248. return keyboard.keysDown;
  50249. }
  50250. return [];
  50251. },
  50252. /**
  50253. * Set the keys for camera movement down.
  50254. */
  50255. set: function (value) {
  50256. var keyboard = this.inputs.attached["keyboard"];
  50257. if (keyboard) {
  50258. keyboard.keysDown = value;
  50259. }
  50260. },
  50261. enumerable: true,
  50262. configurable: true
  50263. });
  50264. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50265. /**
  50266. * Get the keys for camera movement left.
  50267. */
  50268. get: function () {
  50269. var keyboard = this.inputs.attached["keyboard"];
  50270. if (keyboard) {
  50271. return keyboard.keysLeft;
  50272. }
  50273. return [];
  50274. },
  50275. /**
  50276. * Set the keys for camera movement left.
  50277. */
  50278. set: function (value) {
  50279. var keyboard = this.inputs.attached["keyboard"];
  50280. if (keyboard) {
  50281. keyboard.keysLeft = value;
  50282. }
  50283. },
  50284. enumerable: true,
  50285. configurable: true
  50286. });
  50287. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50288. /**
  50289. * Set the keys for camera movement right.
  50290. */
  50291. get: function () {
  50292. var keyboard = this.inputs.attached["keyboard"];
  50293. if (keyboard) {
  50294. return keyboard.keysRight;
  50295. }
  50296. return [];
  50297. },
  50298. /**
  50299. * Set the keys for camera movement right.
  50300. */
  50301. set: function (value) {
  50302. var keyboard = this.inputs.attached["keyboard"];
  50303. if (keyboard) {
  50304. keyboard.keysRight = value;
  50305. }
  50306. },
  50307. enumerable: true,
  50308. configurable: true
  50309. });
  50310. /**
  50311. * Attach a control to the HTML DOM element.
  50312. * @param element Defines the element that listens to the input events.
  50313. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50314. */
  50315. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50316. this.inputs.attachElement(element, noPreventDefault);
  50317. };
  50318. /**
  50319. * Detach a control from the HTML DOM element.
  50320. * The camera will stop reacting to that input.
  50321. * @param element Defines the element that listens to the input events.
  50322. */
  50323. FlyCamera.prototype.detachControl = function (element) {
  50324. this.inputs.detachElement(element);
  50325. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50326. };
  50327. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50328. /**
  50329. * Get the mask that the camera ignores in collision events.
  50330. */
  50331. get: function () {
  50332. return this._collisionMask;
  50333. },
  50334. /**
  50335. * Set the mask that the camera ignores in collision events.
  50336. */
  50337. set: function (mask) {
  50338. this._collisionMask = !isNaN(mask) ? mask : -1;
  50339. },
  50340. enumerable: true,
  50341. configurable: true
  50342. });
  50343. /** @hidden */
  50344. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50345. var globalPosition;
  50346. if (this.parent) {
  50347. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50348. }
  50349. else {
  50350. globalPosition = this.position;
  50351. }
  50352. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50353. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50354. if (!this._collider) {
  50355. this._collider = new BABYLON.Collider();
  50356. }
  50357. this._collider._radius = this.ellipsoid;
  50358. this._collider.collisionMask = this._collisionMask;
  50359. // No need for clone, as long as gravity is not on.
  50360. var actualDisplacement = displacement;
  50361. // Add gravity to direction to prevent dual-collision checking.
  50362. if (this.applyGravity) {
  50363. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50364. actualDisplacement = displacement.add(this.getScene().gravity);
  50365. }
  50366. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50367. };
  50368. /** @hidden */
  50369. FlyCamera.prototype._checkInputs = function () {
  50370. if (!this._localDirection) {
  50371. this._localDirection = BABYLON.Vector3.Zero();
  50372. this._transformedDirection = BABYLON.Vector3.Zero();
  50373. }
  50374. this.inputs.checkInputs();
  50375. _super.prototype._checkInputs.call(this);
  50376. };
  50377. /** @hidden */
  50378. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50379. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50380. };
  50381. /** @hidden */
  50382. FlyCamera.prototype._updatePosition = function () {
  50383. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50384. this._collideWithWorld(this.cameraDirection);
  50385. }
  50386. else {
  50387. _super.prototype._updatePosition.call(this);
  50388. }
  50389. };
  50390. /**
  50391. * Restore the Roll to its target value at the rate specified.
  50392. * @param rate - Higher means slower restoring.
  50393. * @hidden
  50394. */
  50395. FlyCamera.prototype.restoreRoll = function (rate) {
  50396. var limit = this._trackRoll; // Target Roll.
  50397. var z = this.rotation.z; // Current Roll.
  50398. var delta = limit - z; // Difference in Roll.
  50399. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50400. // If the difference is noticable, restore the Roll.
  50401. if (Math.abs(delta) >= minRad) {
  50402. // Change Z rotation towards the target Roll.
  50403. this.rotation.z += delta / rate;
  50404. // Match when near enough.
  50405. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50406. this.rotation.z = limit;
  50407. }
  50408. }
  50409. };
  50410. /**
  50411. * Destroy the camera and release the current resources held by it.
  50412. */
  50413. FlyCamera.prototype.dispose = function () {
  50414. this.inputs.clear();
  50415. _super.prototype.dispose.call(this);
  50416. };
  50417. /**
  50418. * Get the current object class name.
  50419. * @returns the class name.
  50420. */
  50421. FlyCamera.prototype.getClassName = function () {
  50422. return "FlyCamera";
  50423. };
  50424. __decorate([
  50425. BABYLON.serializeAsVector3()
  50426. ], FlyCamera.prototype, "ellipsoid", void 0);
  50427. __decorate([
  50428. BABYLON.serializeAsVector3()
  50429. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50430. __decorate([
  50431. BABYLON.serialize()
  50432. ], FlyCamera.prototype, "checkCollisions", void 0);
  50433. __decorate([
  50434. BABYLON.serialize()
  50435. ], FlyCamera.prototype, "applyGravity", void 0);
  50436. return FlyCamera;
  50437. }(BABYLON.TargetCamera));
  50438. BABYLON.FlyCamera = FlyCamera;
  50439. })(BABYLON || (BABYLON = {}));
  50440. //# sourceMappingURL=babylon.flyCamera.js.map
  50441. var BABYLON;
  50442. (function (BABYLON) {
  50443. /**
  50444. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50445. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50446. */
  50447. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50448. function ArcRotateCameraKeyboardMoveInput() {
  50449. /**
  50450. * Defines the list of key codes associated with the up action (increase alpha)
  50451. */
  50452. this.keysUp = [38];
  50453. /**
  50454. * Defines the list of key codes associated with the down action (decrease alpha)
  50455. */
  50456. this.keysDown = [40];
  50457. /**
  50458. * Defines the list of key codes associated with the left action (increase beta)
  50459. */
  50460. this.keysLeft = [37];
  50461. /**
  50462. * Defines the list of key codes associated with the right action (decrease beta)
  50463. */
  50464. this.keysRight = [39];
  50465. /**
  50466. * Defines the list of key codes associated with the reset action.
  50467. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50468. */
  50469. this.keysReset = [220];
  50470. /**
  50471. * Defines the panning sensibility of the inputs.
  50472. * (How fast is the camera paning)
  50473. */
  50474. this.panningSensibility = 50.0;
  50475. /**
  50476. * Defines the zooming sensibility of the inputs.
  50477. * (How fast is the camera zooming)
  50478. */
  50479. this.zoomingSensibility = 25.0;
  50480. /**
  50481. * Defines wether maintaining the alt key down switch the movement mode from
  50482. * orientation to zoom.
  50483. */
  50484. this.useAltToZoom = true;
  50485. /**
  50486. * Rotation speed of the camera
  50487. */
  50488. this.angularSpeed = 0.01;
  50489. this._keys = new Array();
  50490. }
  50491. /**
  50492. * Attach the input controls to a specific dom element to get the input from.
  50493. * @param element Defines the element the controls should be listened from
  50494. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50495. */
  50496. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50497. var _this = this;
  50498. if (this._onCanvasBlurObserver) {
  50499. return;
  50500. }
  50501. this._scene = this.camera.getScene();
  50502. this._engine = this._scene.getEngine();
  50503. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50504. _this._keys = [];
  50505. });
  50506. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50507. var evt = info.event;
  50508. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50509. _this._ctrlPressed = evt.ctrlKey;
  50510. _this._altPressed = evt.altKey;
  50511. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50512. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50513. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50514. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50515. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50516. var index = _this._keys.indexOf(evt.keyCode);
  50517. if (index === -1) {
  50518. _this._keys.push(evt.keyCode);
  50519. }
  50520. if (evt.preventDefault) {
  50521. if (!noPreventDefault) {
  50522. evt.preventDefault();
  50523. }
  50524. }
  50525. }
  50526. }
  50527. else {
  50528. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50529. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50530. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50531. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50532. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50533. var index = _this._keys.indexOf(evt.keyCode);
  50534. if (index >= 0) {
  50535. _this._keys.splice(index, 1);
  50536. }
  50537. if (evt.preventDefault) {
  50538. if (!noPreventDefault) {
  50539. evt.preventDefault();
  50540. }
  50541. }
  50542. }
  50543. }
  50544. });
  50545. };
  50546. /**
  50547. * Detach the current controls from the specified dom element.
  50548. * @param element Defines the element to stop listening the inputs from
  50549. */
  50550. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50551. if (this._scene) {
  50552. if (this._onKeyboardObserver) {
  50553. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50554. }
  50555. if (this._onCanvasBlurObserver) {
  50556. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50557. }
  50558. this._onKeyboardObserver = null;
  50559. this._onCanvasBlurObserver = null;
  50560. }
  50561. this._keys = [];
  50562. };
  50563. /**
  50564. * Update the current camera state depending on the inputs that have been used this frame.
  50565. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50566. */
  50567. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50568. if (this._onKeyboardObserver) {
  50569. var camera = this.camera;
  50570. for (var index = 0; index < this._keys.length; index++) {
  50571. var keyCode = this._keys[index];
  50572. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50573. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50574. camera.inertialPanningX -= 1 / this.panningSensibility;
  50575. }
  50576. else {
  50577. camera.inertialAlphaOffset -= this.angularSpeed;
  50578. }
  50579. }
  50580. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50581. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50582. camera.inertialPanningY += 1 / this.panningSensibility;
  50583. }
  50584. else if (this._altPressed && this.useAltToZoom) {
  50585. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50586. }
  50587. else {
  50588. camera.inertialBetaOffset -= this.angularSpeed;
  50589. }
  50590. }
  50591. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50592. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50593. camera.inertialPanningX += 1 / this.panningSensibility;
  50594. }
  50595. else {
  50596. camera.inertialAlphaOffset += this.angularSpeed;
  50597. }
  50598. }
  50599. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50600. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50601. camera.inertialPanningY -= 1 / this.panningSensibility;
  50602. }
  50603. else if (this._altPressed && this.useAltToZoom) {
  50604. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50605. }
  50606. else {
  50607. camera.inertialBetaOffset += this.angularSpeed;
  50608. }
  50609. }
  50610. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50611. if (camera.useInputToRestoreState) {
  50612. camera.restoreState();
  50613. }
  50614. }
  50615. }
  50616. }
  50617. };
  50618. /**
  50619. * Gets the class name of the current intput.
  50620. * @returns the class name
  50621. */
  50622. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50623. return "ArcRotateCameraKeyboardMoveInput";
  50624. };
  50625. /**
  50626. * Get the friendly name associated with the input class.
  50627. * @returns the input friendly name
  50628. */
  50629. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50630. return "keyboard";
  50631. };
  50632. __decorate([
  50633. BABYLON.serialize()
  50634. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50635. __decorate([
  50636. BABYLON.serialize()
  50637. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50638. __decorate([
  50639. BABYLON.serialize()
  50640. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50641. __decorate([
  50642. BABYLON.serialize()
  50643. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  50644. __decorate([
  50645. BABYLON.serialize()
  50646. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  50647. __decorate([
  50648. BABYLON.serialize()
  50649. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  50650. __decorate([
  50651. BABYLON.serialize()
  50652. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  50653. __decorate([
  50654. BABYLON.serialize()
  50655. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  50656. __decorate([
  50657. BABYLON.serialize()
  50658. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  50659. return ArcRotateCameraKeyboardMoveInput;
  50660. }());
  50661. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  50662. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  50663. })(BABYLON || (BABYLON = {}));
  50664. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  50665. var BABYLON;
  50666. (function (BABYLON) {
  50667. /**
  50668. * Manage the mouse wheel inputs to control an arc rotate camera.
  50669. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50670. */
  50671. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  50672. function ArcRotateCameraMouseWheelInput() {
  50673. /**
  50674. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  50675. */
  50676. this.wheelPrecision = 3.0;
  50677. /**
  50678. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  50679. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  50680. */
  50681. this.wheelDeltaPercentage = 0;
  50682. }
  50683. /**
  50684. * Attach the input controls to a specific dom element to get the input from.
  50685. * @param element Defines the element the controls should be listened from
  50686. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50687. */
  50688. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  50689. var _this = this;
  50690. this._wheel = function (p, s) {
  50691. //sanity check - this should be a PointerWheel event.
  50692. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  50693. return;
  50694. }
  50695. var event = p.event;
  50696. var delta = 0;
  50697. if (event.wheelDelta) {
  50698. if (_this.wheelDeltaPercentage) {
  50699. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  50700. if (event.wheelDelta > 0) {
  50701. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  50702. }
  50703. else {
  50704. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  50705. }
  50706. }
  50707. else {
  50708. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  50709. }
  50710. }
  50711. else {
  50712. var deltaValue = event.deltaY || event.detail;
  50713. delta = -deltaValue / _this.wheelPrecision;
  50714. }
  50715. if (delta) {
  50716. _this.camera.inertialRadiusOffset += delta;
  50717. }
  50718. if (event.preventDefault) {
  50719. if (!noPreventDefault) {
  50720. event.preventDefault();
  50721. }
  50722. }
  50723. };
  50724. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  50725. };
  50726. /**
  50727. * Detach the current controls from the specified dom element.
  50728. * @param element Defines the element to stop listening the inputs from
  50729. */
  50730. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  50731. if (this._observer && element) {
  50732. this.camera.getScene().onPointerObservable.remove(this._observer);
  50733. this._observer = null;
  50734. this._wheel = null;
  50735. }
  50736. };
  50737. /**
  50738. * Gets the class name of the current intput.
  50739. * @returns the class name
  50740. */
  50741. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  50742. return "ArcRotateCameraMouseWheelInput";
  50743. };
  50744. /**
  50745. * Get the friendly name associated with the input class.
  50746. * @returns the input friendly name
  50747. */
  50748. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  50749. return "mousewheel";
  50750. };
  50751. __decorate([
  50752. BABYLON.serialize()
  50753. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  50754. __decorate([
  50755. BABYLON.serialize()
  50756. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  50757. return ArcRotateCameraMouseWheelInput;
  50758. }());
  50759. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  50760. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  50761. })(BABYLON || (BABYLON = {}));
  50762. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  50763. var BABYLON;
  50764. (function (BABYLON) {
  50765. /**
  50766. * Manage the pointers inputs to control an arc rotate camera.
  50767. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50768. */
  50769. var ArcRotateCameraPointersInput = /** @class */ (function () {
  50770. function ArcRotateCameraPointersInput() {
  50771. /**
  50772. * Defines the buttons associated with the input to handle camera move.
  50773. */
  50774. this.buttons = [0, 1, 2];
  50775. /**
  50776. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  50777. */
  50778. this.angularSensibilityX = 1000.0;
  50779. /**
  50780. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  50781. */
  50782. this.angularSensibilityY = 1000.0;
  50783. /**
  50784. * Defines the pointer pinch precision or how fast is the camera zooming.
  50785. */
  50786. this.pinchPrecision = 12.0;
  50787. /**
  50788. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  50789. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  50790. */
  50791. this.pinchDeltaPercentage = 0;
  50792. /**
  50793. * Defines the pointer panning sensibility or how fast is the camera moving.
  50794. */
  50795. this.panningSensibility = 1000.0;
  50796. /**
  50797. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  50798. */
  50799. this.multiTouchPanning = true;
  50800. /**
  50801. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  50802. */
  50803. this.multiTouchPanAndZoom = true;
  50804. /**
  50805. * Revers pinch action direction.
  50806. */
  50807. this.pinchInwards = true;
  50808. this._isPanClick = false;
  50809. }
  50810. /**
  50811. * Attach the input controls to a specific dom element to get the input from.
  50812. * @param element Defines the element the controls should be listened from
  50813. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50814. */
  50815. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  50816. var _this = this;
  50817. var engine = this.camera.getEngine();
  50818. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  50819. var pointA = null;
  50820. var pointB = null;
  50821. var previousPinchSquaredDistance = 0;
  50822. var initialDistance = 0;
  50823. var twoFingerActivityCount = 0;
  50824. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  50825. this._pointerInput = function (p, s) {
  50826. var evt = p.event;
  50827. var isTouch = p.event.pointerType === "touch";
  50828. if (engine.isInVRExclusivePointerMode) {
  50829. return;
  50830. }
  50831. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  50832. return;
  50833. }
  50834. var srcElement = (evt.srcElement || evt.target);
  50835. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50836. try {
  50837. srcElement.setPointerCapture(evt.pointerId);
  50838. }
  50839. catch (e) {
  50840. //Nothing to do with the error. Execution will continue.
  50841. }
  50842. // Manage panning with pan button click
  50843. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  50844. // manage pointers
  50845. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  50846. if (pointA === null) {
  50847. pointA = cacheSoloPointer;
  50848. }
  50849. else if (pointB === null) {
  50850. pointB = cacheSoloPointer;
  50851. }
  50852. if (!noPreventDefault) {
  50853. evt.preventDefault();
  50854. element.focus();
  50855. }
  50856. }
  50857. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  50858. if (_this.camera.useInputToRestoreState) {
  50859. _this.camera.restoreState();
  50860. }
  50861. }
  50862. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50863. try {
  50864. srcElement.releasePointerCapture(evt.pointerId);
  50865. }
  50866. catch (e) {
  50867. //Nothing to do with the error.
  50868. }
  50869. cacheSoloPointer = null;
  50870. previousPinchSquaredDistance = 0;
  50871. previousMultiTouchPanPosition.isPaning = false;
  50872. previousMultiTouchPanPosition.isPinching = false;
  50873. twoFingerActivityCount = 0;
  50874. initialDistance = 0;
  50875. if (!isTouch) {
  50876. pointB = null; // Mouse and pen are mono pointer
  50877. }
  50878. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  50879. //but emptying completly pointers collection is required to fix a bug on iPhone :
  50880. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  50881. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  50882. if (engine._badOS) {
  50883. pointA = pointB = null;
  50884. }
  50885. else {
  50886. //only remove the impacted pointer in case of multitouch allowing on most
  50887. //platforms switching from rotate to zoom and pan seamlessly.
  50888. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  50889. pointA = pointB;
  50890. pointB = null;
  50891. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50892. }
  50893. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  50894. pointB = null;
  50895. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50896. }
  50897. else {
  50898. pointA = pointB = null;
  50899. }
  50900. }
  50901. if (!noPreventDefault) {
  50902. evt.preventDefault();
  50903. }
  50904. }
  50905. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50906. if (!noPreventDefault) {
  50907. evt.preventDefault();
  50908. }
  50909. // One button down
  50910. if (pointA && pointB === null && cacheSoloPointer) {
  50911. if (_this.panningSensibility !== 0 &&
  50912. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  50913. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  50914. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  50915. }
  50916. else {
  50917. var offsetX = evt.clientX - cacheSoloPointer.x;
  50918. var offsetY = evt.clientY - cacheSoloPointer.y;
  50919. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  50920. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  50921. }
  50922. cacheSoloPointer.x = evt.clientX;
  50923. cacheSoloPointer.y = evt.clientY;
  50924. }
  50925. // Two buttons down: pinch/pan
  50926. else if (pointA && pointB) {
  50927. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  50928. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  50929. ed.x = evt.clientX;
  50930. ed.y = evt.clientY;
  50931. var direction = _this.pinchInwards ? 1 : -1;
  50932. var distX = pointA.x - pointB.x;
  50933. var distY = pointA.y - pointB.y;
  50934. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  50935. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  50936. if (previousPinchSquaredDistance === 0) {
  50937. initialDistance = pinchDistance;
  50938. previousPinchSquaredDistance = pinchSquaredDistance;
  50939. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  50940. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  50941. return;
  50942. }
  50943. if (_this.multiTouchPanAndZoom) {
  50944. if (_this.pinchDeltaPercentage) {
  50945. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50946. }
  50947. else {
  50948. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50949. (_this.pinchPrecision *
  50950. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50951. direction);
  50952. }
  50953. if (_this.panningSensibility !== 0) {
  50954. var pointersCenterX = (pointA.x + pointB.x) / 2;
  50955. var pointersCenterY = (pointA.y + pointB.y) / 2;
  50956. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  50957. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  50958. previousMultiTouchPanPosition.x = pointersCenterX;
  50959. previousMultiTouchPanPosition.y = pointersCenterY;
  50960. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  50961. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  50962. }
  50963. }
  50964. else {
  50965. twoFingerActivityCount++;
  50966. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  50967. if (_this.pinchDeltaPercentage) {
  50968. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50969. }
  50970. else {
  50971. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50972. (_this.pinchPrecision *
  50973. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50974. direction);
  50975. }
  50976. previousMultiTouchPanPosition.isPaning = false;
  50977. previousMultiTouchPanPosition.isPinching = true;
  50978. }
  50979. else {
  50980. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  50981. if (!previousMultiTouchPanPosition.isPaning) {
  50982. previousMultiTouchPanPosition.isPaning = true;
  50983. previousMultiTouchPanPosition.isPinching = false;
  50984. previousMultiTouchPanPosition.x = ed.x;
  50985. previousMultiTouchPanPosition.y = ed.y;
  50986. return;
  50987. }
  50988. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  50989. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  50990. }
  50991. }
  50992. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  50993. previousMultiTouchPanPosition.x = ed.x;
  50994. previousMultiTouchPanPosition.y = ed.y;
  50995. }
  50996. }
  50997. previousPinchSquaredDistance = pinchSquaredDistance;
  50998. }
  50999. }
  51000. };
  51001. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  51002. this._onContextMenu = function (evt) {
  51003. evt.preventDefault();
  51004. };
  51005. if (!this.camera._useCtrlForPanning) {
  51006. element.addEventListener("contextmenu", this._onContextMenu, false);
  51007. }
  51008. this._onLostFocus = function () {
  51009. //this._keys = [];
  51010. pointA = pointB = null;
  51011. previousPinchSquaredDistance = 0;
  51012. previousMultiTouchPanPosition.isPaning = false;
  51013. previousMultiTouchPanPosition.isPinching = false;
  51014. twoFingerActivityCount = 0;
  51015. cacheSoloPointer = null;
  51016. initialDistance = 0;
  51017. };
  51018. this._onMouseMove = function (evt) {
  51019. if (!engine.isPointerLock) {
  51020. return;
  51021. }
  51022. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  51023. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  51024. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51025. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51026. if (!noPreventDefault) {
  51027. evt.preventDefault();
  51028. }
  51029. };
  51030. this._onGestureStart = function (e) {
  51031. if (window.MSGesture === undefined) {
  51032. return;
  51033. }
  51034. if (!_this._MSGestureHandler) {
  51035. _this._MSGestureHandler = new MSGesture();
  51036. _this._MSGestureHandler.target = element;
  51037. }
  51038. _this._MSGestureHandler.addPointer(e.pointerId);
  51039. };
  51040. this._onGesture = function (e) {
  51041. _this.camera.radius *= e.scale;
  51042. if (e.preventDefault) {
  51043. if (!noPreventDefault) {
  51044. e.stopPropagation();
  51045. e.preventDefault();
  51046. }
  51047. }
  51048. };
  51049. element.addEventListener("mousemove", this._onMouseMove, false);
  51050. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  51051. element.addEventListener("MSGestureChange", this._onGesture, false);
  51052. BABYLON.Tools.RegisterTopRootEvents([
  51053. { name: "blur", handler: this._onLostFocus }
  51054. ]);
  51055. };
  51056. /**
  51057. * Detach the current controls from the specified dom element.
  51058. * @param element Defines the element to stop listening the inputs from
  51059. */
  51060. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  51061. if (this._onLostFocus) {
  51062. BABYLON.Tools.UnregisterTopRootEvents([
  51063. { name: "blur", handler: this._onLostFocus }
  51064. ]);
  51065. }
  51066. if (element && this._observer) {
  51067. this.camera.getScene().onPointerObservable.remove(this._observer);
  51068. this._observer = null;
  51069. if (this._onContextMenu) {
  51070. element.removeEventListener("contextmenu", this._onContextMenu);
  51071. }
  51072. if (this._onMouseMove) {
  51073. element.removeEventListener("mousemove", this._onMouseMove);
  51074. }
  51075. if (this._onGestureStart) {
  51076. element.removeEventListener("MSPointerDown", this._onGestureStart);
  51077. }
  51078. if (this._onGesture) {
  51079. element.removeEventListener("MSGestureChange", this._onGesture);
  51080. }
  51081. this._isPanClick = false;
  51082. this.pinchInwards = true;
  51083. this._onMouseMove = null;
  51084. this._onGestureStart = null;
  51085. this._onGesture = null;
  51086. this._MSGestureHandler = null;
  51087. this._onLostFocus = null;
  51088. this._onContextMenu = null;
  51089. }
  51090. };
  51091. /**
  51092. * Gets the class name of the current intput.
  51093. * @returns the class name
  51094. */
  51095. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  51096. return "ArcRotateCameraPointersInput";
  51097. };
  51098. /**
  51099. * Get the friendly name associated with the input class.
  51100. * @returns the input friendly name
  51101. */
  51102. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  51103. return "pointers";
  51104. };
  51105. __decorate([
  51106. BABYLON.serialize()
  51107. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  51108. __decorate([
  51109. BABYLON.serialize()
  51110. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  51111. __decorate([
  51112. BABYLON.serialize()
  51113. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  51114. __decorate([
  51115. BABYLON.serialize()
  51116. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  51117. __decorate([
  51118. BABYLON.serialize()
  51119. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  51120. __decorate([
  51121. BABYLON.serialize()
  51122. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51123. __decorate([
  51124. BABYLON.serialize()
  51125. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51126. __decorate([
  51127. BABYLON.serialize()
  51128. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51129. return ArcRotateCameraPointersInput;
  51130. }());
  51131. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51132. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51133. })(BABYLON || (BABYLON = {}));
  51134. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  51135. var BABYLON;
  51136. (function (BABYLON) {
  51137. /**
  51138. * Default Inputs manager for the ArcRotateCamera.
  51139. * It groups all the default supported inputs for ease of use.
  51140. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51141. */
  51142. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51143. __extends(ArcRotateCameraInputsManager, _super);
  51144. /**
  51145. * Instantiates a new ArcRotateCameraInputsManager.
  51146. * @param camera Defines the camera the inputs belong to
  51147. */
  51148. function ArcRotateCameraInputsManager(camera) {
  51149. return _super.call(this, camera) || this;
  51150. }
  51151. /**
  51152. * Add mouse wheel input support to the input manager.
  51153. * @returns the current input manager
  51154. */
  51155. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51156. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51157. return this;
  51158. };
  51159. /**
  51160. * Add pointers input support to the input manager.
  51161. * @returns the current input manager
  51162. */
  51163. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51164. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51165. return this;
  51166. };
  51167. /**
  51168. * Add keyboard input support to the input manager.
  51169. * @returns the current input manager
  51170. */
  51171. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51172. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51173. return this;
  51174. };
  51175. /**
  51176. * Add orientation input support to the input manager.
  51177. * @returns the current input manager
  51178. */
  51179. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51180. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51181. return this;
  51182. };
  51183. return ArcRotateCameraInputsManager;
  51184. }(BABYLON.CameraInputsManager));
  51185. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51186. })(BABYLON || (BABYLON = {}));
  51187. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  51188. var BABYLON;
  51189. (function (BABYLON) {
  51190. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51191. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51192. });
  51193. /**
  51194. * This represents an orbital type of camera.
  51195. *
  51196. * 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.
  51197. * 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.
  51198. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51199. */
  51200. var ArcRotateCamera = /** @class */ (function (_super) {
  51201. __extends(ArcRotateCamera, _super);
  51202. /**
  51203. * Instantiates a new ArcRotateCamera in a given scene
  51204. * @param name Defines the name of the camera
  51205. * @param alpha Defines the camera rotation along the logitudinal axis
  51206. * @param beta Defines the camera rotation along the latitudinal axis
  51207. * @param radius Defines the camera distance from its target
  51208. * @param target Defines the camera target
  51209. * @param scene Defines the scene the camera belongs to
  51210. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51211. */
  51212. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51213. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51214. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51215. /**
  51216. * Current inertia value on the longitudinal axis.
  51217. * The bigger this number the longer it will take for the camera to stop.
  51218. */
  51219. _this.inertialAlphaOffset = 0;
  51220. /**
  51221. * Current inertia value on the latitudinal axis.
  51222. * The bigger this number the longer it will take for the camera to stop.
  51223. */
  51224. _this.inertialBetaOffset = 0;
  51225. /**
  51226. * Current inertia value on the radius axis.
  51227. * The bigger this number the longer it will take for the camera to stop.
  51228. */
  51229. _this.inertialRadiusOffset = 0;
  51230. /**
  51231. * Minimum allowed angle on the longitudinal axis.
  51232. * This can help limiting how the Camera is able to move in the scene.
  51233. */
  51234. _this.lowerAlphaLimit = null;
  51235. /**
  51236. * Maximum allowed angle on the longitudinal axis.
  51237. * This can help limiting how the Camera is able to move in the scene.
  51238. */
  51239. _this.upperAlphaLimit = null;
  51240. /**
  51241. * Minimum allowed angle on the latitudinal axis.
  51242. * This can help limiting how the Camera is able to move in the scene.
  51243. */
  51244. _this.lowerBetaLimit = 0.01;
  51245. /**
  51246. * Maximum allowed angle on the latitudinal axis.
  51247. * This can help limiting how the Camera is able to move in the scene.
  51248. */
  51249. _this.upperBetaLimit = Math.PI;
  51250. /**
  51251. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51252. * This can help limiting how the Camera is able to move in the scene.
  51253. */
  51254. _this.lowerRadiusLimit = null;
  51255. /**
  51256. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51257. * This can help limiting how the Camera is able to move in the scene.
  51258. */
  51259. _this.upperRadiusLimit = null;
  51260. /**
  51261. * Defines the current inertia value used during panning of the camera along the X axis.
  51262. */
  51263. _this.inertialPanningX = 0;
  51264. /**
  51265. * Defines the current inertia value used during panning of the camera along the Y axis.
  51266. */
  51267. _this.inertialPanningY = 0;
  51268. /**
  51269. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51270. * Basically if your fingers moves away from more than this distance you will be considered
  51271. * in pinch mode.
  51272. */
  51273. _this.pinchToPanMaxDistance = 20;
  51274. /**
  51275. * Defines the maximum distance the camera can pan.
  51276. * This could help keeping the cammera always in your scene.
  51277. */
  51278. _this.panningDistanceLimit = null;
  51279. /**
  51280. * Defines the target of the camera before paning.
  51281. */
  51282. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51283. /**
  51284. * Defines the value of the inertia used during panning.
  51285. * 0 would mean stop inertia and one would mean no decelleration at all.
  51286. */
  51287. _this.panningInertia = 0.9;
  51288. //-- end properties for backward compatibility for inputs
  51289. /**
  51290. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51291. */
  51292. _this.zoomOnFactor = 1;
  51293. /**
  51294. * Defines a screen offset for the camera position.
  51295. */
  51296. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51297. /**
  51298. * Allows the camera to be completely reversed.
  51299. * If false the camera can not arrive upside down.
  51300. */
  51301. _this.allowUpsideDown = true;
  51302. /**
  51303. * Define if double tap/click is used to restore the previously saved state of the camera.
  51304. */
  51305. _this.useInputToRestoreState = true;
  51306. /** @hidden */
  51307. _this._viewMatrix = new BABYLON.Matrix();
  51308. /**
  51309. * Defines the allowed panning axis.
  51310. */
  51311. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51312. /**
  51313. * Observable triggered when the mesh target has been changed on the camera.
  51314. */
  51315. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51316. /**
  51317. * Defines whether the camera should check collision with the objects oh the scene.
  51318. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51319. */
  51320. _this.checkCollisions = false;
  51321. /**
  51322. * Defines the collision radius of the camera.
  51323. * This simulates a sphere around the camera.
  51324. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51325. */
  51326. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51327. _this._previousPosition = BABYLON.Vector3.Zero();
  51328. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51329. _this._newPosition = BABYLON.Vector3.Zero();
  51330. _this._computationVector = BABYLON.Vector3.Zero();
  51331. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51332. if (collidedMesh === void 0) { collidedMesh = null; }
  51333. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51334. newPosition.multiplyInPlace(_this._collider._radius);
  51335. }
  51336. if (!collidedMesh) {
  51337. _this._previousPosition.copyFrom(_this.position);
  51338. }
  51339. else {
  51340. _this.setPosition(newPosition);
  51341. if (_this.onCollide) {
  51342. _this.onCollide(collidedMesh);
  51343. }
  51344. }
  51345. // Recompute because of constraints
  51346. var cosa = Math.cos(_this.alpha);
  51347. var sina = Math.sin(_this.alpha);
  51348. var cosb = Math.cos(_this.beta);
  51349. var sinb = Math.sin(_this.beta);
  51350. if (sinb === 0) {
  51351. sinb = 0.0001;
  51352. }
  51353. var target = _this._getTargetPosition();
  51354. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51355. target.addToRef(_this._computationVector, _this._newPosition);
  51356. _this.position.copyFrom(_this._newPosition);
  51357. var up = _this.upVector;
  51358. if (_this.allowUpsideDown && _this.beta < 0) {
  51359. up = up.clone();
  51360. up = up.negate();
  51361. }
  51362. _this._computeViewMatrix(_this.position, target, up);
  51363. _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);
  51364. _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);
  51365. _this._collisionTriggered = false;
  51366. };
  51367. _this._target = BABYLON.Vector3.Zero();
  51368. if (target) {
  51369. _this.setTarget(target);
  51370. }
  51371. _this.alpha = alpha;
  51372. _this.beta = beta;
  51373. _this.radius = radius;
  51374. _this.getViewMatrix();
  51375. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51376. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51377. return _this;
  51378. }
  51379. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51380. /**
  51381. * Defines the target point of the camera.
  51382. * The camera looks towards it form the radius distance.
  51383. */
  51384. get: function () {
  51385. return this._target;
  51386. },
  51387. set: function (value) {
  51388. this.setTarget(value);
  51389. },
  51390. enumerable: true,
  51391. configurable: true
  51392. });
  51393. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51394. //-- begin properties for backward compatibility for inputs
  51395. /**
  51396. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51397. */
  51398. get: function () {
  51399. var pointers = this.inputs.attached["pointers"];
  51400. if (pointers) {
  51401. return pointers.angularSensibilityX;
  51402. }
  51403. return 0;
  51404. },
  51405. set: function (value) {
  51406. var pointers = this.inputs.attached["pointers"];
  51407. if (pointers) {
  51408. pointers.angularSensibilityX = value;
  51409. }
  51410. },
  51411. enumerable: true,
  51412. configurable: true
  51413. });
  51414. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51415. /**
  51416. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51417. */
  51418. get: function () {
  51419. var pointers = this.inputs.attached["pointers"];
  51420. if (pointers) {
  51421. return pointers.angularSensibilityY;
  51422. }
  51423. return 0;
  51424. },
  51425. set: function (value) {
  51426. var pointers = this.inputs.attached["pointers"];
  51427. if (pointers) {
  51428. pointers.angularSensibilityY = value;
  51429. }
  51430. },
  51431. enumerable: true,
  51432. configurable: true
  51433. });
  51434. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51435. /**
  51436. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51437. */
  51438. get: function () {
  51439. var pointers = this.inputs.attached["pointers"];
  51440. if (pointers) {
  51441. return pointers.pinchPrecision;
  51442. }
  51443. return 0;
  51444. },
  51445. set: function (value) {
  51446. var pointers = this.inputs.attached["pointers"];
  51447. if (pointers) {
  51448. pointers.pinchPrecision = value;
  51449. }
  51450. },
  51451. enumerable: true,
  51452. configurable: true
  51453. });
  51454. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51455. /**
  51456. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51457. * It will be used instead of pinchDeltaPrecision if different from 0.
  51458. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51459. */
  51460. get: function () {
  51461. var pointers = this.inputs.attached["pointers"];
  51462. if (pointers) {
  51463. return pointers.pinchDeltaPercentage;
  51464. }
  51465. return 0;
  51466. },
  51467. set: function (value) {
  51468. var pointers = this.inputs.attached["pointers"];
  51469. if (pointers) {
  51470. pointers.pinchDeltaPercentage = value;
  51471. }
  51472. },
  51473. enumerable: true,
  51474. configurable: true
  51475. });
  51476. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51477. /**
  51478. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51479. */
  51480. get: function () {
  51481. var pointers = this.inputs.attached["pointers"];
  51482. if (pointers) {
  51483. return pointers.panningSensibility;
  51484. }
  51485. return 0;
  51486. },
  51487. set: function (value) {
  51488. var pointers = this.inputs.attached["pointers"];
  51489. if (pointers) {
  51490. pointers.panningSensibility = value;
  51491. }
  51492. },
  51493. enumerable: true,
  51494. configurable: true
  51495. });
  51496. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51497. /**
  51498. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51499. */
  51500. get: function () {
  51501. var keyboard = this.inputs.attached["keyboard"];
  51502. if (keyboard) {
  51503. return keyboard.keysUp;
  51504. }
  51505. return [];
  51506. },
  51507. set: function (value) {
  51508. var keyboard = this.inputs.attached["keyboard"];
  51509. if (keyboard) {
  51510. keyboard.keysUp = value;
  51511. }
  51512. },
  51513. enumerable: true,
  51514. configurable: true
  51515. });
  51516. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51517. /**
  51518. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51519. */
  51520. get: function () {
  51521. var keyboard = this.inputs.attached["keyboard"];
  51522. if (keyboard) {
  51523. return keyboard.keysDown;
  51524. }
  51525. return [];
  51526. },
  51527. set: function (value) {
  51528. var keyboard = this.inputs.attached["keyboard"];
  51529. if (keyboard) {
  51530. keyboard.keysDown = value;
  51531. }
  51532. },
  51533. enumerable: true,
  51534. configurable: true
  51535. });
  51536. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51537. /**
  51538. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51539. */
  51540. get: function () {
  51541. var keyboard = this.inputs.attached["keyboard"];
  51542. if (keyboard) {
  51543. return keyboard.keysLeft;
  51544. }
  51545. return [];
  51546. },
  51547. set: function (value) {
  51548. var keyboard = this.inputs.attached["keyboard"];
  51549. if (keyboard) {
  51550. keyboard.keysLeft = value;
  51551. }
  51552. },
  51553. enumerable: true,
  51554. configurable: true
  51555. });
  51556. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51557. /**
  51558. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51559. */
  51560. get: function () {
  51561. var keyboard = this.inputs.attached["keyboard"];
  51562. if (keyboard) {
  51563. return keyboard.keysRight;
  51564. }
  51565. return [];
  51566. },
  51567. set: function (value) {
  51568. var keyboard = this.inputs.attached["keyboard"];
  51569. if (keyboard) {
  51570. keyboard.keysRight = value;
  51571. }
  51572. },
  51573. enumerable: true,
  51574. configurable: true
  51575. });
  51576. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51577. /**
  51578. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51579. */
  51580. get: function () {
  51581. var mousewheel = this.inputs.attached["mousewheel"];
  51582. if (mousewheel) {
  51583. return mousewheel.wheelPrecision;
  51584. }
  51585. return 0;
  51586. },
  51587. set: function (value) {
  51588. var mousewheel = this.inputs.attached["mousewheel"];
  51589. if (mousewheel) {
  51590. mousewheel.wheelPrecision = value;
  51591. }
  51592. },
  51593. enumerable: true,
  51594. configurable: true
  51595. });
  51596. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51597. /**
  51598. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51599. * It will be used instead of pinchDeltaPrecision if different from 0.
  51600. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51601. */
  51602. get: function () {
  51603. var mousewheel = this.inputs.attached["mousewheel"];
  51604. if (mousewheel) {
  51605. return mousewheel.wheelDeltaPercentage;
  51606. }
  51607. return 0;
  51608. },
  51609. set: function (value) {
  51610. var mousewheel = this.inputs.attached["mousewheel"];
  51611. if (mousewheel) {
  51612. mousewheel.wheelDeltaPercentage = value;
  51613. }
  51614. },
  51615. enumerable: true,
  51616. configurable: true
  51617. });
  51618. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51619. /**
  51620. * Gets the bouncing behavior of the camera if it has been enabled.
  51621. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51622. */
  51623. get: function () {
  51624. return this._bouncingBehavior;
  51625. },
  51626. enumerable: true,
  51627. configurable: true
  51628. });
  51629. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51630. /**
  51631. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51632. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51633. */
  51634. get: function () {
  51635. return this._bouncingBehavior != null;
  51636. },
  51637. set: function (value) {
  51638. if (value === this.useBouncingBehavior) {
  51639. return;
  51640. }
  51641. if (value) {
  51642. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  51643. this.addBehavior(this._bouncingBehavior);
  51644. }
  51645. else if (this._bouncingBehavior) {
  51646. this.removeBehavior(this._bouncingBehavior);
  51647. this._bouncingBehavior = null;
  51648. }
  51649. },
  51650. enumerable: true,
  51651. configurable: true
  51652. });
  51653. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  51654. /**
  51655. * Gets the framing behavior of the camera if it has been enabled.
  51656. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51657. */
  51658. get: function () {
  51659. return this._framingBehavior;
  51660. },
  51661. enumerable: true,
  51662. configurable: true
  51663. });
  51664. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  51665. /**
  51666. * Defines if the framing behavior of the camera is enabled on the camera.
  51667. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51668. */
  51669. get: function () {
  51670. return this._framingBehavior != null;
  51671. },
  51672. set: function (value) {
  51673. if (value === this.useFramingBehavior) {
  51674. return;
  51675. }
  51676. if (value) {
  51677. this._framingBehavior = new BABYLON.FramingBehavior();
  51678. this.addBehavior(this._framingBehavior);
  51679. }
  51680. else if (this._framingBehavior) {
  51681. this.removeBehavior(this._framingBehavior);
  51682. this._framingBehavior = null;
  51683. }
  51684. },
  51685. enumerable: true,
  51686. configurable: true
  51687. });
  51688. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  51689. /**
  51690. * Gets the auto rotation behavior of the camera if it has been enabled.
  51691. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51692. */
  51693. get: function () {
  51694. return this._autoRotationBehavior;
  51695. },
  51696. enumerable: true,
  51697. configurable: true
  51698. });
  51699. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  51700. /**
  51701. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  51702. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51703. */
  51704. get: function () {
  51705. return this._autoRotationBehavior != null;
  51706. },
  51707. set: function (value) {
  51708. if (value === this.useAutoRotationBehavior) {
  51709. return;
  51710. }
  51711. if (value) {
  51712. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  51713. this.addBehavior(this._autoRotationBehavior);
  51714. }
  51715. else if (this._autoRotationBehavior) {
  51716. this.removeBehavior(this._autoRotationBehavior);
  51717. this._autoRotationBehavior = null;
  51718. }
  51719. },
  51720. enumerable: true,
  51721. configurable: true
  51722. });
  51723. // Cache
  51724. /** @hidden */
  51725. ArcRotateCamera.prototype._initCache = function () {
  51726. _super.prototype._initCache.call(this);
  51727. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  51728. this._cache.alpha = undefined;
  51729. this._cache.beta = undefined;
  51730. this._cache.radius = undefined;
  51731. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  51732. };
  51733. /** @hidden */
  51734. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  51735. if (!ignoreParentClass) {
  51736. _super.prototype._updateCache.call(this);
  51737. }
  51738. this._cache._target.copyFrom(this._getTargetPosition());
  51739. this._cache.alpha = this.alpha;
  51740. this._cache.beta = this.beta;
  51741. this._cache.radius = this.radius;
  51742. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  51743. };
  51744. ArcRotateCamera.prototype._getTargetPosition = function () {
  51745. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  51746. var pos = this._targetHost.absolutePosition;
  51747. if (this._targetBoundingCenter) {
  51748. pos.addToRef(this._targetBoundingCenter, this._target);
  51749. }
  51750. else {
  51751. this._target.copyFrom(pos);
  51752. }
  51753. }
  51754. var lockedTargetPosition = this._getLockedTargetPosition();
  51755. if (lockedTargetPosition) {
  51756. return lockedTargetPosition;
  51757. }
  51758. return this._target;
  51759. };
  51760. /**
  51761. * Stores the current state of the camera (alpha, beta, radius and target)
  51762. * @returns the camera itself
  51763. */
  51764. ArcRotateCamera.prototype.storeState = function () {
  51765. this._storedAlpha = this.alpha;
  51766. this._storedBeta = this.beta;
  51767. this._storedRadius = this.radius;
  51768. this._storedTarget = this._getTargetPosition().clone();
  51769. return _super.prototype.storeState.call(this);
  51770. };
  51771. /**
  51772. * @hidden
  51773. * Restored camera state. You must call storeState() first
  51774. */
  51775. ArcRotateCamera.prototype._restoreStateValues = function () {
  51776. if (!_super.prototype._restoreStateValues.call(this)) {
  51777. return false;
  51778. }
  51779. this.alpha = this._storedAlpha;
  51780. this.beta = this._storedBeta;
  51781. this.radius = this._storedRadius;
  51782. this.setTarget(this._storedTarget.clone());
  51783. this.inertialAlphaOffset = 0;
  51784. this.inertialBetaOffset = 0;
  51785. this.inertialRadiusOffset = 0;
  51786. this.inertialPanningX = 0;
  51787. this.inertialPanningY = 0;
  51788. return true;
  51789. };
  51790. // Synchronized
  51791. /** @hidden */
  51792. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  51793. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  51794. return false;
  51795. }
  51796. return this._cache._target.equals(this._getTargetPosition())
  51797. && this._cache.alpha === this.alpha
  51798. && this._cache.beta === this.beta
  51799. && this._cache.radius === this.radius
  51800. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  51801. };
  51802. /**
  51803. * Attached controls to the current camera.
  51804. * @param element Defines the element the controls should be listened from
  51805. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51806. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  51807. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  51808. */
  51809. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  51810. var _this = this;
  51811. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  51812. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  51813. this._useCtrlForPanning = useCtrlForPanning;
  51814. this._panningMouseButton = panningMouseButton;
  51815. this.inputs.attachElement(element, noPreventDefault);
  51816. this._reset = function () {
  51817. _this.inertialAlphaOffset = 0;
  51818. _this.inertialBetaOffset = 0;
  51819. _this.inertialRadiusOffset = 0;
  51820. _this.inertialPanningX = 0;
  51821. _this.inertialPanningY = 0;
  51822. };
  51823. };
  51824. /**
  51825. * Detach the current controls from the camera.
  51826. * The camera will stop reacting to inputs.
  51827. * @param element Defines the element to stop listening the inputs from
  51828. */
  51829. ArcRotateCamera.prototype.detachControl = function (element) {
  51830. this.inputs.detachElement(element);
  51831. if (this._reset) {
  51832. this._reset();
  51833. }
  51834. };
  51835. /** @hidden */
  51836. ArcRotateCamera.prototype._checkInputs = function () {
  51837. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  51838. if (this._collisionTriggered) {
  51839. return;
  51840. }
  51841. this.inputs.checkInputs();
  51842. // Inertia
  51843. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  51844. var inertialAlphaOffset = this.inertialAlphaOffset;
  51845. if (this.beta <= 0) {
  51846. inertialAlphaOffset *= -1;
  51847. }
  51848. if (this.getScene().useRightHandedSystem) {
  51849. inertialAlphaOffset *= -1;
  51850. }
  51851. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  51852. inertialAlphaOffset *= -1;
  51853. }
  51854. this.alpha += inertialAlphaOffset;
  51855. this.beta += this.inertialBetaOffset;
  51856. this.radius -= this.inertialRadiusOffset;
  51857. this.inertialAlphaOffset *= this.inertia;
  51858. this.inertialBetaOffset *= this.inertia;
  51859. this.inertialRadiusOffset *= this.inertia;
  51860. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  51861. this.inertialAlphaOffset = 0;
  51862. }
  51863. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  51864. this.inertialBetaOffset = 0;
  51865. }
  51866. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  51867. this.inertialRadiusOffset = 0;
  51868. }
  51869. }
  51870. // Panning inertia
  51871. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  51872. if (!this._localDirection) {
  51873. this._localDirection = BABYLON.Vector3.Zero();
  51874. this._transformedDirection = BABYLON.Vector3.Zero();
  51875. }
  51876. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  51877. this._localDirection.multiplyInPlace(this.panningAxis);
  51878. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  51879. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  51880. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  51881. if (!this.panningAxis.y) {
  51882. this._transformedDirection.y = 0;
  51883. }
  51884. if (!this._targetHost) {
  51885. if (this.panningDistanceLimit) {
  51886. this._transformedDirection.addInPlace(this._target);
  51887. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  51888. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  51889. this._target.copyFrom(this._transformedDirection);
  51890. }
  51891. }
  51892. else {
  51893. this._target.addInPlace(this._transformedDirection);
  51894. }
  51895. }
  51896. this.inertialPanningX *= this.panningInertia;
  51897. this.inertialPanningY *= this.panningInertia;
  51898. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  51899. this.inertialPanningX = 0;
  51900. }
  51901. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  51902. this.inertialPanningY = 0;
  51903. }
  51904. }
  51905. // Limits
  51906. this._checkLimits();
  51907. _super.prototype._checkInputs.call(this);
  51908. };
  51909. ArcRotateCamera.prototype._checkLimits = function () {
  51910. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  51911. if (this.allowUpsideDown && this.beta > Math.PI) {
  51912. this.beta = this.beta - (2 * Math.PI);
  51913. }
  51914. }
  51915. else {
  51916. if (this.beta < this.lowerBetaLimit) {
  51917. this.beta = this.lowerBetaLimit;
  51918. }
  51919. }
  51920. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  51921. if (this.allowUpsideDown && this.beta < -Math.PI) {
  51922. this.beta = this.beta + (2 * Math.PI);
  51923. }
  51924. }
  51925. else {
  51926. if (this.beta > this.upperBetaLimit) {
  51927. this.beta = this.upperBetaLimit;
  51928. }
  51929. }
  51930. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  51931. this.alpha = this.lowerAlphaLimit;
  51932. }
  51933. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  51934. this.alpha = this.upperAlphaLimit;
  51935. }
  51936. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  51937. this.radius = this.lowerRadiusLimit;
  51938. this.inertialRadiusOffset = 0;
  51939. }
  51940. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  51941. this.radius = this.upperRadiusLimit;
  51942. this.inertialRadiusOffset = 0;
  51943. }
  51944. };
  51945. /**
  51946. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  51947. */
  51948. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  51949. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  51950. this.radius = this._computationVector.length();
  51951. if (this.radius === 0) {
  51952. this.radius = 0.0001; // Just to avoid division by zero
  51953. }
  51954. // Alpha
  51955. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  51956. if (this._computationVector.z < 0) {
  51957. this.alpha = 2 * Math.PI - this.alpha;
  51958. }
  51959. // Beta
  51960. this.beta = Math.acos(this._computationVector.y / this.radius);
  51961. this._checkLimits();
  51962. };
  51963. /**
  51964. * Use a position to define the current camera related information like aplha, beta and radius
  51965. * @param position Defines the position to set the camera at
  51966. */
  51967. ArcRotateCamera.prototype.setPosition = function (position) {
  51968. if (this.position.equals(position)) {
  51969. return;
  51970. }
  51971. this.position.copyFrom(position);
  51972. this.rebuildAnglesAndRadius();
  51973. };
  51974. /**
  51975. * Defines the target the camera should look at.
  51976. * This will automatically adapt alpha beta and radius to fit within the new target.
  51977. * @param target Defines the new target as a Vector or a mesh
  51978. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  51979. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  51980. */
  51981. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  51982. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  51983. if (allowSamePosition === void 0) { allowSamePosition = false; }
  51984. if (target.getBoundingInfo) {
  51985. if (toBoundingCenter) {
  51986. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  51987. }
  51988. else {
  51989. this._targetBoundingCenter = null;
  51990. }
  51991. this._targetHost = target;
  51992. this._target = this._getTargetPosition();
  51993. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  51994. }
  51995. else {
  51996. var newTarget = target;
  51997. var currentTarget = this._getTargetPosition();
  51998. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  51999. return;
  52000. }
  52001. this._targetHost = null;
  52002. this._target = newTarget;
  52003. this._targetBoundingCenter = null;
  52004. this.onMeshTargetChangedObservable.notifyObservers(null);
  52005. }
  52006. this.rebuildAnglesAndRadius();
  52007. };
  52008. /** @hidden */
  52009. ArcRotateCamera.prototype._getViewMatrix = function () {
  52010. // Compute
  52011. var cosa = Math.cos(this.alpha);
  52012. var sina = Math.sin(this.alpha);
  52013. var cosb = Math.cos(this.beta);
  52014. var sinb = Math.sin(this.beta);
  52015. if (sinb === 0) {
  52016. sinb = 0.0001;
  52017. }
  52018. var target = this._getTargetPosition();
  52019. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  52020. target.addToRef(this._computationVector, this._newPosition);
  52021. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  52022. if (!this._collider) {
  52023. this._collider = new BABYLON.Collider();
  52024. }
  52025. this._collider._radius = this.collisionRadius;
  52026. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  52027. this._collisionTriggered = true;
  52028. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  52029. }
  52030. else {
  52031. this.position.copyFrom(this._newPosition);
  52032. var up = this.upVector;
  52033. if (this.allowUpsideDown && sinb < 0) {
  52034. up = up.clone();
  52035. up = up.negate();
  52036. }
  52037. this._computeViewMatrix(this.position, target, up);
  52038. this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);
  52039. this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);
  52040. }
  52041. this._currentTarget = target;
  52042. return this._viewMatrix;
  52043. };
  52044. /**
  52045. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  52046. * @param meshes Defines the mesh to zoom on
  52047. * @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)
  52048. */
  52049. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  52050. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52051. meshes = meshes || this.getScene().meshes;
  52052. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  52053. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  52054. this.radius = distance * this.zoomOnFactor;
  52055. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  52056. };
  52057. /**
  52058. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  52059. * The target will be changed but the radius
  52060. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  52061. * @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)
  52062. */
  52063. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  52064. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52065. var meshesOrMinMaxVector;
  52066. var distance;
  52067. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  52068. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  52069. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  52070. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  52071. }
  52072. else { //minMaxVector and distance
  52073. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  52074. meshesOrMinMaxVector = minMaxVectorAndDistance;
  52075. distance = minMaxVectorAndDistance.distance;
  52076. }
  52077. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  52078. if (!doNotUpdateMaxZ) {
  52079. this.maxZ = distance * 2;
  52080. }
  52081. };
  52082. /**
  52083. * @override
  52084. * Override Camera.createRigCamera
  52085. */
  52086. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  52087. var alphaShift = 0;
  52088. switch (this.cameraRigMode) {
  52089. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52090. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52091. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52092. case BABYLON.Camera.RIG_MODE_VR:
  52093. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  52094. break;
  52095. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52096. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  52097. break;
  52098. }
  52099. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  52100. rigCam._cameraRigParams = {};
  52101. return rigCam;
  52102. };
  52103. /**
  52104. * @hidden
  52105. * @override
  52106. * Override Camera._updateRigCameras
  52107. */
  52108. ArcRotateCamera.prototype._updateRigCameras = function () {
  52109. var camLeft = this._rigCameras[0];
  52110. var camRight = this._rigCameras[1];
  52111. camLeft.beta = camRight.beta = this.beta;
  52112. camLeft.radius = camRight.radius = this.radius;
  52113. switch (this.cameraRigMode) {
  52114. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52115. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52116. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52117. case BABYLON.Camera.RIG_MODE_VR:
  52118. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52119. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52120. break;
  52121. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52122. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52123. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52124. break;
  52125. }
  52126. _super.prototype._updateRigCameras.call(this);
  52127. };
  52128. /**
  52129. * Destroy the camera and release the current resources hold by it.
  52130. */
  52131. ArcRotateCamera.prototype.dispose = function () {
  52132. this.inputs.clear();
  52133. _super.prototype.dispose.call(this);
  52134. };
  52135. /**
  52136. * Gets the current object class name.
  52137. * @return the class name
  52138. */
  52139. ArcRotateCamera.prototype.getClassName = function () {
  52140. return "ArcRotateCamera";
  52141. };
  52142. __decorate([
  52143. BABYLON.serialize()
  52144. ], ArcRotateCamera.prototype, "alpha", void 0);
  52145. __decorate([
  52146. BABYLON.serialize()
  52147. ], ArcRotateCamera.prototype, "beta", void 0);
  52148. __decorate([
  52149. BABYLON.serialize()
  52150. ], ArcRotateCamera.prototype, "radius", void 0);
  52151. __decorate([
  52152. BABYLON.serializeAsVector3("target")
  52153. ], ArcRotateCamera.prototype, "_target", void 0);
  52154. __decorate([
  52155. BABYLON.serialize()
  52156. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52157. __decorate([
  52158. BABYLON.serialize()
  52159. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52160. __decorate([
  52161. BABYLON.serialize()
  52162. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52163. __decorate([
  52164. BABYLON.serialize()
  52165. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52166. __decorate([
  52167. BABYLON.serialize()
  52168. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52169. __decorate([
  52170. BABYLON.serialize()
  52171. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52172. __decorate([
  52173. BABYLON.serialize()
  52174. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52175. __decorate([
  52176. BABYLON.serialize()
  52177. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52178. __decorate([
  52179. BABYLON.serialize()
  52180. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52181. __decorate([
  52182. BABYLON.serialize()
  52183. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52184. __decorate([
  52185. BABYLON.serialize()
  52186. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52187. __decorate([
  52188. BABYLON.serialize()
  52189. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52190. __decorate([
  52191. BABYLON.serialize()
  52192. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52193. __decorate([
  52194. BABYLON.serializeAsVector3()
  52195. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52196. __decorate([
  52197. BABYLON.serialize()
  52198. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52199. __decorate([
  52200. BABYLON.serialize()
  52201. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52202. __decorate([
  52203. BABYLON.serialize()
  52204. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52205. __decorate([
  52206. BABYLON.serialize()
  52207. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52208. __decorate([
  52209. BABYLON.serialize()
  52210. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52211. return ArcRotateCamera;
  52212. }(BABYLON.TargetCamera));
  52213. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52214. })(BABYLON || (BABYLON = {}));
  52215. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  52216. var BABYLON;
  52217. (function (BABYLON) {
  52218. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52219. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52220. });
  52221. /**
  52222. * The HemisphericLight simulates the ambient environment light,
  52223. * so the passed direction is the light reflection direction, not the incoming direction.
  52224. */
  52225. var HemisphericLight = /** @class */ (function (_super) {
  52226. __extends(HemisphericLight, _super);
  52227. /**
  52228. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52229. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52230. * The HemisphericLight can't cast shadows.
  52231. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52232. * @param name The friendly name of the light
  52233. * @param direction The direction of the light reflection
  52234. * @param scene The scene the light belongs to
  52235. */
  52236. function HemisphericLight(name, direction, scene) {
  52237. var _this = _super.call(this, name, scene) || this;
  52238. /**
  52239. * The groundColor is the light in the opposite direction to the one specified during creation.
  52240. * 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.
  52241. */
  52242. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52243. _this.direction = direction || BABYLON.Vector3.Up();
  52244. return _this;
  52245. }
  52246. HemisphericLight.prototype._buildUniformLayout = function () {
  52247. this._uniformBuffer.addUniform("vLightData", 4);
  52248. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52249. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52250. this._uniformBuffer.addUniform("vLightGround", 3);
  52251. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52252. this._uniformBuffer.addUniform("depthValues", 2);
  52253. this._uniformBuffer.create();
  52254. };
  52255. /**
  52256. * Returns the string "HemisphericLight".
  52257. * @return The class name
  52258. */
  52259. HemisphericLight.prototype.getClassName = function () {
  52260. return "HemisphericLight";
  52261. };
  52262. /**
  52263. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52264. * Returns the updated direction.
  52265. * @param target The target the direction should point to
  52266. * @return The computed direction
  52267. */
  52268. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52269. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52270. return this.direction;
  52271. };
  52272. /**
  52273. * Returns the shadow generator associated to the light.
  52274. * @returns Always null for hemispheric lights because it does not support shadows.
  52275. */
  52276. HemisphericLight.prototype.getShadowGenerator = function () {
  52277. return null;
  52278. };
  52279. /**
  52280. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52281. * @param effect The effect to update
  52282. * @param lightIndex The index of the light in the effect to update
  52283. * @returns The hemispheric light
  52284. */
  52285. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52286. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52287. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52288. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52289. return this;
  52290. };
  52291. /**
  52292. * Computes the world matrix of the node
  52293. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52294. * @param useWasUpdatedFlag defines a reserved property
  52295. * @returns the world matrix
  52296. */
  52297. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52298. if (!this._worldMatrix) {
  52299. this._worldMatrix = BABYLON.Matrix.Identity();
  52300. }
  52301. return this._worldMatrix;
  52302. };
  52303. /**
  52304. * Returns the integer 3.
  52305. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52306. */
  52307. HemisphericLight.prototype.getTypeID = function () {
  52308. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52309. };
  52310. /**
  52311. * Prepares the list of defines specific to the light type.
  52312. * @param defines the list of defines
  52313. * @param lightIndex defines the index of the light for the effect
  52314. */
  52315. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52316. defines["HEMILIGHT" + lightIndex] = true;
  52317. };
  52318. __decorate([
  52319. BABYLON.serializeAsColor3()
  52320. ], HemisphericLight.prototype, "groundColor", void 0);
  52321. __decorate([
  52322. BABYLON.serializeAsVector3()
  52323. ], HemisphericLight.prototype, "direction", void 0);
  52324. return HemisphericLight;
  52325. }(BABYLON.Light));
  52326. BABYLON.HemisphericLight = HemisphericLight;
  52327. })(BABYLON || (BABYLON = {}));
  52328. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52329. var BABYLON;
  52330. (function (BABYLON) {
  52331. /**
  52332. * Base implementation IShadowLight
  52333. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52334. */
  52335. var ShadowLight = /** @class */ (function (_super) {
  52336. __extends(ShadowLight, _super);
  52337. function ShadowLight() {
  52338. var _this = _super !== null && _super.apply(this, arguments) || this;
  52339. _this._needProjectionMatrixCompute = true;
  52340. return _this;
  52341. }
  52342. ShadowLight.prototype._setPosition = function (value) {
  52343. this._position = value;
  52344. };
  52345. Object.defineProperty(ShadowLight.prototype, "position", {
  52346. /**
  52347. * Sets the position the shadow will be casted from. Also use as the light position for both
  52348. * point and spot lights.
  52349. */
  52350. get: function () {
  52351. return this._position;
  52352. },
  52353. /**
  52354. * Sets the position the shadow will be casted from. Also use as the light position for both
  52355. * point and spot lights.
  52356. */
  52357. set: function (value) {
  52358. this._setPosition(value);
  52359. },
  52360. enumerable: true,
  52361. configurable: true
  52362. });
  52363. ShadowLight.prototype._setDirection = function (value) {
  52364. this._direction = value;
  52365. };
  52366. Object.defineProperty(ShadowLight.prototype, "direction", {
  52367. /**
  52368. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52369. * Also use as the light direction on spot and directional lights.
  52370. */
  52371. get: function () {
  52372. return this._direction;
  52373. },
  52374. /**
  52375. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52376. * Also use as the light direction on spot and directional lights.
  52377. */
  52378. set: function (value) {
  52379. this._setDirection(value);
  52380. },
  52381. enumerable: true,
  52382. configurable: true
  52383. });
  52384. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52385. /**
  52386. * Gets the shadow projection clipping minimum z value.
  52387. */
  52388. get: function () {
  52389. return this._shadowMinZ;
  52390. },
  52391. /**
  52392. * Sets the shadow projection clipping minimum z value.
  52393. */
  52394. set: function (value) {
  52395. this._shadowMinZ = value;
  52396. this.forceProjectionMatrixCompute();
  52397. },
  52398. enumerable: true,
  52399. configurable: true
  52400. });
  52401. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52402. /**
  52403. * Sets the shadow projection clipping maximum z value.
  52404. */
  52405. get: function () {
  52406. return this._shadowMaxZ;
  52407. },
  52408. /**
  52409. * Gets the shadow projection clipping maximum z value.
  52410. */
  52411. set: function (value) {
  52412. this._shadowMaxZ = value;
  52413. this.forceProjectionMatrixCompute();
  52414. },
  52415. enumerable: true,
  52416. configurable: true
  52417. });
  52418. /**
  52419. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52420. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52421. */
  52422. ShadowLight.prototype.computeTransformedInformation = function () {
  52423. if (this.parent && this.parent.getWorldMatrix) {
  52424. if (!this.transformedPosition) {
  52425. this.transformedPosition = BABYLON.Vector3.Zero();
  52426. }
  52427. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52428. // In case the direction is present.
  52429. if (this.direction) {
  52430. if (!this.transformedDirection) {
  52431. this.transformedDirection = BABYLON.Vector3.Zero();
  52432. }
  52433. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52434. }
  52435. return true;
  52436. }
  52437. return false;
  52438. };
  52439. /**
  52440. * Return the depth scale used for the shadow map.
  52441. * @returns the depth scale.
  52442. */
  52443. ShadowLight.prototype.getDepthScale = function () {
  52444. return 50.0;
  52445. };
  52446. /**
  52447. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52448. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52449. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52450. */
  52451. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52452. return this.transformedDirection ? this.transformedDirection : this.direction;
  52453. };
  52454. /**
  52455. * Returns the ShadowLight absolute position in the World.
  52456. * @returns the position vector in world space
  52457. */
  52458. ShadowLight.prototype.getAbsolutePosition = function () {
  52459. return this.transformedPosition ? this.transformedPosition : this.position;
  52460. };
  52461. /**
  52462. * Sets the ShadowLight direction toward the passed target.
  52463. * @param target The point tot target in local space
  52464. * @returns the updated ShadowLight direction
  52465. */
  52466. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52467. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52468. return this.direction;
  52469. };
  52470. /**
  52471. * Returns the light rotation in euler definition.
  52472. * @returns the x y z rotation in local space.
  52473. */
  52474. ShadowLight.prototype.getRotation = function () {
  52475. this.direction.normalize();
  52476. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52477. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52478. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52479. };
  52480. /**
  52481. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52482. * @returns true if a cube texture needs to be use
  52483. */
  52484. ShadowLight.prototype.needCube = function () {
  52485. return false;
  52486. };
  52487. /**
  52488. * Detects if the projection matrix requires to be recomputed this frame.
  52489. * @returns true if it requires to be recomputed otherwise, false.
  52490. */
  52491. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52492. return this._needProjectionMatrixCompute;
  52493. };
  52494. /**
  52495. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52496. */
  52497. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52498. this._needProjectionMatrixCompute = true;
  52499. };
  52500. /** @hidden */
  52501. ShadowLight.prototype._initCache = function () {
  52502. _super.prototype._initCache.call(this);
  52503. this._cache.position = BABYLON.Vector3.Zero();
  52504. };
  52505. /** @hidden */
  52506. ShadowLight.prototype._isSynchronized = function () {
  52507. if (!this._cache.position.equals(this.position)) {
  52508. return false;
  52509. }
  52510. return true;
  52511. };
  52512. /**
  52513. * Computes the world matrix of the node
  52514. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52515. * @returns the world matrix
  52516. */
  52517. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52518. if (!force && this.isSynchronized()) {
  52519. this._currentRenderId = this.getScene().getRenderId();
  52520. return this._worldMatrix;
  52521. }
  52522. this._updateCache();
  52523. this._cache.position.copyFrom(this.position);
  52524. if (!this._worldMatrix) {
  52525. this._worldMatrix = BABYLON.Matrix.Identity();
  52526. }
  52527. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52528. if (this.parent && this.parent.getWorldMatrix) {
  52529. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52530. this._markSyncedWithParent();
  52531. }
  52532. // Cache the determinant
  52533. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52534. return this._worldMatrix;
  52535. };
  52536. /**
  52537. * Gets the minZ used for shadow according to both the scene and the light.
  52538. * @param activeCamera The camera we are returning the min for
  52539. * @returns the depth min z
  52540. */
  52541. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52542. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52543. };
  52544. /**
  52545. * Gets the maxZ used for shadow according to both the scene and the light.
  52546. * @param activeCamera The camera we are returning the max for
  52547. * @returns the depth max z
  52548. */
  52549. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52550. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52551. };
  52552. /**
  52553. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52554. * @param matrix The materix to updated with the projection information
  52555. * @param viewMatrix The transform matrix of the light
  52556. * @param renderList The list of mesh to render in the map
  52557. * @returns The current light
  52558. */
  52559. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52560. if (this.customProjectionMatrixBuilder) {
  52561. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52562. }
  52563. else {
  52564. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52565. }
  52566. return this;
  52567. };
  52568. __decorate([
  52569. BABYLON.serializeAsVector3()
  52570. ], ShadowLight.prototype, "position", null);
  52571. __decorate([
  52572. BABYLON.serializeAsVector3()
  52573. ], ShadowLight.prototype, "direction", null);
  52574. __decorate([
  52575. BABYLON.serialize()
  52576. ], ShadowLight.prototype, "shadowMinZ", null);
  52577. __decorate([
  52578. BABYLON.serialize()
  52579. ], ShadowLight.prototype, "shadowMaxZ", null);
  52580. return ShadowLight;
  52581. }(BABYLON.Light));
  52582. BABYLON.ShadowLight = ShadowLight;
  52583. })(BABYLON || (BABYLON = {}));
  52584. //# sourceMappingURL=babylon.shadowLight.js.map
  52585. var BABYLON;
  52586. (function (BABYLON) {
  52587. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52588. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52589. });
  52590. /**
  52591. * A point light is a light defined by an unique point in world space.
  52592. * The light is emitted in every direction from this point.
  52593. * A good example of a point light is a standard light bulb.
  52594. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52595. */
  52596. var PointLight = /** @class */ (function (_super) {
  52597. __extends(PointLight, _super);
  52598. /**
  52599. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52600. * A PointLight emits the light in every direction.
  52601. * It can cast shadows.
  52602. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52603. * ```javascript
  52604. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52605. * ```
  52606. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52607. * @param name The light friendly name
  52608. * @param position The position of the point light in the scene
  52609. * @param scene The scene the lights belongs to
  52610. */
  52611. function PointLight(name, position, scene) {
  52612. var _this = _super.call(this, name, scene) || this;
  52613. _this._shadowAngle = Math.PI / 2;
  52614. _this.position = position;
  52615. return _this;
  52616. }
  52617. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52618. /**
  52619. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52620. * This specifies what angle the shadow will use to be created.
  52621. *
  52622. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52623. */
  52624. get: function () {
  52625. return this._shadowAngle;
  52626. },
  52627. /**
  52628. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52629. * This specifies what angle the shadow will use to be created.
  52630. *
  52631. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52632. */
  52633. set: function (value) {
  52634. this._shadowAngle = value;
  52635. this.forceProjectionMatrixCompute();
  52636. },
  52637. enumerable: true,
  52638. configurable: true
  52639. });
  52640. Object.defineProperty(PointLight.prototype, "direction", {
  52641. /**
  52642. * Gets the direction if it has been set.
  52643. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52644. */
  52645. get: function () {
  52646. return this._direction;
  52647. },
  52648. /**
  52649. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52650. */
  52651. set: function (value) {
  52652. var previousNeedCube = this.needCube();
  52653. this._direction = value;
  52654. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  52655. this._shadowGenerator.recreateShadowMap();
  52656. }
  52657. },
  52658. enumerable: true,
  52659. configurable: true
  52660. });
  52661. /**
  52662. * Returns the string "PointLight"
  52663. * @returns the class name
  52664. */
  52665. PointLight.prototype.getClassName = function () {
  52666. return "PointLight";
  52667. };
  52668. /**
  52669. * Returns the integer 0.
  52670. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52671. */
  52672. PointLight.prototype.getTypeID = function () {
  52673. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  52674. };
  52675. /**
  52676. * Specifies wether or not the shadowmap should be a cube texture.
  52677. * @returns true if the shadowmap needs to be a cube texture.
  52678. */
  52679. PointLight.prototype.needCube = function () {
  52680. return !this.direction;
  52681. };
  52682. /**
  52683. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52684. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52685. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52686. */
  52687. PointLight.prototype.getShadowDirection = function (faceIndex) {
  52688. if (this.direction) {
  52689. return _super.prototype.getShadowDirection.call(this, faceIndex);
  52690. }
  52691. else {
  52692. switch (faceIndex) {
  52693. case 0:
  52694. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  52695. case 1:
  52696. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  52697. case 2:
  52698. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  52699. case 3:
  52700. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  52701. case 4:
  52702. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  52703. case 5:
  52704. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  52705. }
  52706. }
  52707. return BABYLON.Vector3.Zero();
  52708. };
  52709. /**
  52710. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52711. * - fov = PI / 2
  52712. * - aspect ratio : 1.0
  52713. * - z-near and far equal to the active camera minZ and maxZ.
  52714. * Returns the PointLight.
  52715. */
  52716. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52717. var activeCamera = this.getScene().activeCamera;
  52718. if (!activeCamera) {
  52719. return;
  52720. }
  52721. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  52722. };
  52723. PointLight.prototype._buildUniformLayout = function () {
  52724. this._uniformBuffer.addUniform("vLightData", 4);
  52725. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52726. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52727. this._uniformBuffer.addUniform("vLightFalloff", 4);
  52728. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52729. this._uniformBuffer.addUniform("depthValues", 2);
  52730. this._uniformBuffer.create();
  52731. };
  52732. /**
  52733. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52734. * @param effect The effect to update
  52735. * @param lightIndex The index of the light in the effect to update
  52736. * @returns The point light
  52737. */
  52738. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  52739. if (this.computeTransformedInformation()) {
  52740. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  52741. }
  52742. else {
  52743. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  52744. }
  52745. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  52746. return this;
  52747. };
  52748. /**
  52749. * Prepares the list of defines specific to the light type.
  52750. * @param defines the list of defines
  52751. * @param lightIndex defines the index of the light for the effect
  52752. */
  52753. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52754. defines["POINTLIGHT" + lightIndex] = true;
  52755. };
  52756. __decorate([
  52757. BABYLON.serialize()
  52758. ], PointLight.prototype, "shadowAngle", null);
  52759. return PointLight;
  52760. }(BABYLON.ShadowLight));
  52761. BABYLON.PointLight = PointLight;
  52762. })(BABYLON || (BABYLON = {}));
  52763. //# sourceMappingURL=babylon.pointLight.js.map
  52764. var BABYLON;
  52765. (function (BABYLON) {
  52766. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  52767. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  52768. });
  52769. /**
  52770. * A directional light is defined by a direction (what a surprise!).
  52771. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  52772. * 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.
  52773. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52774. */
  52775. var DirectionalLight = /** @class */ (function (_super) {
  52776. __extends(DirectionalLight, _super);
  52777. /**
  52778. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  52779. * The directional light is emitted from everywhere in the given direction.
  52780. * It can cast shadows.
  52781. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52782. * @param name The friendly name of the light
  52783. * @param direction The direction of the light
  52784. * @param scene The scene the light belongs to
  52785. */
  52786. function DirectionalLight(name, direction, scene) {
  52787. var _this = _super.call(this, name, scene) || this;
  52788. _this._shadowFrustumSize = 0;
  52789. _this._shadowOrthoScale = 0.1;
  52790. /**
  52791. * Automatically compute the projection matrix to best fit (including all the casters)
  52792. * on each frame.
  52793. */
  52794. _this.autoUpdateExtends = true;
  52795. // Cache
  52796. _this._orthoLeft = Number.MAX_VALUE;
  52797. _this._orthoRight = Number.MIN_VALUE;
  52798. _this._orthoTop = Number.MIN_VALUE;
  52799. _this._orthoBottom = Number.MAX_VALUE;
  52800. _this.position = direction.scale(-1.0);
  52801. _this.direction = direction;
  52802. return _this;
  52803. }
  52804. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  52805. /**
  52806. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  52807. */
  52808. get: function () {
  52809. return this._shadowFrustumSize;
  52810. },
  52811. /**
  52812. * Specifies a fix frustum size for the shadow generation.
  52813. */
  52814. set: function (value) {
  52815. this._shadowFrustumSize = value;
  52816. this.forceProjectionMatrixCompute();
  52817. },
  52818. enumerable: true,
  52819. configurable: true
  52820. });
  52821. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  52822. /**
  52823. * Gets the shadow projection scale against the optimal computed one.
  52824. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52825. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52826. */
  52827. get: function () {
  52828. return this._shadowOrthoScale;
  52829. },
  52830. /**
  52831. * Sets the shadow projection scale against the optimal computed one.
  52832. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52833. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52834. */
  52835. set: function (value) {
  52836. this._shadowOrthoScale = value;
  52837. this.forceProjectionMatrixCompute();
  52838. },
  52839. enumerable: true,
  52840. configurable: true
  52841. });
  52842. /**
  52843. * Returns the string "DirectionalLight".
  52844. * @return The class name
  52845. */
  52846. DirectionalLight.prototype.getClassName = function () {
  52847. return "DirectionalLight";
  52848. };
  52849. /**
  52850. * Returns the integer 1.
  52851. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52852. */
  52853. DirectionalLight.prototype.getTypeID = function () {
  52854. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  52855. };
  52856. /**
  52857. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  52858. * Returns the DirectionalLight Shadow projection matrix.
  52859. */
  52860. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52861. if (this.shadowFrustumSize > 0) {
  52862. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  52863. }
  52864. else {
  52865. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52866. }
  52867. };
  52868. /**
  52869. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  52870. * Returns the DirectionalLight Shadow projection matrix.
  52871. */
  52872. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  52873. var activeCamera = this.getScene().activeCamera;
  52874. if (!activeCamera) {
  52875. return;
  52876. }
  52877. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  52878. };
  52879. /**
  52880. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  52881. * Returns the DirectionalLight Shadow projection matrix.
  52882. */
  52883. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52884. var activeCamera = this.getScene().activeCamera;
  52885. if (!activeCamera) {
  52886. return;
  52887. }
  52888. // Check extends
  52889. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  52890. var tempVector3 = BABYLON.Vector3.Zero();
  52891. this._orthoLeft = Number.MAX_VALUE;
  52892. this._orthoRight = Number.MIN_VALUE;
  52893. this._orthoTop = Number.MIN_VALUE;
  52894. this._orthoBottom = Number.MAX_VALUE;
  52895. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  52896. var mesh = renderList[meshIndex];
  52897. if (!mesh) {
  52898. continue;
  52899. }
  52900. var boundingInfo = mesh.getBoundingInfo();
  52901. var boundingBox = boundingInfo.boundingBox;
  52902. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  52903. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  52904. if (tempVector3.x < this._orthoLeft) {
  52905. this._orthoLeft = tempVector3.x;
  52906. }
  52907. if (tempVector3.y < this._orthoBottom) {
  52908. this._orthoBottom = tempVector3.y;
  52909. }
  52910. if (tempVector3.x > this._orthoRight) {
  52911. this._orthoRight = tempVector3.x;
  52912. }
  52913. if (tempVector3.y > this._orthoTop) {
  52914. this._orthoTop = tempVector3.y;
  52915. }
  52916. }
  52917. }
  52918. }
  52919. var xOffset = this._orthoRight - this._orthoLeft;
  52920. var yOffset = this._orthoTop - this._orthoBottom;
  52921. 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);
  52922. };
  52923. DirectionalLight.prototype._buildUniformLayout = function () {
  52924. this._uniformBuffer.addUniform("vLightData", 4);
  52925. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52926. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52927. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52928. this._uniformBuffer.addUniform("depthValues", 2);
  52929. this._uniformBuffer.create();
  52930. };
  52931. /**
  52932. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  52933. * @param effect The effect to update
  52934. * @param lightIndex The index of the light in the effect to update
  52935. * @returns The directional light
  52936. */
  52937. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  52938. if (this.computeTransformedInformation()) {
  52939. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  52940. return this;
  52941. }
  52942. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  52943. return this;
  52944. };
  52945. /**
  52946. * Gets the minZ used for shadow according to both the scene and the light.
  52947. *
  52948. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52949. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52950. * @param activeCamera The camera we are returning the min for
  52951. * @returns the depth min z
  52952. */
  52953. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  52954. return 1;
  52955. };
  52956. /**
  52957. * Gets the maxZ used for shadow according to both the scene and the light.
  52958. *
  52959. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52960. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52961. * @param activeCamera The camera we are returning the max for
  52962. * @returns the depth max z
  52963. */
  52964. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  52965. return 1;
  52966. };
  52967. /**
  52968. * Prepares the list of defines specific to the light type.
  52969. * @param defines the list of defines
  52970. * @param lightIndex defines the index of the light for the effect
  52971. */
  52972. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52973. defines["DIRLIGHT" + lightIndex] = true;
  52974. };
  52975. __decorate([
  52976. BABYLON.serialize()
  52977. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  52978. __decorate([
  52979. BABYLON.serialize()
  52980. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  52981. __decorate([
  52982. BABYLON.serialize()
  52983. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  52984. return DirectionalLight;
  52985. }(BABYLON.ShadowLight));
  52986. BABYLON.DirectionalLight = DirectionalLight;
  52987. })(BABYLON || (BABYLON = {}));
  52988. //# sourceMappingURL=babylon.directionalLight.js.map
  52989. var BABYLON;
  52990. (function (BABYLON) {
  52991. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  52992. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  52993. });
  52994. /**
  52995. * A spot light is defined by a position, a direction, an angle, and an exponent.
  52996. * These values define a cone of light starting from the position, emitting toward the direction.
  52997. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  52998. * and the exponent defines the speed of the decay of the light with distance (reach).
  52999. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53000. */
  53001. var SpotLight = /** @class */ (function (_super) {
  53002. __extends(SpotLight, _super);
  53003. /**
  53004. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  53005. * It can cast shadows.
  53006. * Documentation : http://doc.babylonjs.com/tutorials/lights
  53007. * @param name The light friendly name
  53008. * @param position The position of the spot light in the scene
  53009. * @param direction The direction of the light in the scene
  53010. * @param angle The cone angle of the light in Radians
  53011. * @param exponent The light decay speed with the distance from the emission spot
  53012. * @param scene The scene the lights belongs to
  53013. */
  53014. function SpotLight(name, position, direction, angle, exponent, scene) {
  53015. var _this = _super.call(this, name, scene) || this;
  53016. _this._innerAngle = 0;
  53017. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  53018. _this._projectionTextureLightNear = 1e-6;
  53019. _this._projectionTextureLightFar = 1000.0;
  53020. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  53021. _this._projectionTextureViewLightDirty = true;
  53022. _this._projectionTextureProjectionLightDirty = true;
  53023. _this._projectionTextureDirty = true;
  53024. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  53025. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  53026. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  53027. _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);
  53028. _this.position = position;
  53029. _this.direction = direction;
  53030. _this.angle = angle;
  53031. _this.exponent = exponent;
  53032. return _this;
  53033. }
  53034. Object.defineProperty(SpotLight.prototype, "angle", {
  53035. /**
  53036. * Gets the cone angle of the spot light in Radians.
  53037. */
  53038. get: function () {
  53039. return this._angle;
  53040. },
  53041. /**
  53042. * Sets the cone angle of the spot light in Radians.
  53043. */
  53044. set: function (value) {
  53045. this._angle = value;
  53046. this._cosHalfAngle = Math.cos(value * 0.5);
  53047. this._projectionTextureProjectionLightDirty = true;
  53048. this.forceProjectionMatrixCompute();
  53049. this._computeAngleValues();
  53050. },
  53051. enumerable: true,
  53052. configurable: true
  53053. });
  53054. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  53055. /**
  53056. * Only used in gltf falloff mode, this defines the angle where
  53057. * the directional falloff will start before cutting at angle which could be seen
  53058. * as outer angle.
  53059. */
  53060. get: function () {
  53061. return this._innerAngle;
  53062. },
  53063. /**
  53064. * Only used in gltf falloff mode, this defines the angle where
  53065. * the directional falloff will start before cutting at angle which could be seen
  53066. * as outer angle.
  53067. */
  53068. set: function (value) {
  53069. this._innerAngle = value;
  53070. this._computeAngleValues();
  53071. },
  53072. enumerable: true,
  53073. configurable: true
  53074. });
  53075. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  53076. /**
  53077. * Allows scaling the angle of the light for shadow generation only.
  53078. */
  53079. get: function () {
  53080. return this._shadowAngleScale;
  53081. },
  53082. /**
  53083. * Allows scaling the angle of the light for shadow generation only.
  53084. */
  53085. set: function (value) {
  53086. this._shadowAngleScale = value;
  53087. this.forceProjectionMatrixCompute();
  53088. },
  53089. enumerable: true,
  53090. configurable: true
  53091. });
  53092. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  53093. /**
  53094. * Allows reading the projecton texture
  53095. */
  53096. get: function () {
  53097. return this._projectionTextureMatrix;
  53098. },
  53099. enumerable: true,
  53100. configurable: true
  53101. });
  53102. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  53103. /**
  53104. * Gets the near clip of the Spotlight for texture projection.
  53105. */
  53106. get: function () {
  53107. return this._projectionTextureLightNear;
  53108. },
  53109. /**
  53110. * Sets the near clip of the Spotlight for texture projection.
  53111. */
  53112. set: function (value) {
  53113. this._projectionTextureLightNear = value;
  53114. this._projectionTextureProjectionLightDirty = true;
  53115. },
  53116. enumerable: true,
  53117. configurable: true
  53118. });
  53119. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  53120. /**
  53121. * Gets the far clip of the Spotlight for texture projection.
  53122. */
  53123. get: function () {
  53124. return this._projectionTextureLightFar;
  53125. },
  53126. /**
  53127. * Sets the far clip of the Spotlight for texture projection.
  53128. */
  53129. set: function (value) {
  53130. this._projectionTextureLightFar = value;
  53131. this._projectionTextureProjectionLightDirty = true;
  53132. },
  53133. enumerable: true,
  53134. configurable: true
  53135. });
  53136. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53137. /**
  53138. * Gets the Up vector of the Spotlight for texture projection.
  53139. */
  53140. get: function () {
  53141. return this._projectionTextureUpDirection;
  53142. },
  53143. /**
  53144. * Sets the Up vector of the Spotlight for texture projection.
  53145. */
  53146. set: function (value) {
  53147. this._projectionTextureUpDirection = value;
  53148. this._projectionTextureProjectionLightDirty = true;
  53149. },
  53150. enumerable: true,
  53151. configurable: true
  53152. });
  53153. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53154. /**
  53155. * Gets the projection texture of the light.
  53156. */
  53157. get: function () {
  53158. return this._projectionTexture;
  53159. },
  53160. /**
  53161. * Sets the projection texture of the light.
  53162. */
  53163. set: function (value) {
  53164. this._projectionTexture = value;
  53165. this._projectionTextureDirty = true;
  53166. },
  53167. enumerable: true,
  53168. configurable: true
  53169. });
  53170. /**
  53171. * Returns the string "SpotLight".
  53172. * @returns the class name
  53173. */
  53174. SpotLight.prototype.getClassName = function () {
  53175. return "SpotLight";
  53176. };
  53177. /**
  53178. * Returns the integer 2.
  53179. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53180. */
  53181. SpotLight.prototype.getTypeID = function () {
  53182. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53183. };
  53184. /**
  53185. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53186. */
  53187. SpotLight.prototype._setDirection = function (value) {
  53188. _super.prototype._setDirection.call(this, value);
  53189. this._projectionTextureViewLightDirty = true;
  53190. };
  53191. /**
  53192. * Overrides the position setter to recompute the projection texture view light Matrix.
  53193. */
  53194. SpotLight.prototype._setPosition = function (value) {
  53195. _super.prototype._setPosition.call(this, value);
  53196. this._projectionTextureViewLightDirty = true;
  53197. };
  53198. /**
  53199. * 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.
  53200. * Returns the SpotLight.
  53201. */
  53202. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53203. var activeCamera = this.getScene().activeCamera;
  53204. if (!activeCamera) {
  53205. return;
  53206. }
  53207. this._shadowAngleScale = this._shadowAngleScale || 1;
  53208. var angle = this._shadowAngleScale * this._angle;
  53209. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53210. };
  53211. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53212. this._projectionTextureViewLightDirty = false;
  53213. this._projectionTextureDirty = true;
  53214. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53215. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53216. };
  53217. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53218. this._projectionTextureProjectionLightDirty = false;
  53219. this._projectionTextureDirty = true;
  53220. var light_far = this.projectionTextureLightFar;
  53221. var light_near = this.projectionTextureLightNear;
  53222. var P = light_far / (light_far - light_near);
  53223. var Q = -P * light_near;
  53224. var S = 1.0 / Math.tan(this._angle / 2.0);
  53225. var A = 1.0;
  53226. 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);
  53227. };
  53228. /**
  53229. * Main function for light texture projection matrix computing.
  53230. */
  53231. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53232. this._projectionTextureDirty = false;
  53233. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53234. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53235. };
  53236. SpotLight.prototype._buildUniformLayout = function () {
  53237. this._uniformBuffer.addUniform("vLightData", 4);
  53238. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53239. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53240. this._uniformBuffer.addUniform("vLightDirection", 3);
  53241. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53242. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53243. this._uniformBuffer.addUniform("depthValues", 2);
  53244. this._uniformBuffer.create();
  53245. };
  53246. SpotLight.prototype._computeAngleValues = function () {
  53247. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53248. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53249. };
  53250. /**
  53251. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53252. * @param effect The effect to update
  53253. * @param lightIndex The index of the light in the effect to update
  53254. * @returns The spot light
  53255. */
  53256. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53257. var normalizeDirection;
  53258. if (this.computeTransformedInformation()) {
  53259. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53260. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53261. }
  53262. else {
  53263. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53264. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53265. }
  53266. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53267. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53268. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53269. if (this._projectionTextureViewLightDirty) {
  53270. this._computeProjectionTextureViewLightMatrix();
  53271. }
  53272. if (this._projectionTextureProjectionLightDirty) {
  53273. this._computeProjectionTextureProjectionLightMatrix();
  53274. }
  53275. if (this._projectionTextureDirty) {
  53276. this._computeProjectionTextureMatrix();
  53277. }
  53278. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53279. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53280. }
  53281. return this;
  53282. };
  53283. /**
  53284. * Disposes the light and the associated resources.
  53285. */
  53286. SpotLight.prototype.dispose = function () {
  53287. _super.prototype.dispose.call(this);
  53288. if (this._projectionTexture) {
  53289. this._projectionTexture.dispose();
  53290. }
  53291. };
  53292. /**
  53293. * Prepares the list of defines specific to the light type.
  53294. * @param defines the list of defines
  53295. * @param lightIndex defines the index of the light for the effect
  53296. */
  53297. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53298. defines["SPOTLIGHT" + lightIndex] = true;
  53299. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53300. };
  53301. __decorate([
  53302. BABYLON.serialize()
  53303. ], SpotLight.prototype, "angle", null);
  53304. __decorate([
  53305. BABYLON.serialize()
  53306. ], SpotLight.prototype, "innerAngle", null);
  53307. __decorate([
  53308. BABYLON.serialize()
  53309. ], SpotLight.prototype, "shadowAngleScale", null);
  53310. __decorate([
  53311. BABYLON.serialize()
  53312. ], SpotLight.prototype, "exponent", void 0);
  53313. __decorate([
  53314. BABYLON.serialize()
  53315. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53316. __decorate([
  53317. BABYLON.serialize()
  53318. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53319. __decorate([
  53320. BABYLON.serialize()
  53321. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53322. __decorate([
  53323. BABYLON.serializeAsTexture("projectedLightTexture")
  53324. ], SpotLight.prototype, "_projectionTexture", void 0);
  53325. return SpotLight;
  53326. }(BABYLON.ShadowLight));
  53327. BABYLON.SpotLight = SpotLight;
  53328. })(BABYLON || (BABYLON = {}));
  53329. //# sourceMappingURL=babylon.spotLight.js.map
  53330. var BABYLON;
  53331. (function (BABYLON) {
  53332. /**
  53333. * Class used to override all child animations of a given target
  53334. */
  53335. var AnimationPropertiesOverride = /** @class */ (function () {
  53336. function AnimationPropertiesOverride() {
  53337. /**
  53338. * Gets or sets a value indicating if animation blending must be used
  53339. */
  53340. this.enableBlending = false;
  53341. /**
  53342. * Gets or sets the blending speed to use when enableBlending is true
  53343. */
  53344. this.blendingSpeed = 0.01;
  53345. /**
  53346. * Gets or sets the default loop mode to use
  53347. */
  53348. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53349. }
  53350. return AnimationPropertiesOverride;
  53351. }());
  53352. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53353. })(BABYLON || (BABYLON = {}));
  53354. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53355. var BABYLON;
  53356. (function (BABYLON) {
  53357. /**
  53358. * Represents the range of an animation
  53359. */
  53360. var AnimationRange = /** @class */ (function () {
  53361. /**
  53362. * Initializes the range of an animation
  53363. * @param name The name of the animation range
  53364. * @param from The starting frame of the animation
  53365. * @param to The ending frame of the animation
  53366. */
  53367. function AnimationRange(
  53368. /**The name of the animation range**/
  53369. name,
  53370. /**The starting frame of the animation */
  53371. from,
  53372. /**The ending frame of the animation*/
  53373. to) {
  53374. this.name = name;
  53375. this.from = from;
  53376. this.to = to;
  53377. }
  53378. /**
  53379. * Makes a copy of the animation range
  53380. * @returns A copy of the animation range
  53381. */
  53382. AnimationRange.prototype.clone = function () {
  53383. return new AnimationRange(this.name, this.from, this.to);
  53384. };
  53385. return AnimationRange;
  53386. }());
  53387. BABYLON.AnimationRange = AnimationRange;
  53388. /**
  53389. * Composed of a frame, and an action function
  53390. */
  53391. var AnimationEvent = /** @class */ (function () {
  53392. /**
  53393. * Initializes the animation event
  53394. * @param frame The frame for which the event is triggered
  53395. * @param action The event to perform when triggered
  53396. * @param onlyOnce Specifies if the event should be triggered only once
  53397. */
  53398. function AnimationEvent(
  53399. /** The frame for which the event is triggered **/
  53400. frame,
  53401. /** The event to perform when triggered **/
  53402. action,
  53403. /** Specifies if the event should be triggered only once**/
  53404. onlyOnce) {
  53405. this.frame = frame;
  53406. this.action = action;
  53407. this.onlyOnce = onlyOnce;
  53408. /**
  53409. * Specifies if the animation event is done
  53410. */
  53411. this.isDone = false;
  53412. }
  53413. /** @hidden */
  53414. AnimationEvent.prototype._clone = function () {
  53415. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53416. };
  53417. return AnimationEvent;
  53418. }());
  53419. BABYLON.AnimationEvent = AnimationEvent;
  53420. /**
  53421. * A cursor which tracks a point on a path
  53422. */
  53423. var PathCursor = /** @class */ (function () {
  53424. /**
  53425. * Initializes the path cursor
  53426. * @param path The path to track
  53427. */
  53428. function PathCursor(path) {
  53429. this.path = path;
  53430. /**
  53431. * Stores path cursor callbacks for when an onchange event is triggered
  53432. */
  53433. this._onchange = new Array();
  53434. /**
  53435. * The value of the path cursor
  53436. */
  53437. this.value = 0;
  53438. /**
  53439. * The animation array of the path cursor
  53440. */
  53441. this.animations = new Array();
  53442. }
  53443. /**
  53444. * Gets the cursor point on the path
  53445. * @returns A point on the path cursor at the cursor location
  53446. */
  53447. PathCursor.prototype.getPoint = function () {
  53448. var point = this.path.getPointAtLengthPosition(this.value);
  53449. return new BABYLON.Vector3(point.x, 0, point.y);
  53450. };
  53451. /**
  53452. * Moves the cursor ahead by the step amount
  53453. * @param step The amount to move the cursor forward
  53454. * @returns This path cursor
  53455. */
  53456. PathCursor.prototype.moveAhead = function (step) {
  53457. if (step === void 0) { step = 0.002; }
  53458. this.move(step);
  53459. return this;
  53460. };
  53461. /**
  53462. * Moves the cursor behind by the step amount
  53463. * @param step The amount to move the cursor back
  53464. * @returns This path cursor
  53465. */
  53466. PathCursor.prototype.moveBack = function (step) {
  53467. if (step === void 0) { step = 0.002; }
  53468. this.move(-step);
  53469. return this;
  53470. };
  53471. /**
  53472. * Moves the cursor by the step amount
  53473. * If the step amount is greater than one, an exception is thrown
  53474. * @param step The amount to move the cursor
  53475. * @returns This path cursor
  53476. */
  53477. PathCursor.prototype.move = function (step) {
  53478. if (Math.abs(step) > 1) {
  53479. throw "step size should be less than 1.";
  53480. }
  53481. this.value += step;
  53482. this.ensureLimits();
  53483. this.raiseOnChange();
  53484. return this;
  53485. };
  53486. /**
  53487. * Ensures that the value is limited between zero and one
  53488. * @returns This path cursor
  53489. */
  53490. PathCursor.prototype.ensureLimits = function () {
  53491. while (this.value > 1) {
  53492. this.value -= 1;
  53493. }
  53494. while (this.value < 0) {
  53495. this.value += 1;
  53496. }
  53497. return this;
  53498. };
  53499. /**
  53500. * Runs onchange callbacks on change (used by the animation engine)
  53501. * @returns This path cursor
  53502. */
  53503. PathCursor.prototype.raiseOnChange = function () {
  53504. var _this = this;
  53505. this._onchange.forEach(function (f) { return f(_this); });
  53506. return this;
  53507. };
  53508. /**
  53509. * Executes a function on change
  53510. * @param f A path cursor onchange callback
  53511. * @returns This path cursor
  53512. */
  53513. PathCursor.prototype.onchange = function (f) {
  53514. this._onchange.push(f);
  53515. return this;
  53516. };
  53517. return PathCursor;
  53518. }());
  53519. BABYLON.PathCursor = PathCursor;
  53520. /**
  53521. * Enum for the animation key frame interpolation type
  53522. */
  53523. var AnimationKeyInterpolation;
  53524. (function (AnimationKeyInterpolation) {
  53525. /**
  53526. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53527. */
  53528. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53529. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53530. /**
  53531. * Class used to store any kind of animation
  53532. */
  53533. var Animation = /** @class */ (function () {
  53534. /**
  53535. * Initializes the animation
  53536. * @param name Name of the animation
  53537. * @param targetProperty Property to animate
  53538. * @param framePerSecond The frames per second of the animation
  53539. * @param dataType The data type of the animation
  53540. * @param loopMode The loop mode of the animation
  53541. * @param enableBlendings Specifies if blending should be enabled
  53542. */
  53543. function Animation(
  53544. /**Name of the animation */
  53545. name,
  53546. /**Property to animate */
  53547. targetProperty,
  53548. /**The frames per second of the animation */
  53549. framePerSecond,
  53550. /**The data type of the animation */
  53551. dataType,
  53552. /**The loop mode of the animation */
  53553. loopMode,
  53554. /**Specifies if blending should be enabled */
  53555. enableBlending) {
  53556. this.name = name;
  53557. this.targetProperty = targetProperty;
  53558. this.framePerSecond = framePerSecond;
  53559. this.dataType = dataType;
  53560. this.loopMode = loopMode;
  53561. this.enableBlending = enableBlending;
  53562. /**
  53563. * @hidden Internal use only
  53564. */
  53565. this._runtimeAnimations = new Array();
  53566. /**
  53567. * The set of event that will be linked to this animation
  53568. */
  53569. this._events = new Array();
  53570. /**
  53571. * Stores the blending speed of the animation
  53572. */
  53573. this.blendingSpeed = 0.01;
  53574. /**
  53575. * Stores the animation ranges for the animation
  53576. */
  53577. this._ranges = {};
  53578. this.targetPropertyPath = targetProperty.split(".");
  53579. this.dataType = dataType;
  53580. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53581. }
  53582. /**
  53583. * @hidden Internal use
  53584. */
  53585. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53586. var dataType = undefined;
  53587. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53588. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53589. }
  53590. else if (from instanceof BABYLON.Quaternion) {
  53591. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53592. }
  53593. else if (from instanceof BABYLON.Vector3) {
  53594. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53595. }
  53596. else if (from instanceof BABYLON.Vector2) {
  53597. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53598. }
  53599. else if (from instanceof BABYLON.Color3) {
  53600. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53601. }
  53602. else if (from instanceof BABYLON.Size) {
  53603. dataType = Animation.ANIMATIONTYPE_SIZE;
  53604. }
  53605. if (dataType == undefined) {
  53606. return null;
  53607. }
  53608. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53609. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53610. animation.setKeys(keys);
  53611. if (easingFunction !== undefined) {
  53612. animation.setEasingFunction(easingFunction);
  53613. }
  53614. return animation;
  53615. };
  53616. /**
  53617. * Sets up an animation
  53618. * @param property The property to animate
  53619. * @param animationType The animation type to apply
  53620. * @param framePerSecond The frames per second of the animation
  53621. * @param easingFunction The easing function used in the animation
  53622. * @returns The created animation
  53623. */
  53624. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53625. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53626. animation.setEasingFunction(easingFunction);
  53627. return animation;
  53628. };
  53629. /**
  53630. * Create and start an animation on a node
  53631. * @param name defines the name of the global animation that will be run on all nodes
  53632. * @param node defines the root node where the animation will take place
  53633. * @param targetProperty defines property to animate
  53634. * @param framePerSecond defines the number of frame per second yo use
  53635. * @param totalFrame defines the number of frames in total
  53636. * @param from defines the initial value
  53637. * @param to defines the final value
  53638. * @param loopMode defines which loop mode you want to use (off by default)
  53639. * @param easingFunction defines the easing function to use (linear by default)
  53640. * @param onAnimationEnd defines the callback to call when animation end
  53641. * @returns the animatable created for this animation
  53642. */
  53643. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53644. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53645. if (!animation) {
  53646. return null;
  53647. }
  53648. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53649. };
  53650. /**
  53651. * Create and start an animation on a node and its descendants
  53652. * @param name defines the name of the global animation that will be run on all nodes
  53653. * @param node defines the root node where the animation will take place
  53654. * @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
  53655. * @param targetProperty defines property to animate
  53656. * @param framePerSecond defines the number of frame per second to use
  53657. * @param totalFrame defines the number of frames in total
  53658. * @param from defines the initial value
  53659. * @param to defines the final value
  53660. * @param loopMode defines which loop mode you want to use (off by default)
  53661. * @param easingFunction defines the easing function to use (linear by default)
  53662. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  53663. * @returns the list of animatables created for all nodes
  53664. * @example https://www.babylonjs-playground.com/#MH0VLI
  53665. */
  53666. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53667. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53668. if (!animation) {
  53669. return null;
  53670. }
  53671. var scene = node.getScene();
  53672. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53673. };
  53674. /**
  53675. * Creates a new animation, merges it with the existing animations and starts it
  53676. * @param name Name of the animation
  53677. * @param node Node which contains the scene that begins the animations
  53678. * @param targetProperty Specifies which property to animate
  53679. * @param framePerSecond The frames per second of the animation
  53680. * @param totalFrame The total number of frames
  53681. * @param from The frame at the beginning of the animation
  53682. * @param to The frame at the end of the animation
  53683. * @param loopMode Specifies the loop mode of the animation
  53684. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  53685. * @param onAnimationEnd Callback to run once the animation is complete
  53686. * @returns Nullable animation
  53687. */
  53688. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53689. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53690. if (!animation) {
  53691. return null;
  53692. }
  53693. node.animations.push(animation);
  53694. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53695. };
  53696. /**
  53697. * Transition property of an host to the target Value
  53698. * @param property The property to transition
  53699. * @param targetValue The target Value of the property
  53700. * @param host The object where the property to animate belongs
  53701. * @param scene Scene used to run the animation
  53702. * @param frameRate Framerate (in frame/s) to use
  53703. * @param transition The transition type we want to use
  53704. * @param duration The duration of the animation, in milliseconds
  53705. * @param onAnimationEnd Callback trigger at the end of the animation
  53706. * @returns Nullable animation
  53707. */
  53708. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  53709. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  53710. if (duration <= 0) {
  53711. host[property] = targetValue;
  53712. if (onAnimationEnd) {
  53713. onAnimationEnd();
  53714. }
  53715. return null;
  53716. }
  53717. var endFrame = frameRate * (duration / 1000);
  53718. transition.setKeys([{
  53719. frame: 0,
  53720. value: host[property].clone ? host[property].clone() : host[property]
  53721. },
  53722. {
  53723. frame: endFrame,
  53724. value: targetValue
  53725. }]);
  53726. if (!host.animations) {
  53727. host.animations = [];
  53728. }
  53729. host.animations.push(transition);
  53730. var animation = scene.beginAnimation(host, 0, endFrame, false);
  53731. animation.onAnimationEnd = onAnimationEnd;
  53732. return animation;
  53733. };
  53734. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  53735. /**
  53736. * Return the array of runtime animations currently using this animation
  53737. */
  53738. get: function () {
  53739. return this._runtimeAnimations;
  53740. },
  53741. enumerable: true,
  53742. configurable: true
  53743. });
  53744. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  53745. /**
  53746. * Specifies if any of the runtime animations are currently running
  53747. */
  53748. get: function () {
  53749. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  53750. var runtimeAnimation = _a[_i];
  53751. if (!runtimeAnimation.isStopped) {
  53752. return true;
  53753. }
  53754. }
  53755. return false;
  53756. },
  53757. enumerable: true,
  53758. configurable: true
  53759. });
  53760. // Methods
  53761. /**
  53762. * Converts the animation to a string
  53763. * @param fullDetails support for multiple levels of logging within scene loading
  53764. * @returns String form of the animation
  53765. */
  53766. Animation.prototype.toString = function (fullDetails) {
  53767. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  53768. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  53769. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  53770. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  53771. if (fullDetails) {
  53772. ret += ", Ranges: {";
  53773. var first = true;
  53774. for (var name in this._ranges) {
  53775. if (first) {
  53776. ret += ", ";
  53777. first = false;
  53778. }
  53779. ret += name;
  53780. }
  53781. ret += "}";
  53782. }
  53783. return ret;
  53784. };
  53785. /**
  53786. * Add an event to this animation
  53787. * @param event Event to add
  53788. */
  53789. Animation.prototype.addEvent = function (event) {
  53790. this._events.push(event);
  53791. };
  53792. /**
  53793. * Remove all events found at the given frame
  53794. * @param frame The frame to remove events from
  53795. */
  53796. Animation.prototype.removeEvents = function (frame) {
  53797. for (var index = 0; index < this._events.length; index++) {
  53798. if (this._events[index].frame === frame) {
  53799. this._events.splice(index, 1);
  53800. index--;
  53801. }
  53802. }
  53803. };
  53804. /**
  53805. * Retrieves all the events from the animation
  53806. * @returns Events from the animation
  53807. */
  53808. Animation.prototype.getEvents = function () {
  53809. return this._events;
  53810. };
  53811. /**
  53812. * Creates an animation range
  53813. * @param name Name of the animation range
  53814. * @param from Starting frame of the animation range
  53815. * @param to Ending frame of the animation
  53816. */
  53817. Animation.prototype.createRange = function (name, from, to) {
  53818. // check name not already in use; could happen for bones after serialized
  53819. if (!this._ranges[name]) {
  53820. this._ranges[name] = new AnimationRange(name, from, to);
  53821. }
  53822. };
  53823. /**
  53824. * Deletes an animation range by name
  53825. * @param name Name of the animation range to delete
  53826. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  53827. */
  53828. Animation.prototype.deleteRange = function (name, deleteFrames) {
  53829. if (deleteFrames === void 0) { deleteFrames = true; }
  53830. var range = this._ranges[name];
  53831. if (!range) {
  53832. return;
  53833. }
  53834. if (deleteFrames) {
  53835. var from = range.from;
  53836. var to = range.to;
  53837. // this loop MUST go high to low for multiple splices to work
  53838. for (var key = this._keys.length - 1; key >= 0; key--) {
  53839. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  53840. this._keys.splice(key, 1);
  53841. }
  53842. }
  53843. }
  53844. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  53845. };
  53846. /**
  53847. * Gets the animation range by name, or null if not defined
  53848. * @param name Name of the animation range
  53849. * @returns Nullable animation range
  53850. */
  53851. Animation.prototype.getRange = function (name) {
  53852. return this._ranges[name];
  53853. };
  53854. /**
  53855. * Gets the key frames from the animation
  53856. * @returns The key frames of the animation
  53857. */
  53858. Animation.prototype.getKeys = function () {
  53859. return this._keys;
  53860. };
  53861. /**
  53862. * Gets the highest frame rate of the animation
  53863. * @returns Highest frame rate of the animation
  53864. */
  53865. Animation.prototype.getHighestFrame = function () {
  53866. var ret = 0;
  53867. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  53868. if (ret < this._keys[key].frame) {
  53869. ret = this._keys[key].frame;
  53870. }
  53871. }
  53872. return ret;
  53873. };
  53874. /**
  53875. * Gets the easing function of the animation
  53876. * @returns Easing function of the animation
  53877. */
  53878. Animation.prototype.getEasingFunction = function () {
  53879. return this._easingFunction;
  53880. };
  53881. /**
  53882. * Sets the easing function of the animation
  53883. * @param easingFunction A custom mathematical formula for animation
  53884. */
  53885. Animation.prototype.setEasingFunction = function (easingFunction) {
  53886. this._easingFunction = easingFunction;
  53887. };
  53888. /**
  53889. * Interpolates a scalar linearly
  53890. * @param startValue Start value of the animation curve
  53891. * @param endValue End value of the animation curve
  53892. * @param gradient Scalar amount to interpolate
  53893. * @returns Interpolated scalar value
  53894. */
  53895. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  53896. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  53897. };
  53898. /**
  53899. * Interpolates a scalar cubically
  53900. * @param startValue Start value of the animation curve
  53901. * @param outTangent End tangent of the animation
  53902. * @param endValue End value of the animation curve
  53903. * @param inTangent Start tangent of the animation curve
  53904. * @param gradient Scalar amount to interpolate
  53905. * @returns Interpolated scalar value
  53906. */
  53907. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53908. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53909. };
  53910. /**
  53911. * Interpolates a quaternion using a spherical linear interpolation
  53912. * @param startValue Start value of the animation curve
  53913. * @param endValue End value of the animation curve
  53914. * @param gradient Scalar amount to interpolate
  53915. * @returns Interpolated quaternion value
  53916. */
  53917. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  53918. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  53919. };
  53920. /**
  53921. * Interpolates a quaternion cubically
  53922. * @param startValue Start value of the animation curve
  53923. * @param outTangent End tangent of the animation curve
  53924. * @param endValue End value of the animation curve
  53925. * @param inTangent Start tangent of the animation curve
  53926. * @param gradient Scalar amount to interpolate
  53927. * @returns Interpolated quaternion value
  53928. */
  53929. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53930. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  53931. };
  53932. /**
  53933. * Interpolates a Vector3 linearl
  53934. * @param startValue Start value of the animation curve
  53935. * @param endValue End value of the animation curve
  53936. * @param gradient Scalar amount to interpolate
  53937. * @returns Interpolated scalar value
  53938. */
  53939. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  53940. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  53941. };
  53942. /**
  53943. * Interpolates a Vector3 cubically
  53944. * @param startValue Start value of the animation curve
  53945. * @param outTangent End tangent of the animation
  53946. * @param endValue End value of the animation curve
  53947. * @param inTangent Start tangent of the animation curve
  53948. * @param gradient Scalar amount to interpolate
  53949. * @returns InterpolatedVector3 value
  53950. */
  53951. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53952. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53953. };
  53954. /**
  53955. * Interpolates a Vector2 linearly
  53956. * @param startValue Start value of the animation curve
  53957. * @param endValue End value of the animation curve
  53958. * @param gradient Scalar amount to interpolate
  53959. * @returns Interpolated Vector2 value
  53960. */
  53961. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  53962. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  53963. };
  53964. /**
  53965. * Interpolates a Vector2 cubically
  53966. * @param startValue Start value of the animation curve
  53967. * @param outTangent End tangent of the animation
  53968. * @param endValue End value of the animation curve
  53969. * @param inTangent Start tangent of the animation curve
  53970. * @param gradient Scalar amount to interpolate
  53971. * @returns Interpolated Vector2 value
  53972. */
  53973. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53974. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53975. };
  53976. /**
  53977. * Interpolates a size linearly
  53978. * @param startValue Start value of the animation curve
  53979. * @param endValue End value of the animation curve
  53980. * @param gradient Scalar amount to interpolate
  53981. * @returns Interpolated Size value
  53982. */
  53983. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  53984. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  53985. };
  53986. /**
  53987. * Interpolates a Color3 linearly
  53988. * @param startValue Start value of the animation curve
  53989. * @param endValue End value of the animation curve
  53990. * @param gradient Scalar amount to interpolate
  53991. * @returns Interpolated Color3 value
  53992. */
  53993. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  53994. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  53995. };
  53996. /**
  53997. * @hidden Internal use only
  53998. */
  53999. Animation.prototype._getKeyValue = function (value) {
  54000. if (typeof value === "function") {
  54001. return value();
  54002. }
  54003. return value;
  54004. };
  54005. /**
  54006. * @hidden Internal use only
  54007. */
  54008. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  54009. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  54010. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  54011. }
  54012. var keys = this.getKeys();
  54013. // Try to get a hash to find the right key
  54014. 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));
  54015. if (keys[startKeyIndex].frame >= currentFrame) {
  54016. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  54017. startKeyIndex--;
  54018. }
  54019. }
  54020. for (var key = startKeyIndex; key < keys.length; key++) {
  54021. var endKey = keys[key + 1];
  54022. if (endKey.frame >= currentFrame) {
  54023. var startKey = keys[key];
  54024. var startValue = this._getKeyValue(startKey.value);
  54025. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  54026. return startValue;
  54027. }
  54028. var endValue = this._getKeyValue(endKey.value);
  54029. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  54030. var frameDelta = endKey.frame - startKey.frame;
  54031. // gradient : percent of currentFrame between the frame inf and the frame sup
  54032. var gradient = (currentFrame - startKey.frame) / frameDelta;
  54033. // check for easingFunction and correction of gradient
  54034. var easingFunction = this.getEasingFunction();
  54035. if (easingFunction != null) {
  54036. gradient = easingFunction.ease(gradient);
  54037. }
  54038. switch (this.dataType) {
  54039. // Float
  54040. case Animation.ANIMATIONTYPE_FLOAT:
  54041. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  54042. switch (loopMode) {
  54043. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54044. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54045. return floatValue;
  54046. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54047. return offsetValue * repeatCount + floatValue;
  54048. }
  54049. break;
  54050. // Quaternion
  54051. case Animation.ANIMATIONTYPE_QUATERNION:
  54052. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  54053. switch (loopMode) {
  54054. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54055. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54056. return quatValue;
  54057. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54058. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  54059. }
  54060. return quatValue;
  54061. // Vector3
  54062. case Animation.ANIMATIONTYPE_VECTOR3:
  54063. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  54064. switch (loopMode) {
  54065. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54066. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54067. return vec3Value;
  54068. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54069. return vec3Value.add(offsetValue.scale(repeatCount));
  54070. }
  54071. // Vector2
  54072. case Animation.ANIMATIONTYPE_VECTOR2:
  54073. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  54074. switch (loopMode) {
  54075. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54076. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54077. return vec2Value;
  54078. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54079. return vec2Value.add(offsetValue.scale(repeatCount));
  54080. }
  54081. // Size
  54082. case Animation.ANIMATIONTYPE_SIZE:
  54083. switch (loopMode) {
  54084. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54085. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54086. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  54087. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54088. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54089. }
  54090. // Color3
  54091. case Animation.ANIMATIONTYPE_COLOR3:
  54092. switch (loopMode) {
  54093. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54094. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54095. return this.color3InterpolateFunction(startValue, endValue, gradient);
  54096. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54097. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54098. }
  54099. // Matrix
  54100. case Animation.ANIMATIONTYPE_MATRIX:
  54101. switch (loopMode) {
  54102. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54103. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54104. if (Animation.AllowMatricesInterpolation) {
  54105. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  54106. }
  54107. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54108. return startValue;
  54109. }
  54110. default:
  54111. break;
  54112. }
  54113. break;
  54114. }
  54115. }
  54116. return this._getKeyValue(keys[keys.length - 1].value);
  54117. };
  54118. /**
  54119. * Defines the function to use to interpolate matrices
  54120. * @param startValue defines the start matrix
  54121. * @param endValue defines the end matrix
  54122. * @param gradient defines the gradient between both matrices
  54123. * @param result defines an optional target matrix where to store the interpolation
  54124. * @returns the interpolated matrix
  54125. */
  54126. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54127. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54128. if (result) {
  54129. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54130. return result;
  54131. }
  54132. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54133. }
  54134. if (result) {
  54135. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54136. return result;
  54137. }
  54138. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54139. };
  54140. /**
  54141. * Makes a copy of the animation
  54142. * @returns Cloned animation
  54143. */
  54144. Animation.prototype.clone = function () {
  54145. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54146. clone.enableBlending = this.enableBlending;
  54147. clone.blendingSpeed = this.blendingSpeed;
  54148. if (this._keys) {
  54149. clone.setKeys(this._keys);
  54150. }
  54151. if (this._ranges) {
  54152. clone._ranges = {};
  54153. for (var name in this._ranges) {
  54154. var range = this._ranges[name];
  54155. if (!range) {
  54156. continue;
  54157. }
  54158. clone._ranges[name] = range.clone();
  54159. }
  54160. }
  54161. return clone;
  54162. };
  54163. /**
  54164. * Sets the key frames of the animation
  54165. * @param values The animation key frames to set
  54166. */
  54167. Animation.prototype.setKeys = function (values) {
  54168. this._keys = values.slice(0);
  54169. };
  54170. /**
  54171. * Serializes the animation to an object
  54172. * @returns Serialized object
  54173. */
  54174. Animation.prototype.serialize = function () {
  54175. var serializationObject = {};
  54176. serializationObject.name = this.name;
  54177. serializationObject.property = this.targetProperty;
  54178. serializationObject.framePerSecond = this.framePerSecond;
  54179. serializationObject.dataType = this.dataType;
  54180. serializationObject.loopBehavior = this.loopMode;
  54181. serializationObject.enableBlending = this.enableBlending;
  54182. serializationObject.blendingSpeed = this.blendingSpeed;
  54183. var dataType = this.dataType;
  54184. serializationObject.keys = [];
  54185. var keys = this.getKeys();
  54186. for (var index = 0; index < keys.length; index++) {
  54187. var animationKey = keys[index];
  54188. var key = {};
  54189. key.frame = animationKey.frame;
  54190. switch (dataType) {
  54191. case Animation.ANIMATIONTYPE_FLOAT:
  54192. key.values = [animationKey.value];
  54193. break;
  54194. case Animation.ANIMATIONTYPE_QUATERNION:
  54195. case Animation.ANIMATIONTYPE_MATRIX:
  54196. case Animation.ANIMATIONTYPE_VECTOR3:
  54197. case Animation.ANIMATIONTYPE_COLOR3:
  54198. key.values = animationKey.value.asArray();
  54199. break;
  54200. }
  54201. serializationObject.keys.push(key);
  54202. }
  54203. serializationObject.ranges = [];
  54204. for (var name in this._ranges) {
  54205. var source = this._ranges[name];
  54206. if (!source) {
  54207. continue;
  54208. }
  54209. var range = {};
  54210. range.name = name;
  54211. range.from = source.from;
  54212. range.to = source.to;
  54213. serializationObject.ranges.push(range);
  54214. }
  54215. return serializationObject;
  54216. };
  54217. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54218. /**
  54219. * Get the float animation type
  54220. */
  54221. get: function () {
  54222. return Animation._ANIMATIONTYPE_FLOAT;
  54223. },
  54224. enumerable: true,
  54225. configurable: true
  54226. });
  54227. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54228. /**
  54229. * Get the Vector3 animation type
  54230. */
  54231. get: function () {
  54232. return Animation._ANIMATIONTYPE_VECTOR3;
  54233. },
  54234. enumerable: true,
  54235. configurable: true
  54236. });
  54237. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54238. /**
  54239. * Get the Vector2 animation type
  54240. */
  54241. get: function () {
  54242. return Animation._ANIMATIONTYPE_VECTOR2;
  54243. },
  54244. enumerable: true,
  54245. configurable: true
  54246. });
  54247. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54248. /**
  54249. * Get the Size animation type
  54250. */
  54251. get: function () {
  54252. return Animation._ANIMATIONTYPE_SIZE;
  54253. },
  54254. enumerable: true,
  54255. configurable: true
  54256. });
  54257. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54258. /**
  54259. * Get the Quaternion animation type
  54260. */
  54261. get: function () {
  54262. return Animation._ANIMATIONTYPE_QUATERNION;
  54263. },
  54264. enumerable: true,
  54265. configurable: true
  54266. });
  54267. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54268. /**
  54269. * Get the Matrix animation type
  54270. */
  54271. get: function () {
  54272. return Animation._ANIMATIONTYPE_MATRIX;
  54273. },
  54274. enumerable: true,
  54275. configurable: true
  54276. });
  54277. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54278. /**
  54279. * Get the Color3 animation type
  54280. */
  54281. get: function () {
  54282. return Animation._ANIMATIONTYPE_COLOR3;
  54283. },
  54284. enumerable: true,
  54285. configurable: true
  54286. });
  54287. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54288. /**
  54289. * Get the Relative Loop Mode
  54290. */
  54291. get: function () {
  54292. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54293. },
  54294. enumerable: true,
  54295. configurable: true
  54296. });
  54297. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54298. /**
  54299. * Get the Cycle Loop Mode
  54300. */
  54301. get: function () {
  54302. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54303. },
  54304. enumerable: true,
  54305. configurable: true
  54306. });
  54307. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54308. /**
  54309. * Get the Constant Loop Mode
  54310. */
  54311. get: function () {
  54312. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54313. },
  54314. enumerable: true,
  54315. configurable: true
  54316. });
  54317. /** @hidden */
  54318. Animation._UniversalLerp = function (left, right, amount) {
  54319. var constructor = left.constructor;
  54320. if (constructor.Lerp) { // Lerp supported
  54321. return constructor.Lerp(left, right, amount);
  54322. }
  54323. else if (constructor.Slerp) { // Slerp supported
  54324. return constructor.Slerp(left, right, amount);
  54325. }
  54326. else if (left.toFixed) { // Number
  54327. return left * (1.0 - amount) + amount * right;
  54328. }
  54329. else { // Blending not supported
  54330. return right;
  54331. }
  54332. };
  54333. /**
  54334. * Parses an animation object and creates an animation
  54335. * @param parsedAnimation Parsed animation object
  54336. * @returns Animation object
  54337. */
  54338. Animation.Parse = function (parsedAnimation) {
  54339. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54340. var dataType = parsedAnimation.dataType;
  54341. var keys = [];
  54342. var data;
  54343. var index;
  54344. if (parsedAnimation.enableBlending) {
  54345. animation.enableBlending = parsedAnimation.enableBlending;
  54346. }
  54347. if (parsedAnimation.blendingSpeed) {
  54348. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54349. }
  54350. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54351. var key = parsedAnimation.keys[index];
  54352. var inTangent;
  54353. var outTangent;
  54354. switch (dataType) {
  54355. case Animation.ANIMATIONTYPE_FLOAT:
  54356. data = key.values[0];
  54357. if (key.values.length >= 1) {
  54358. inTangent = key.values[1];
  54359. }
  54360. if (key.values.length >= 2) {
  54361. outTangent = key.values[2];
  54362. }
  54363. break;
  54364. case Animation.ANIMATIONTYPE_QUATERNION:
  54365. data = BABYLON.Quaternion.FromArray(key.values);
  54366. if (key.values.length >= 8) {
  54367. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54368. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54369. inTangent = _inTangent;
  54370. }
  54371. }
  54372. if (key.values.length >= 12) {
  54373. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54374. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54375. outTangent = _outTangent;
  54376. }
  54377. }
  54378. break;
  54379. case Animation.ANIMATIONTYPE_MATRIX:
  54380. data = BABYLON.Matrix.FromArray(key.values);
  54381. break;
  54382. case Animation.ANIMATIONTYPE_COLOR3:
  54383. data = BABYLON.Color3.FromArray(key.values);
  54384. break;
  54385. case Animation.ANIMATIONTYPE_VECTOR3:
  54386. default:
  54387. data = BABYLON.Vector3.FromArray(key.values);
  54388. break;
  54389. }
  54390. var keyData = {};
  54391. keyData.frame = key.frame;
  54392. keyData.value = data;
  54393. if (inTangent != undefined) {
  54394. keyData.inTangent = inTangent;
  54395. }
  54396. if (outTangent != undefined) {
  54397. keyData.outTangent = outTangent;
  54398. }
  54399. keys.push(keyData);
  54400. }
  54401. animation.setKeys(keys);
  54402. if (parsedAnimation.ranges) {
  54403. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54404. data = parsedAnimation.ranges[index];
  54405. animation.createRange(data.name, data.from, data.to);
  54406. }
  54407. }
  54408. return animation;
  54409. };
  54410. /**
  54411. * Appends the serialized animations from the source animations
  54412. * @param source Source containing the animations
  54413. * @param destination Target to store the animations
  54414. */
  54415. Animation.AppendSerializedAnimations = function (source, destination) {
  54416. if (source.animations) {
  54417. destination.animations = [];
  54418. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54419. var animation = source.animations[animationIndex];
  54420. destination.animations.push(animation.serialize());
  54421. }
  54422. }
  54423. };
  54424. /**
  54425. * Use matrix interpolation instead of using direct key value when animating matrices
  54426. */
  54427. Animation.AllowMatricesInterpolation = false;
  54428. /**
  54429. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54430. */
  54431. Animation.AllowMatrixDecomposeForInterpolation = true;
  54432. // Statics
  54433. /**
  54434. * Float animation type
  54435. */
  54436. Animation._ANIMATIONTYPE_FLOAT = 0;
  54437. /**
  54438. * Vector3 animation type
  54439. */
  54440. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54441. /**
  54442. * Quaternion animation type
  54443. */
  54444. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54445. /**
  54446. * Matrix animation type
  54447. */
  54448. Animation._ANIMATIONTYPE_MATRIX = 3;
  54449. /**
  54450. * Color3 animation type
  54451. */
  54452. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54453. /**
  54454. * Vector2 animation type
  54455. */
  54456. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54457. /**
  54458. * Size animation type
  54459. */
  54460. Animation._ANIMATIONTYPE_SIZE = 6;
  54461. /**
  54462. * Relative Loop Mode
  54463. */
  54464. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54465. /**
  54466. * Cycle Loop Mode
  54467. */
  54468. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54469. /**
  54470. * Constant Loop Mode
  54471. */
  54472. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54473. return Animation;
  54474. }());
  54475. BABYLON.Animation = Animation;
  54476. })(BABYLON || (BABYLON = {}));
  54477. //# sourceMappingURL=babylon.animation.js.map
  54478. var BABYLON;
  54479. (function (BABYLON) {
  54480. /**
  54481. * This class defines the direct association between an animation and a target
  54482. */
  54483. var TargetedAnimation = /** @class */ (function () {
  54484. function TargetedAnimation() {
  54485. }
  54486. return TargetedAnimation;
  54487. }());
  54488. BABYLON.TargetedAnimation = TargetedAnimation;
  54489. /**
  54490. * Use this class to create coordinated animations on multiple targets
  54491. */
  54492. var AnimationGroup = /** @class */ (function () {
  54493. /**
  54494. * Instantiates a new Animation Group.
  54495. * This helps managing several animations at once.
  54496. * @see http://doc.babylonjs.com/how_to/group
  54497. * @param name Defines the name of the group
  54498. * @param scene Defines the scene the group belongs to
  54499. */
  54500. function AnimationGroup(
  54501. /** The name of the animation group */
  54502. name, scene) {
  54503. if (scene === void 0) { scene = null; }
  54504. this.name = name;
  54505. this._targetedAnimations = new Array();
  54506. this._animatables = new Array();
  54507. this._from = Number.MAX_VALUE;
  54508. this._to = -Number.MAX_VALUE;
  54509. this._speedRatio = 1;
  54510. /**
  54511. * This observable will notify when one animation have ended.
  54512. */
  54513. this.onAnimationEndObservable = new BABYLON.Observable();
  54514. /**
  54515. * This observable will notify when all animations have ended.
  54516. */
  54517. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54518. /**
  54519. * This observable will notify when all animations have paused.
  54520. */
  54521. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54522. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54523. this._scene.animationGroups.push(this);
  54524. }
  54525. Object.defineProperty(AnimationGroup.prototype, "from", {
  54526. /**
  54527. * Gets the first frame
  54528. */
  54529. get: function () {
  54530. return this._from;
  54531. },
  54532. enumerable: true,
  54533. configurable: true
  54534. });
  54535. Object.defineProperty(AnimationGroup.prototype, "to", {
  54536. /**
  54537. * Gets the last frame
  54538. */
  54539. get: function () {
  54540. return this._to;
  54541. },
  54542. enumerable: true,
  54543. configurable: true
  54544. });
  54545. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54546. /**
  54547. * Define if the animations are started
  54548. */
  54549. get: function () {
  54550. return this._isStarted;
  54551. },
  54552. enumerable: true,
  54553. configurable: true
  54554. });
  54555. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54556. /**
  54557. * Gets or sets the speed ratio to use for all animations
  54558. */
  54559. get: function () {
  54560. return this._speedRatio;
  54561. },
  54562. /**
  54563. * Gets or sets the speed ratio to use for all animations
  54564. */
  54565. set: function (value) {
  54566. if (this._speedRatio === value) {
  54567. return;
  54568. }
  54569. this._speedRatio = value;
  54570. for (var index = 0; index < this._animatables.length; index++) {
  54571. var animatable = this._animatables[index];
  54572. animatable.speedRatio = this._speedRatio;
  54573. }
  54574. },
  54575. enumerable: true,
  54576. configurable: true
  54577. });
  54578. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54579. /**
  54580. * Gets the targeted animations for this animation group
  54581. */
  54582. get: function () {
  54583. return this._targetedAnimations;
  54584. },
  54585. enumerable: true,
  54586. configurable: true
  54587. });
  54588. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54589. /**
  54590. * returning the list of animatables controlled by this animation group.
  54591. */
  54592. get: function () {
  54593. return this._animatables;
  54594. },
  54595. enumerable: true,
  54596. configurable: true
  54597. });
  54598. /**
  54599. * Add an animation (with its target) in the group
  54600. * @param animation defines the animation we want to add
  54601. * @param target defines the target of the animation
  54602. * @returns the TargetedAnimation object
  54603. */
  54604. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54605. var targetedAnimation = {
  54606. animation: animation,
  54607. target: target
  54608. };
  54609. var keys = animation.getKeys();
  54610. if (this._from > keys[0].frame) {
  54611. this._from = keys[0].frame;
  54612. }
  54613. if (this._to < keys[keys.length - 1].frame) {
  54614. this._to = keys[keys.length - 1].frame;
  54615. }
  54616. this._targetedAnimations.push(targetedAnimation);
  54617. return targetedAnimation;
  54618. };
  54619. /**
  54620. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54621. * It can add constant keys at begin or end
  54622. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  54623. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  54624. * @returns the animation group
  54625. */
  54626. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  54627. if (beginFrame === void 0) { beginFrame = null; }
  54628. if (endFrame === void 0) { endFrame = null; }
  54629. if (beginFrame == null) {
  54630. beginFrame = this._from;
  54631. }
  54632. if (endFrame == null) {
  54633. endFrame = this._to;
  54634. }
  54635. for (var index = 0; index < this._targetedAnimations.length; index++) {
  54636. var targetedAnimation = this._targetedAnimations[index];
  54637. var keys = targetedAnimation.animation.getKeys();
  54638. var startKey = keys[0];
  54639. var endKey = keys[keys.length - 1];
  54640. if (startKey.frame > beginFrame) {
  54641. var newKey = {
  54642. frame: beginFrame,
  54643. value: startKey.value,
  54644. inTangent: startKey.inTangent,
  54645. outTangent: startKey.outTangent,
  54646. interpolation: startKey.interpolation
  54647. };
  54648. keys.splice(0, 0, newKey);
  54649. }
  54650. if (endKey.frame < endFrame) {
  54651. var newKey = {
  54652. frame: endFrame,
  54653. value: endKey.value,
  54654. inTangent: endKey.outTangent,
  54655. outTangent: endKey.outTangent,
  54656. interpolation: endKey.interpolation
  54657. };
  54658. keys.push(newKey);
  54659. }
  54660. }
  54661. this._from = beginFrame;
  54662. this._to = endFrame;
  54663. return this;
  54664. };
  54665. /**
  54666. * Start all animations on given targets
  54667. * @param loop defines if animations must loop
  54668. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  54669. * @param from defines the from key (optional)
  54670. * @param to defines the to key (optional)
  54671. * @returns the current animation group
  54672. */
  54673. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  54674. var _this = this;
  54675. if (loop === void 0) { loop = false; }
  54676. if (speedRatio === void 0) { speedRatio = 1; }
  54677. if (this._isStarted || this._targetedAnimations.length === 0) {
  54678. return this;
  54679. }
  54680. var _loop_1 = function (targetedAnimation) {
  54681. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  54682. animatable.onAnimationEnd = function () {
  54683. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  54684. _this._checkAnimationGroupEnded(animatable);
  54685. };
  54686. this_1._animatables.push(animatable);
  54687. };
  54688. var this_1 = this;
  54689. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  54690. var targetedAnimation = _a[_i];
  54691. _loop_1(targetedAnimation);
  54692. }
  54693. this._speedRatio = speedRatio;
  54694. this._isStarted = true;
  54695. return this;
  54696. };
  54697. /**
  54698. * Pause all animations
  54699. * @returns the animation group
  54700. */
  54701. AnimationGroup.prototype.pause = function () {
  54702. if (!this._isStarted) {
  54703. return this;
  54704. }
  54705. for (var index = 0; index < this._animatables.length; index++) {
  54706. var animatable = this._animatables[index];
  54707. animatable.pause();
  54708. }
  54709. this.onAnimationGroupPauseObservable.notifyObservers(this);
  54710. return this;
  54711. };
  54712. /**
  54713. * Play all animations to initial state
  54714. * This function will start() the animations if they were not started or will restart() them if they were paused
  54715. * @param loop defines if animations must loop
  54716. * @returns the animation group
  54717. */
  54718. AnimationGroup.prototype.play = function (loop) {
  54719. // only if all animatables are ready and exist
  54720. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  54721. if (loop !== undefined) {
  54722. for (var index = 0; index < this._animatables.length; index++) {
  54723. var animatable = this._animatables[index];
  54724. animatable.loopAnimation = loop;
  54725. }
  54726. }
  54727. this.restart();
  54728. }
  54729. else {
  54730. this.stop();
  54731. this.start(loop, this._speedRatio);
  54732. }
  54733. return this;
  54734. };
  54735. /**
  54736. * Reset all animations to initial state
  54737. * @returns the animation group
  54738. */
  54739. AnimationGroup.prototype.reset = function () {
  54740. if (!this._isStarted) {
  54741. return this;
  54742. }
  54743. for (var index = 0; index < this._animatables.length; index++) {
  54744. var animatable = this._animatables[index];
  54745. animatable.reset();
  54746. }
  54747. return this;
  54748. };
  54749. /**
  54750. * Restart animations from key 0
  54751. * @returns the animation group
  54752. */
  54753. AnimationGroup.prototype.restart = function () {
  54754. if (!this._isStarted) {
  54755. return this;
  54756. }
  54757. for (var index = 0; index < this._animatables.length; index++) {
  54758. var animatable = this._animatables[index];
  54759. animatable.restart();
  54760. }
  54761. return this;
  54762. };
  54763. /**
  54764. * Stop all animations
  54765. * @returns the animation group
  54766. */
  54767. AnimationGroup.prototype.stop = function () {
  54768. if (!this._isStarted) {
  54769. return this;
  54770. }
  54771. var list = this._animatables.slice();
  54772. for (var index = 0; index < list.length; index++) {
  54773. list[index].stop();
  54774. }
  54775. this._isStarted = false;
  54776. return this;
  54777. };
  54778. /**
  54779. * Set animation weight for all animatables
  54780. * @param weight defines the weight to use
  54781. * @return the animationGroup
  54782. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54783. */
  54784. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  54785. for (var index = 0; index < this._animatables.length; index++) {
  54786. var animatable = this._animatables[index];
  54787. animatable.weight = weight;
  54788. }
  54789. return this;
  54790. };
  54791. /**
  54792. * Synchronize and normalize all animatables with a source animatable
  54793. * @param root defines the root animatable to synchronize with
  54794. * @return the animationGroup
  54795. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54796. */
  54797. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  54798. for (var index = 0; index < this._animatables.length; index++) {
  54799. var animatable = this._animatables[index];
  54800. animatable.syncWith(root);
  54801. }
  54802. return this;
  54803. };
  54804. /**
  54805. * Goes to a specific frame in this animation group
  54806. * @param frame the frame number to go to
  54807. * @return the animationGroup
  54808. */
  54809. AnimationGroup.prototype.goToFrame = function (frame) {
  54810. if (!this._isStarted) {
  54811. return this;
  54812. }
  54813. for (var index = 0; index < this._animatables.length; index++) {
  54814. var animatable = this._animatables[index];
  54815. animatable.goToFrame(frame);
  54816. }
  54817. return this;
  54818. };
  54819. /**
  54820. * Dispose all associated resources
  54821. */
  54822. AnimationGroup.prototype.dispose = function () {
  54823. this._targetedAnimations = [];
  54824. this._animatables = [];
  54825. var index = this._scene.animationGroups.indexOf(this);
  54826. if (index > -1) {
  54827. this._scene.animationGroups.splice(index, 1);
  54828. }
  54829. };
  54830. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  54831. // animatable should be taken out of the array
  54832. var idx = this._animatables.indexOf(animatable);
  54833. if (idx > -1) {
  54834. this._animatables.splice(idx, 1);
  54835. }
  54836. // all animatables were removed? animation group ended!
  54837. if (this._animatables.length === 0) {
  54838. this._isStarted = false;
  54839. this.onAnimationGroupEndObservable.notifyObservers(this);
  54840. }
  54841. };
  54842. // Statics
  54843. /**
  54844. * Returns a new AnimationGroup object parsed from the source provided.
  54845. * @param parsedAnimationGroup defines the source
  54846. * @param scene defines the scene that will receive the animationGroup
  54847. * @returns a new AnimationGroup
  54848. */
  54849. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  54850. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  54851. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  54852. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  54853. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  54854. var id = targetedAnimation.targetId;
  54855. var targetNode = scene.getNodeByID(id);
  54856. if (targetNode != null) {
  54857. animationGroup.addTargetedAnimation(animation, targetNode);
  54858. }
  54859. }
  54860. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  54861. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  54862. }
  54863. return animationGroup;
  54864. };
  54865. /**
  54866. * Returns the string "AnimationGroup"
  54867. * @returns "AnimationGroup"
  54868. */
  54869. AnimationGroup.prototype.getClassName = function () {
  54870. return "AnimationGroup";
  54871. };
  54872. /**
  54873. * Creates a detailled string about the object
  54874. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  54875. * @returns a string representing the object
  54876. */
  54877. AnimationGroup.prototype.toString = function (fullDetails) {
  54878. var ret = "Name: " + this.name;
  54879. ret += ", type: " + this.getClassName();
  54880. if (fullDetails) {
  54881. ret += ", from: " + this._from;
  54882. ret += ", to: " + this._to;
  54883. ret += ", isStarted: " + this._isStarted;
  54884. ret += ", speedRatio: " + this._speedRatio;
  54885. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  54886. ret += ", animatables length: " + this._animatables;
  54887. }
  54888. return ret;
  54889. };
  54890. return AnimationGroup;
  54891. }());
  54892. BABYLON.AnimationGroup = AnimationGroup;
  54893. })(BABYLON || (BABYLON = {}));
  54894. //# sourceMappingURL=babylon.animationGroup.js.map
  54895. var BABYLON;
  54896. (function (BABYLON) {
  54897. // Static values to help the garbage collector
  54898. // Quaternion
  54899. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  54900. // Vector3
  54901. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  54902. // Vector2
  54903. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  54904. // Size
  54905. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  54906. // Color3
  54907. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  54908. /**
  54909. * Defines a runtime animation
  54910. */
  54911. var RuntimeAnimation = /** @class */ (function () {
  54912. /**
  54913. * Create a new RuntimeAnimation object
  54914. * @param target defines the target of the animation
  54915. * @param animation defines the source animation object
  54916. * @param scene defines the hosting scene
  54917. * @param host defines the initiating Animatable
  54918. */
  54919. function RuntimeAnimation(target, animation, scene, host) {
  54920. var _this = this;
  54921. this._events = new Array();
  54922. /**
  54923. * The current frame of the runtime animation
  54924. */
  54925. this._currentFrame = 0;
  54926. /**
  54927. * The original value of the runtime animation
  54928. */
  54929. this._originalValue = new Array();
  54930. /**
  54931. * The offsets cache of the runtime animation
  54932. */
  54933. this._offsetsCache = {};
  54934. /**
  54935. * The high limits cache of the runtime animation
  54936. */
  54937. this._highLimitsCache = {};
  54938. /**
  54939. * Specifies if the runtime animation has been stopped
  54940. */
  54941. this._stopped = false;
  54942. /**
  54943. * The blending factor of the runtime animation
  54944. */
  54945. this._blendingFactor = 0;
  54946. /**
  54947. * The target path of the runtime animation
  54948. */
  54949. this._targetPath = "";
  54950. /**
  54951. * The weight of the runtime animation
  54952. */
  54953. this._weight = 1.0;
  54954. /**
  54955. * The ratio offset of the runtime animation
  54956. */
  54957. this._ratioOffset = 0;
  54958. /**
  54959. * The previous delay of the runtime animation
  54960. */
  54961. this._previousDelay = 0;
  54962. /**
  54963. * The previous ratio of the runtime animation
  54964. */
  54965. this._previousRatio = 0;
  54966. this._animation = animation;
  54967. this._target = target;
  54968. this._scene = scene;
  54969. this._host = host;
  54970. animation._runtimeAnimations.push(this);
  54971. // Cloning events locally
  54972. var events = animation.getEvents();
  54973. if (events && events.length > 0) {
  54974. events.forEach(function (e) {
  54975. _this._events.push(e._clone());
  54976. });
  54977. }
  54978. }
  54979. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  54980. /**
  54981. * Gets the current frame of the runtime animation
  54982. */
  54983. get: function () {
  54984. return this._currentFrame;
  54985. },
  54986. enumerable: true,
  54987. configurable: true
  54988. });
  54989. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  54990. /**
  54991. * Gets the weight of the runtime animation
  54992. */
  54993. get: function () {
  54994. return this._weight;
  54995. },
  54996. enumerable: true,
  54997. configurable: true
  54998. });
  54999. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  55000. /**
  55001. * Gets the current value of the runtime animation
  55002. */
  55003. get: function () {
  55004. return this._currentValue;
  55005. },
  55006. enumerable: true,
  55007. configurable: true
  55008. });
  55009. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  55010. /**
  55011. * Gets the target path of the runtime animation
  55012. */
  55013. get: function () {
  55014. return this._targetPath;
  55015. },
  55016. enumerable: true,
  55017. configurable: true
  55018. });
  55019. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  55020. /**
  55021. * Gets the actual target of the runtime animation
  55022. */
  55023. get: function () {
  55024. return this._activeTarget;
  55025. },
  55026. enumerable: true,
  55027. configurable: true
  55028. });
  55029. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  55030. /**
  55031. * Gets the animation from the runtime animation
  55032. */
  55033. get: function () {
  55034. return this._animation;
  55035. },
  55036. enumerable: true,
  55037. configurable: true
  55038. });
  55039. /**
  55040. * Resets the runtime animation to the beginning
  55041. * @param restoreOriginal defines whether to restore the target property to the original value
  55042. */
  55043. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  55044. if (restoreOriginal === void 0) { restoreOriginal = false; }
  55045. if (restoreOriginal) {
  55046. if (this._target instanceof Array) {
  55047. var index = 0;
  55048. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55049. var target = _a[_i];
  55050. if (this._originalValue[index] !== undefined) {
  55051. this._setValue(target, this._originalValue[index], -1);
  55052. }
  55053. index++;
  55054. }
  55055. }
  55056. else {
  55057. if (this._originalValue[0] !== undefined) {
  55058. this._setValue(this._target, this._originalValue[0], -1);
  55059. }
  55060. }
  55061. }
  55062. this._offsetsCache = {};
  55063. this._highLimitsCache = {};
  55064. this._currentFrame = 0;
  55065. this._blendingFactor = 0;
  55066. this._originalValue = new Array();
  55067. // Events
  55068. for (var index = 0; index < this._events.length; index++) {
  55069. this._events[index].isDone = false;
  55070. }
  55071. };
  55072. /**
  55073. * Specifies if the runtime animation is stopped
  55074. * @returns Boolean specifying if the runtime animation is stopped
  55075. */
  55076. RuntimeAnimation.prototype.isStopped = function () {
  55077. return this._stopped;
  55078. };
  55079. /**
  55080. * Disposes of the runtime animation
  55081. */
  55082. RuntimeAnimation.prototype.dispose = function () {
  55083. var index = this._animation.runtimeAnimations.indexOf(this);
  55084. if (index > -1) {
  55085. this._animation.runtimeAnimations.splice(index, 1);
  55086. }
  55087. };
  55088. /**
  55089. * Interpolates the animation from the current frame
  55090. * @param currentFrame The frame to interpolate the animation to
  55091. * @param repeatCount The number of times that the animation should loop
  55092. * @param loopMode The type of looping mode to use
  55093. * @param offsetValue Animation offset value
  55094. * @param highLimitValue The high limit value
  55095. * @returns The interpolated value
  55096. */
  55097. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  55098. this._currentFrame = currentFrame;
  55099. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  55100. this._workValue = BABYLON.Matrix.Zero();
  55101. }
  55102. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  55103. };
  55104. /**
  55105. * Apply the interpolated value to the target
  55106. * @param currentValue defines the value computed by the animation
  55107. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  55108. */
  55109. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  55110. if (weight === void 0) { weight = 1.0; }
  55111. if (this._target instanceof Array) {
  55112. var index = 0;
  55113. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55114. var target = _a[_i];
  55115. this._setValue(target, currentValue, weight, index);
  55116. index++;
  55117. }
  55118. }
  55119. else {
  55120. this._setValue(this._target, currentValue, weight);
  55121. }
  55122. };
  55123. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  55124. if (targetIndex === void 0) { targetIndex = 0; }
  55125. // Set value
  55126. var path;
  55127. var destination;
  55128. var targetPropertyPath = this._animation.targetPropertyPath;
  55129. if (targetPropertyPath.length > 1) {
  55130. var property = target[targetPropertyPath[0]];
  55131. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55132. property = property[targetPropertyPath[index]];
  55133. }
  55134. path = targetPropertyPath[targetPropertyPath.length - 1];
  55135. destination = property;
  55136. }
  55137. else {
  55138. path = targetPropertyPath[0];
  55139. destination = target;
  55140. }
  55141. this._targetPath = path;
  55142. this._activeTarget = destination;
  55143. this._weight = weight;
  55144. if (this._originalValue[targetIndex] === undefined) {
  55145. var originalValue = void 0;
  55146. if (destination.getRestPose && path === "_matrix") { // For bones
  55147. originalValue = destination.getRestPose();
  55148. }
  55149. else {
  55150. originalValue = destination[path];
  55151. }
  55152. if (originalValue && originalValue.clone) {
  55153. this._originalValue[targetIndex] = originalValue.clone();
  55154. }
  55155. else {
  55156. this._originalValue[targetIndex] = originalValue;
  55157. }
  55158. }
  55159. // Blending
  55160. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55161. if (enableBlending && this._blendingFactor <= 1.0) {
  55162. if (!this._originalBlendValue) {
  55163. var originalValue = destination[path];
  55164. if (originalValue.clone) {
  55165. this._originalBlendValue = originalValue.clone();
  55166. }
  55167. else {
  55168. this._originalBlendValue = originalValue;
  55169. }
  55170. }
  55171. if (this._originalBlendValue.m) { // Matrix
  55172. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55173. if (this._currentValue) {
  55174. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55175. }
  55176. else {
  55177. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55178. }
  55179. }
  55180. else {
  55181. if (this._currentValue) {
  55182. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55183. }
  55184. else {
  55185. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55186. }
  55187. }
  55188. }
  55189. else {
  55190. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55191. }
  55192. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55193. this._blendingFactor += blendingSpeed;
  55194. }
  55195. else {
  55196. this._currentValue = currentValue;
  55197. }
  55198. if (weight !== -1.0) {
  55199. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55200. }
  55201. else {
  55202. destination[path] = this._currentValue;
  55203. }
  55204. if (target.markAsDirty) {
  55205. target.markAsDirty(this._animation.targetProperty);
  55206. }
  55207. };
  55208. /**
  55209. * Gets the loop pmode of the runtime animation
  55210. * @returns Loop Mode
  55211. */
  55212. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55213. if (this._target && this._target.animationPropertiesOverride) {
  55214. return this._target.animationPropertiesOverride.loopMode;
  55215. }
  55216. return this._animation.loopMode;
  55217. };
  55218. /**
  55219. * Move the current animation to a given frame
  55220. * @param frame defines the frame to move to
  55221. */
  55222. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55223. var keys = this._animation.getKeys();
  55224. if (frame < keys[0].frame) {
  55225. frame = keys[0].frame;
  55226. }
  55227. else if (frame > keys[keys.length - 1].frame) {
  55228. frame = keys[keys.length - 1].frame;
  55229. }
  55230. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55231. this.setValue(currentValue, -1);
  55232. };
  55233. /**
  55234. * @hidden Internal use only
  55235. */
  55236. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55237. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55238. this._ratioOffset = this._previousRatio - newRatio;
  55239. };
  55240. /**
  55241. * Execute the current animation
  55242. * @param delay defines the delay to add to the current frame
  55243. * @param from defines the lower bound of the animation range
  55244. * @param to defines the upper bound of the animation range
  55245. * @param loop defines if the current animation must loop
  55246. * @param speedRatio defines the current speed ratio
  55247. * @param weight defines the weight of the animation (default is -1 so no weight)
  55248. * @returns a boolean indicating if the animation is running
  55249. */
  55250. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  55251. if (weight === void 0) { weight = -1.0; }
  55252. var targetPropertyPath = this._animation.targetPropertyPath;
  55253. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55254. this._stopped = true;
  55255. return false;
  55256. }
  55257. var returnValue = true;
  55258. var keys = this._animation.getKeys();
  55259. // Adding a start key at frame 0 if missing
  55260. if (keys[0].frame !== 0) {
  55261. var newKey = { frame: 0, value: keys[0].value };
  55262. keys.splice(0, 0, newKey);
  55263. }
  55264. // Adding a duplicate key when there is only one key at frame zero
  55265. else if (keys.length === 1) {
  55266. var newKey = { frame: 0.001, value: keys[0].value };
  55267. keys.push(newKey);
  55268. }
  55269. // Check limits
  55270. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55271. from = keys[0].frame;
  55272. }
  55273. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55274. to = keys[keys.length - 1].frame;
  55275. }
  55276. //to and from cannot be the same key
  55277. if (from === to) {
  55278. if (from > keys[0].frame) {
  55279. from--;
  55280. }
  55281. else if (to < keys[keys.length - 1].frame) {
  55282. to++;
  55283. }
  55284. }
  55285. // Compute ratio
  55286. var range = to - from;
  55287. var offsetValue;
  55288. // ratio represents the frame delta between from and to
  55289. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55290. var highLimitValue = 0;
  55291. this._previousDelay = delay;
  55292. this._previousRatio = ratio;
  55293. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55294. returnValue = false;
  55295. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55296. }
  55297. else {
  55298. // Get max value if required
  55299. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55300. var keyOffset = to.toString() + from.toString();
  55301. if (!this._offsetsCache[keyOffset]) {
  55302. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55303. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55304. switch (this._animation.dataType) {
  55305. // Float
  55306. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55307. this._offsetsCache[keyOffset] = toValue - fromValue;
  55308. break;
  55309. // Quaternion
  55310. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55311. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55312. break;
  55313. // Vector3
  55314. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55315. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55316. // Vector2
  55317. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55318. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55319. // Size
  55320. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55321. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55322. // Color3
  55323. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55324. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55325. default:
  55326. break;
  55327. }
  55328. this._highLimitsCache[keyOffset] = toValue;
  55329. }
  55330. highLimitValue = this._highLimitsCache[keyOffset];
  55331. offsetValue = this._offsetsCache[keyOffset];
  55332. }
  55333. }
  55334. if (offsetValue === undefined) {
  55335. switch (this._animation.dataType) {
  55336. // Float
  55337. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55338. offsetValue = 0;
  55339. break;
  55340. // Quaternion
  55341. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55342. offsetValue = _staticOffsetValueQuaternion;
  55343. break;
  55344. // Vector3
  55345. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55346. offsetValue = _staticOffsetValueVector3;
  55347. break;
  55348. // Vector2
  55349. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55350. offsetValue = _staticOffsetValueVector2;
  55351. break;
  55352. // Size
  55353. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55354. offsetValue = _staticOffsetValueSize;
  55355. break;
  55356. // Color3
  55357. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55358. offsetValue = _staticOffsetValueColor3;
  55359. }
  55360. }
  55361. // Compute value
  55362. var repeatCount = (ratio / range) >> 0;
  55363. var currentFrame = returnValue ? from + ratio % range : to;
  55364. // Need to normalize?
  55365. if (this._host && this._host.syncRoot) {
  55366. var syncRoot = this._host.syncRoot;
  55367. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55368. currentFrame = from + (to - from) * hostNormalizedFrame;
  55369. }
  55370. // Reset events if looping
  55371. var events = this._events;
  55372. if (range > 0 && this.currentFrame > currentFrame ||
  55373. range < 0 && this.currentFrame < currentFrame) {
  55374. // Need to reset animation events
  55375. for (var index = 0; index < events.length; index++) {
  55376. if (!events[index].onlyOnce) {
  55377. // reset event, the animation is looping
  55378. events[index].isDone = false;
  55379. }
  55380. }
  55381. }
  55382. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55383. // Set value
  55384. this.setValue(currentValue, weight);
  55385. // Check events
  55386. for (var index = 0; index < events.length; index++) {
  55387. // Make sure current frame has passed event frame and that event frame is within the current range
  55388. // Also, handle both forward and reverse animations
  55389. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55390. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55391. var event = events[index];
  55392. if (!event.isDone) {
  55393. // If event should be done only once, remove it.
  55394. if (event.onlyOnce) {
  55395. events.splice(index, 1);
  55396. index--;
  55397. }
  55398. event.isDone = true;
  55399. event.action(currentFrame);
  55400. } // Don't do anything if the event has already be done.
  55401. }
  55402. }
  55403. if (!returnValue) {
  55404. this._stopped = true;
  55405. }
  55406. return returnValue;
  55407. };
  55408. return RuntimeAnimation;
  55409. }());
  55410. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55411. })(BABYLON || (BABYLON = {}));
  55412. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55413. var BABYLON;
  55414. (function (BABYLON) {
  55415. /**
  55416. * Class used to store an actual running animation
  55417. */
  55418. var Animatable = /** @class */ (function () {
  55419. /**
  55420. * Creates a new Animatable
  55421. * @param scene defines the hosting scene
  55422. * @param target defines the target object
  55423. * @param fromFrame defines the starting frame number (default is 0)
  55424. * @param toFrame defines the ending frame number (default is 100)
  55425. * @param loopAnimation defines if the animation must loop (default is false)
  55426. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55427. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55428. * @param animations defines a group of animation to add to the new Animatable
  55429. */
  55430. function Animatable(scene,
  55431. /** defines the target object */
  55432. target,
  55433. /** defines the starting frame number (default is 0) */
  55434. fromFrame,
  55435. /** defines the ending frame number (default is 100) */
  55436. toFrame,
  55437. /** defines if the animation must loop (default is false) */
  55438. loopAnimation, speedRatio,
  55439. /** defines a callback to call when animation ends if it is not looping */
  55440. onAnimationEnd, animations) {
  55441. if (fromFrame === void 0) { fromFrame = 0; }
  55442. if (toFrame === void 0) { toFrame = 100; }
  55443. if (loopAnimation === void 0) { loopAnimation = false; }
  55444. if (speedRatio === void 0) { speedRatio = 1.0; }
  55445. this.target = target;
  55446. this.fromFrame = fromFrame;
  55447. this.toFrame = toFrame;
  55448. this.loopAnimation = loopAnimation;
  55449. this.onAnimationEnd = onAnimationEnd;
  55450. this._localDelayOffset = null;
  55451. this._pausedDelay = null;
  55452. this._runtimeAnimations = new Array();
  55453. this._paused = false;
  55454. this._speedRatio = 1;
  55455. this._weight = -1.0;
  55456. /**
  55457. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55458. * This will only apply for non looping animation (default is true)
  55459. */
  55460. this.disposeOnEnd = true;
  55461. /**
  55462. * Gets a boolean indicating if the animation has started
  55463. */
  55464. this.animationStarted = false;
  55465. /**
  55466. * Observer raised when the animation ends
  55467. */
  55468. this.onAnimationEndObservable = new BABYLON.Observable();
  55469. this._scene = scene;
  55470. if (animations) {
  55471. this.appendAnimations(target, animations);
  55472. }
  55473. this._speedRatio = speedRatio;
  55474. scene._activeAnimatables.push(this);
  55475. }
  55476. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55477. /**
  55478. * Gets the root Animatable used to synchronize and normalize animations
  55479. */
  55480. get: function () {
  55481. return this._syncRoot;
  55482. },
  55483. enumerable: true,
  55484. configurable: true
  55485. });
  55486. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55487. /**
  55488. * Gets the current frame of the first RuntimeAnimation
  55489. * Used to synchronize Animatables
  55490. */
  55491. get: function () {
  55492. if (this._runtimeAnimations.length === 0) {
  55493. return 0;
  55494. }
  55495. return this._runtimeAnimations[0].currentFrame;
  55496. },
  55497. enumerable: true,
  55498. configurable: true
  55499. });
  55500. Object.defineProperty(Animatable.prototype, "weight", {
  55501. /**
  55502. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55503. */
  55504. get: function () {
  55505. return this._weight;
  55506. },
  55507. set: function (value) {
  55508. if (value === -1) { // -1 is ok and means no weight
  55509. this._weight = -1;
  55510. return;
  55511. }
  55512. // Else weight must be in [0, 1] range
  55513. this._weight = Math.min(Math.max(value, 0), 1.0);
  55514. },
  55515. enumerable: true,
  55516. configurable: true
  55517. });
  55518. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55519. /**
  55520. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55521. */
  55522. get: function () {
  55523. return this._speedRatio;
  55524. },
  55525. set: function (value) {
  55526. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55527. var animation = this._runtimeAnimations[index];
  55528. animation._prepareForSpeedRatioChange(value);
  55529. }
  55530. this._speedRatio = value;
  55531. },
  55532. enumerable: true,
  55533. configurable: true
  55534. });
  55535. // Methods
  55536. /**
  55537. * Synchronize and normalize current Animatable with a source Animatable
  55538. * This is useful when using animation weights and when animations are not of the same length
  55539. * @param root defines the root Animatable to synchronize with
  55540. * @returns the current Animatable
  55541. */
  55542. Animatable.prototype.syncWith = function (root) {
  55543. this._syncRoot = root;
  55544. if (root) {
  55545. // Make sure this animatable will animate after the root
  55546. var index = this._scene._activeAnimatables.indexOf(this);
  55547. if (index > -1) {
  55548. this._scene._activeAnimatables.splice(index, 1);
  55549. this._scene._activeAnimatables.push(this);
  55550. }
  55551. }
  55552. return this;
  55553. };
  55554. /**
  55555. * Gets the list of runtime animations
  55556. * @returns an array of RuntimeAnimation
  55557. */
  55558. Animatable.prototype.getAnimations = function () {
  55559. return this._runtimeAnimations;
  55560. };
  55561. /**
  55562. * Adds more animations to the current animatable
  55563. * @param target defines the target of the animations
  55564. * @param animations defines the new animations to add
  55565. */
  55566. Animatable.prototype.appendAnimations = function (target, animations) {
  55567. for (var index = 0; index < animations.length; index++) {
  55568. var animation = animations[index];
  55569. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55570. }
  55571. };
  55572. /**
  55573. * Gets the source animation for a specific property
  55574. * @param property defines the propertyu to look for
  55575. * @returns null or the source animation for the given property
  55576. */
  55577. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55578. var runtimeAnimations = this._runtimeAnimations;
  55579. for (var index = 0; index < runtimeAnimations.length; index++) {
  55580. if (runtimeAnimations[index].animation.targetProperty === property) {
  55581. return runtimeAnimations[index].animation;
  55582. }
  55583. }
  55584. return null;
  55585. };
  55586. /**
  55587. * Gets the runtime animation for a specific property
  55588. * @param property defines the propertyu to look for
  55589. * @returns null or the runtime animation for the given property
  55590. */
  55591. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55592. var runtimeAnimations = this._runtimeAnimations;
  55593. for (var index = 0; index < runtimeAnimations.length; index++) {
  55594. if (runtimeAnimations[index].animation.targetProperty === property) {
  55595. return runtimeAnimations[index];
  55596. }
  55597. }
  55598. return null;
  55599. };
  55600. /**
  55601. * Resets the animatable to its original state
  55602. */
  55603. Animatable.prototype.reset = function () {
  55604. var runtimeAnimations = this._runtimeAnimations;
  55605. for (var index = 0; index < runtimeAnimations.length; index++) {
  55606. runtimeAnimations[index].reset(true);
  55607. }
  55608. this._localDelayOffset = null;
  55609. this._pausedDelay = null;
  55610. };
  55611. /**
  55612. * Allows the animatable to blend with current running animations
  55613. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55614. * @param blendingSpeed defines the blending speed to use
  55615. */
  55616. Animatable.prototype.enableBlending = function (blendingSpeed) {
  55617. var runtimeAnimations = this._runtimeAnimations;
  55618. for (var index = 0; index < runtimeAnimations.length; index++) {
  55619. runtimeAnimations[index].animation.enableBlending = true;
  55620. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  55621. }
  55622. };
  55623. /**
  55624. * Disable animation blending
  55625. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55626. */
  55627. Animatable.prototype.disableBlending = function () {
  55628. var runtimeAnimations = this._runtimeAnimations;
  55629. for (var index = 0; index < runtimeAnimations.length; index++) {
  55630. runtimeAnimations[index].animation.enableBlending = false;
  55631. }
  55632. };
  55633. /**
  55634. * Jump directly to a given frame
  55635. * @param frame defines the frame to jump to
  55636. */
  55637. Animatable.prototype.goToFrame = function (frame) {
  55638. var runtimeAnimations = this._runtimeAnimations;
  55639. if (runtimeAnimations[0]) {
  55640. var fps = runtimeAnimations[0].animation.framePerSecond;
  55641. var currentFrame = runtimeAnimations[0].currentFrame;
  55642. var adjustTime = frame - currentFrame;
  55643. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  55644. if (this._localDelayOffset === null) {
  55645. this._localDelayOffset = 0;
  55646. }
  55647. this._localDelayOffset -= delay;
  55648. }
  55649. for (var index = 0; index < runtimeAnimations.length; index++) {
  55650. runtimeAnimations[index].goToFrame(frame);
  55651. }
  55652. };
  55653. /**
  55654. * Pause the animation
  55655. */
  55656. Animatable.prototype.pause = function () {
  55657. if (this._paused) {
  55658. return;
  55659. }
  55660. this._paused = true;
  55661. };
  55662. /**
  55663. * Restart the animation
  55664. */
  55665. Animatable.prototype.restart = function () {
  55666. this._paused = false;
  55667. };
  55668. Animatable.prototype._raiseOnAnimationEnd = function () {
  55669. if (this.onAnimationEnd) {
  55670. this.onAnimationEnd();
  55671. }
  55672. this.onAnimationEndObservable.notifyObservers(this);
  55673. };
  55674. /**
  55675. * Stop and delete the current animation
  55676. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  55677. * @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)
  55678. */
  55679. Animatable.prototype.stop = function (animationName, targetMask) {
  55680. if (animationName || targetMask) {
  55681. var idx = this._scene._activeAnimatables.indexOf(this);
  55682. if (idx > -1) {
  55683. var runtimeAnimations = this._runtimeAnimations;
  55684. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  55685. var runtimeAnimation = runtimeAnimations[index];
  55686. if (animationName && runtimeAnimation.animation.name != animationName) {
  55687. continue;
  55688. }
  55689. if (targetMask && !targetMask(runtimeAnimation.target)) {
  55690. continue;
  55691. }
  55692. runtimeAnimation.dispose();
  55693. runtimeAnimations.splice(index, 1);
  55694. }
  55695. if (runtimeAnimations.length == 0) {
  55696. this._scene._activeAnimatables.splice(idx, 1);
  55697. this._raiseOnAnimationEnd();
  55698. }
  55699. }
  55700. }
  55701. else {
  55702. var index = this._scene._activeAnimatables.indexOf(this);
  55703. if (index > -1) {
  55704. this._scene._activeAnimatables.splice(index, 1);
  55705. var runtimeAnimations = this._runtimeAnimations;
  55706. for (var index = 0; index < runtimeAnimations.length; index++) {
  55707. runtimeAnimations[index].dispose();
  55708. }
  55709. this._raiseOnAnimationEnd();
  55710. }
  55711. }
  55712. };
  55713. /**
  55714. * Wait asynchronously for the animation to end
  55715. * @returns a promise which will be fullfilled when the animation ends
  55716. */
  55717. Animatable.prototype.waitAsync = function () {
  55718. var _this = this;
  55719. return new Promise(function (resolve, reject) {
  55720. _this.onAnimationEndObservable.add(function () {
  55721. resolve(_this);
  55722. }, undefined, undefined, _this, true);
  55723. });
  55724. };
  55725. /** @hidden */
  55726. Animatable.prototype._animate = function (delay) {
  55727. if (this._paused) {
  55728. this.animationStarted = false;
  55729. if (this._pausedDelay === null) {
  55730. this._pausedDelay = delay;
  55731. }
  55732. return true;
  55733. }
  55734. if (this._localDelayOffset === null) {
  55735. this._localDelayOffset = delay;
  55736. this._pausedDelay = null;
  55737. }
  55738. else if (this._pausedDelay !== null) {
  55739. this._localDelayOffset += delay - this._pausedDelay;
  55740. this._pausedDelay = null;
  55741. }
  55742. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  55743. return true;
  55744. }
  55745. // Animating
  55746. var running = false;
  55747. var runtimeAnimations = this._runtimeAnimations;
  55748. var index;
  55749. for (index = 0; index < runtimeAnimations.length; index++) {
  55750. var animation = runtimeAnimations[index];
  55751. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  55752. running = running || isRunning;
  55753. }
  55754. this.animationStarted = running;
  55755. if (!running) {
  55756. if (this.disposeOnEnd) {
  55757. // Remove from active animatables
  55758. index = this._scene._activeAnimatables.indexOf(this);
  55759. this._scene._activeAnimatables.splice(index, 1);
  55760. // Dispose all runtime animations
  55761. for (index = 0; index < runtimeAnimations.length; index++) {
  55762. runtimeAnimations[index].dispose();
  55763. }
  55764. }
  55765. this._raiseOnAnimationEnd();
  55766. if (this.disposeOnEnd) {
  55767. this.onAnimationEnd = null;
  55768. this.onAnimationEndObservable.clear();
  55769. }
  55770. }
  55771. return running;
  55772. };
  55773. return Animatable;
  55774. }());
  55775. BABYLON.Animatable = Animatable;
  55776. })(BABYLON || (BABYLON = {}));
  55777. //# sourceMappingURL=babylon.animatable.js.map
  55778. var BABYLON;
  55779. (function (BABYLON) {
  55780. /**
  55781. * Base class used for every default easing function.
  55782. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55783. */
  55784. var EasingFunction = /** @class */ (function () {
  55785. function EasingFunction() {
  55786. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  55787. }
  55788. /**
  55789. * Sets the easing mode of the current function.
  55790. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  55791. */
  55792. EasingFunction.prototype.setEasingMode = function (easingMode) {
  55793. var n = Math.min(Math.max(easingMode, 0), 2);
  55794. this._easingMode = n;
  55795. };
  55796. /**
  55797. * Gets the current easing mode.
  55798. * @returns the easing mode
  55799. */
  55800. EasingFunction.prototype.getEasingMode = function () {
  55801. return this._easingMode;
  55802. };
  55803. /**
  55804. * @hidden
  55805. */
  55806. EasingFunction.prototype.easeInCore = function (gradient) {
  55807. throw new Error('You must implement this method');
  55808. };
  55809. /**
  55810. * Given an input gradient between 0 and 1, this returns the corrseponding value
  55811. * of the easing function.
  55812. * @param gradient Defines the value between 0 and 1 we want the easing value for
  55813. * @returns the corresponding value on the curve defined by the easing function
  55814. */
  55815. EasingFunction.prototype.ease = function (gradient) {
  55816. switch (this._easingMode) {
  55817. case EasingFunction.EASINGMODE_EASEIN:
  55818. return this.easeInCore(gradient);
  55819. case EasingFunction.EASINGMODE_EASEOUT:
  55820. return (1 - this.easeInCore(1 - gradient));
  55821. }
  55822. if (gradient >= 0.5) {
  55823. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  55824. }
  55825. return (this.easeInCore(gradient * 2) * 0.5);
  55826. };
  55827. /**
  55828. * Interpolation follows the mathematical formula associated with the easing function.
  55829. */
  55830. EasingFunction.EASINGMODE_EASEIN = 0;
  55831. /**
  55832. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  55833. */
  55834. EasingFunction.EASINGMODE_EASEOUT = 1;
  55835. /**
  55836. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  55837. */
  55838. EasingFunction.EASINGMODE_EASEINOUT = 2;
  55839. return EasingFunction;
  55840. }());
  55841. BABYLON.EasingFunction = EasingFunction;
  55842. /**
  55843. * Easing function with a circle shape (see link below).
  55844. * @see https://easings.net/#easeInCirc
  55845. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55846. */
  55847. var CircleEase = /** @class */ (function (_super) {
  55848. __extends(CircleEase, _super);
  55849. function CircleEase() {
  55850. return _super !== null && _super.apply(this, arguments) || this;
  55851. }
  55852. /** @hidden */
  55853. CircleEase.prototype.easeInCore = function (gradient) {
  55854. gradient = Math.max(0, Math.min(1, gradient));
  55855. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  55856. };
  55857. return CircleEase;
  55858. }(EasingFunction));
  55859. BABYLON.CircleEase = CircleEase;
  55860. /**
  55861. * Easing function with a ease back shape (see link below).
  55862. * @see https://easings.net/#easeInBack
  55863. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55864. */
  55865. var BackEase = /** @class */ (function (_super) {
  55866. __extends(BackEase, _super);
  55867. /**
  55868. * Instantiates a back ease easing
  55869. * @see https://easings.net/#easeInBack
  55870. * @param amplitude Defines the amplitude of the function
  55871. */
  55872. function BackEase(
  55873. /** Defines the amplitude of the function */
  55874. amplitude) {
  55875. if (amplitude === void 0) { amplitude = 1; }
  55876. var _this = _super.call(this) || this;
  55877. _this.amplitude = amplitude;
  55878. return _this;
  55879. }
  55880. /** @hidden */
  55881. BackEase.prototype.easeInCore = function (gradient) {
  55882. var num = Math.max(0, this.amplitude);
  55883. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  55884. };
  55885. return BackEase;
  55886. }(EasingFunction));
  55887. BABYLON.BackEase = BackEase;
  55888. /**
  55889. * Easing function with a bouncing shape (see link below).
  55890. * @see https://easings.net/#easeInBounce
  55891. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55892. */
  55893. var BounceEase = /** @class */ (function (_super) {
  55894. __extends(BounceEase, _super);
  55895. /**
  55896. * Instantiates a bounce easing
  55897. * @see https://easings.net/#easeInBounce
  55898. * @param bounces Defines the number of bounces
  55899. * @param bounciness Defines the amplitude of the bounce
  55900. */
  55901. function BounceEase(
  55902. /** Defines the number of bounces */
  55903. bounces,
  55904. /** Defines the amplitude of the bounce */
  55905. bounciness) {
  55906. if (bounces === void 0) { bounces = 3; }
  55907. if (bounciness === void 0) { bounciness = 2; }
  55908. var _this = _super.call(this) || this;
  55909. _this.bounces = bounces;
  55910. _this.bounciness = bounciness;
  55911. return _this;
  55912. }
  55913. /** @hidden */
  55914. BounceEase.prototype.easeInCore = function (gradient) {
  55915. var y = Math.max(0.0, this.bounces);
  55916. var bounciness = this.bounciness;
  55917. if (bounciness <= 1.0) {
  55918. bounciness = 1.001;
  55919. }
  55920. var num9 = Math.pow(bounciness, y);
  55921. var num5 = 1.0 - bounciness;
  55922. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  55923. var num15 = gradient * num4;
  55924. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  55925. var num3 = Math.floor(num65);
  55926. var num13 = num3 + 1.0;
  55927. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  55928. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  55929. var num7 = (num8 + num12) * 0.5;
  55930. var num6 = gradient - num7;
  55931. var num2 = num7 - num8;
  55932. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  55933. };
  55934. return BounceEase;
  55935. }(EasingFunction));
  55936. BABYLON.BounceEase = BounceEase;
  55937. /**
  55938. * Easing function with a power of 3 shape (see link below).
  55939. * @see https://easings.net/#easeInCubic
  55940. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55941. */
  55942. var CubicEase = /** @class */ (function (_super) {
  55943. __extends(CubicEase, _super);
  55944. function CubicEase() {
  55945. return _super !== null && _super.apply(this, arguments) || this;
  55946. }
  55947. /** @hidden */
  55948. CubicEase.prototype.easeInCore = function (gradient) {
  55949. return (gradient * gradient * gradient);
  55950. };
  55951. return CubicEase;
  55952. }(EasingFunction));
  55953. BABYLON.CubicEase = CubicEase;
  55954. /**
  55955. * Easing function with an elastic shape (see link below).
  55956. * @see https://easings.net/#easeInElastic
  55957. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55958. */
  55959. var ElasticEase = /** @class */ (function (_super) {
  55960. __extends(ElasticEase, _super);
  55961. /**
  55962. * Instantiates an elastic easing function
  55963. * @see https://easings.net/#easeInElastic
  55964. * @param oscillations Defines the number of oscillations
  55965. * @param springiness Defines the amplitude of the oscillations
  55966. */
  55967. function ElasticEase(
  55968. /** Defines the number of oscillations*/
  55969. oscillations,
  55970. /** Defines the amplitude of the oscillations*/
  55971. springiness) {
  55972. if (oscillations === void 0) { oscillations = 3; }
  55973. if (springiness === void 0) { springiness = 3; }
  55974. var _this = _super.call(this) || this;
  55975. _this.oscillations = oscillations;
  55976. _this.springiness = springiness;
  55977. return _this;
  55978. }
  55979. /** @hidden */
  55980. ElasticEase.prototype.easeInCore = function (gradient) {
  55981. var num2;
  55982. var num3 = Math.max(0.0, this.oscillations);
  55983. var num = Math.max(0.0, this.springiness);
  55984. if (num == 0) {
  55985. num2 = gradient;
  55986. }
  55987. else {
  55988. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  55989. }
  55990. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  55991. };
  55992. return ElasticEase;
  55993. }(EasingFunction));
  55994. BABYLON.ElasticEase = ElasticEase;
  55995. /**
  55996. * Easing function with an exponential shape (see link below).
  55997. * @see https://easings.net/#easeInExpo
  55998. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55999. */
  56000. var ExponentialEase = /** @class */ (function (_super) {
  56001. __extends(ExponentialEase, _super);
  56002. /**
  56003. * Instantiates an exponential easing function
  56004. * @see https://easings.net/#easeInExpo
  56005. * @param exponent Defines the exponent of the function
  56006. */
  56007. function ExponentialEase(
  56008. /** Defines the exponent of the function */
  56009. exponent) {
  56010. if (exponent === void 0) { exponent = 2; }
  56011. var _this = _super.call(this) || this;
  56012. _this.exponent = exponent;
  56013. return _this;
  56014. }
  56015. /** @hidden */
  56016. ExponentialEase.prototype.easeInCore = function (gradient) {
  56017. if (this.exponent <= 0) {
  56018. return gradient;
  56019. }
  56020. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  56021. };
  56022. return ExponentialEase;
  56023. }(EasingFunction));
  56024. BABYLON.ExponentialEase = ExponentialEase;
  56025. /**
  56026. * Easing function with a power shape (see link below).
  56027. * @see https://easings.net/#easeInQuad
  56028. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56029. */
  56030. var PowerEase = /** @class */ (function (_super) {
  56031. __extends(PowerEase, _super);
  56032. /**
  56033. * Instantiates an power base easing function
  56034. * @see https://easings.net/#easeInQuad
  56035. * @param power Defines the power of the function
  56036. */
  56037. function PowerEase(
  56038. /** Defines the power of the function */
  56039. power) {
  56040. if (power === void 0) { power = 2; }
  56041. var _this = _super.call(this) || this;
  56042. _this.power = power;
  56043. return _this;
  56044. }
  56045. /** @hidden */
  56046. PowerEase.prototype.easeInCore = function (gradient) {
  56047. var y = Math.max(0.0, this.power);
  56048. return Math.pow(gradient, y);
  56049. };
  56050. return PowerEase;
  56051. }(EasingFunction));
  56052. BABYLON.PowerEase = PowerEase;
  56053. /**
  56054. * Easing function with a power of 2 shape (see link below).
  56055. * @see https://easings.net/#easeInQuad
  56056. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56057. */
  56058. var QuadraticEase = /** @class */ (function (_super) {
  56059. __extends(QuadraticEase, _super);
  56060. function QuadraticEase() {
  56061. return _super !== null && _super.apply(this, arguments) || this;
  56062. }
  56063. /** @hidden */
  56064. QuadraticEase.prototype.easeInCore = function (gradient) {
  56065. return (gradient * gradient);
  56066. };
  56067. return QuadraticEase;
  56068. }(EasingFunction));
  56069. BABYLON.QuadraticEase = QuadraticEase;
  56070. /**
  56071. * Easing function with a power of 4 shape (see link below).
  56072. * @see https://easings.net/#easeInQuart
  56073. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56074. */
  56075. var QuarticEase = /** @class */ (function (_super) {
  56076. __extends(QuarticEase, _super);
  56077. function QuarticEase() {
  56078. return _super !== null && _super.apply(this, arguments) || this;
  56079. }
  56080. /** @hidden */
  56081. QuarticEase.prototype.easeInCore = function (gradient) {
  56082. return (gradient * gradient * gradient * gradient);
  56083. };
  56084. return QuarticEase;
  56085. }(EasingFunction));
  56086. BABYLON.QuarticEase = QuarticEase;
  56087. /**
  56088. * Easing function with a power of 5 shape (see link below).
  56089. * @see https://easings.net/#easeInQuint
  56090. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56091. */
  56092. var QuinticEase = /** @class */ (function (_super) {
  56093. __extends(QuinticEase, _super);
  56094. function QuinticEase() {
  56095. return _super !== null && _super.apply(this, arguments) || this;
  56096. }
  56097. /** @hidden */
  56098. QuinticEase.prototype.easeInCore = function (gradient) {
  56099. return (gradient * gradient * gradient * gradient * gradient);
  56100. };
  56101. return QuinticEase;
  56102. }(EasingFunction));
  56103. BABYLON.QuinticEase = QuinticEase;
  56104. /**
  56105. * Easing function with a sin shape (see link below).
  56106. * @see https://easings.net/#easeInSine
  56107. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56108. */
  56109. var SineEase = /** @class */ (function (_super) {
  56110. __extends(SineEase, _super);
  56111. function SineEase() {
  56112. return _super !== null && _super.apply(this, arguments) || this;
  56113. }
  56114. /** @hidden */
  56115. SineEase.prototype.easeInCore = function (gradient) {
  56116. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  56117. };
  56118. return SineEase;
  56119. }(EasingFunction));
  56120. BABYLON.SineEase = SineEase;
  56121. /**
  56122. * Easing function with a bezier shape (see link below).
  56123. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56124. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56125. */
  56126. var BezierCurveEase = /** @class */ (function (_super) {
  56127. __extends(BezierCurveEase, _super);
  56128. /**
  56129. * Instantiates a bezier function
  56130. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56131. * @param x1 Defines the x component of the start tangent in the bezier curve
  56132. * @param y1 Defines the y component of the start tangent in the bezier curve
  56133. * @param x2 Defines the x component of the end tangent in the bezier curve
  56134. * @param y2 Defines the y component of the end tangent in the bezier curve
  56135. */
  56136. function BezierCurveEase(
  56137. /** Defines the x component of the start tangent in the bezier curve */
  56138. x1,
  56139. /** Defines the y component of the start tangent in the bezier curve */
  56140. y1,
  56141. /** Defines the x component of the end tangent in the bezier curve */
  56142. x2,
  56143. /** Defines the y component of the end tangent in the bezier curve */
  56144. y2) {
  56145. if (x1 === void 0) { x1 = 0; }
  56146. if (y1 === void 0) { y1 = 0; }
  56147. if (x2 === void 0) { x2 = 1; }
  56148. if (y2 === void 0) { y2 = 1; }
  56149. var _this = _super.call(this) || this;
  56150. _this.x1 = x1;
  56151. _this.y1 = y1;
  56152. _this.x2 = x2;
  56153. _this.y2 = y2;
  56154. return _this;
  56155. }
  56156. /** @hidden */
  56157. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56158. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56159. };
  56160. return BezierCurveEase;
  56161. }(EasingFunction));
  56162. BABYLON.BezierCurveEase = BezierCurveEase;
  56163. })(BABYLON || (BABYLON = {}));
  56164. //# sourceMappingURL=babylon.easing.js.map
  56165. var BABYLON;
  56166. (function (BABYLON) {
  56167. /**
  56168. * A Condition applied to an Action
  56169. */
  56170. var Condition = /** @class */ (function () {
  56171. /**
  56172. * Creates a new Condition
  56173. * @param actionManager the manager of the action the condition is applied to
  56174. */
  56175. function Condition(actionManager) {
  56176. this._actionManager = actionManager;
  56177. }
  56178. /**
  56179. * Check if the current condition is valid
  56180. * @returns a boolean
  56181. */
  56182. Condition.prototype.isValid = function () {
  56183. return true;
  56184. };
  56185. /**
  56186. * Internal only
  56187. * @hidden
  56188. */
  56189. Condition.prototype._getProperty = function (propertyPath) {
  56190. return this._actionManager._getProperty(propertyPath);
  56191. };
  56192. /**
  56193. * Internal only
  56194. * @hidden
  56195. */
  56196. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56197. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56198. };
  56199. /**
  56200. * Serialize placeholder for child classes
  56201. * @returns the serialized object
  56202. */
  56203. Condition.prototype.serialize = function () {
  56204. };
  56205. /**
  56206. * Internal only
  56207. * @hidden
  56208. */
  56209. Condition.prototype._serialize = function (serializedCondition) {
  56210. return {
  56211. type: 2,
  56212. children: [],
  56213. name: serializedCondition.name,
  56214. properties: serializedCondition.properties
  56215. };
  56216. };
  56217. return Condition;
  56218. }());
  56219. BABYLON.Condition = Condition;
  56220. /**
  56221. * Defines specific conditional operators as extensions of Condition
  56222. */
  56223. var ValueCondition = /** @class */ (function (_super) {
  56224. __extends(ValueCondition, _super);
  56225. /**
  56226. * Creates a new ValueCondition
  56227. * @param actionManager manager for the action the condition applies to
  56228. * @param target for the action
  56229. * @param propertyPath path to specify the property of the target the conditional operator uses
  56230. * @param value the value compared by the conditional operator against the current value of the property
  56231. * @param operator the conditional operator, default ValueCondition.IsEqual
  56232. */
  56233. function ValueCondition(actionManager, target,
  56234. /** path to specify the property of the target the conditional operator uses */
  56235. propertyPath,
  56236. /** the value compared by the conditional operator against the current value of the property */
  56237. value,
  56238. /** the conditional operator, default ValueCondition.IsEqual */
  56239. operator) {
  56240. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56241. var _this = _super.call(this, actionManager) || this;
  56242. _this.propertyPath = propertyPath;
  56243. _this.value = value;
  56244. _this.operator = operator;
  56245. _this._target = target;
  56246. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56247. _this._property = _this._getProperty(_this.propertyPath);
  56248. return _this;
  56249. }
  56250. Object.defineProperty(ValueCondition, "IsEqual", {
  56251. /**
  56252. * returns the number for IsEqual
  56253. */
  56254. get: function () {
  56255. return ValueCondition._IsEqual;
  56256. },
  56257. enumerable: true,
  56258. configurable: true
  56259. });
  56260. Object.defineProperty(ValueCondition, "IsDifferent", {
  56261. /**
  56262. * Returns the number for IsDifferent
  56263. */
  56264. get: function () {
  56265. return ValueCondition._IsDifferent;
  56266. },
  56267. enumerable: true,
  56268. configurable: true
  56269. });
  56270. Object.defineProperty(ValueCondition, "IsGreater", {
  56271. /**
  56272. * Returns the number for IsGreater
  56273. */
  56274. get: function () {
  56275. return ValueCondition._IsGreater;
  56276. },
  56277. enumerable: true,
  56278. configurable: true
  56279. });
  56280. Object.defineProperty(ValueCondition, "IsLesser", {
  56281. /**
  56282. * Returns the number for IsLesser
  56283. */
  56284. get: function () {
  56285. return ValueCondition._IsLesser;
  56286. },
  56287. enumerable: true,
  56288. configurable: true
  56289. });
  56290. /**
  56291. * Compares the given value with the property value for the specified conditional operator
  56292. * @returns the result of the comparison
  56293. */
  56294. ValueCondition.prototype.isValid = function () {
  56295. switch (this.operator) {
  56296. case ValueCondition.IsGreater:
  56297. return this._effectiveTarget[this._property] > this.value;
  56298. case ValueCondition.IsLesser:
  56299. return this._effectiveTarget[this._property] < this.value;
  56300. case ValueCondition.IsEqual:
  56301. case ValueCondition.IsDifferent:
  56302. var check;
  56303. if (this.value.equals) {
  56304. check = this.value.equals(this._effectiveTarget[this._property]);
  56305. }
  56306. else {
  56307. check = this.value === this._effectiveTarget[this._property];
  56308. }
  56309. return this.operator === ValueCondition.IsEqual ? check : !check;
  56310. }
  56311. return false;
  56312. };
  56313. /**
  56314. * Serialize the ValueCondition into a JSON compatible object
  56315. * @returns serialization object
  56316. */
  56317. ValueCondition.prototype.serialize = function () {
  56318. return this._serialize({
  56319. name: "ValueCondition",
  56320. properties: [
  56321. BABYLON.Action._GetTargetProperty(this._target),
  56322. { name: "propertyPath", value: this.propertyPath },
  56323. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56324. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56325. ]
  56326. });
  56327. };
  56328. /**
  56329. * Gets the name of the conditional operator for the ValueCondition
  56330. * @param operator the conditional operator
  56331. * @returns the name
  56332. */
  56333. ValueCondition.GetOperatorName = function (operator) {
  56334. switch (operator) {
  56335. case ValueCondition._IsEqual: return "IsEqual";
  56336. case ValueCondition._IsDifferent: return "IsDifferent";
  56337. case ValueCondition._IsGreater: return "IsGreater";
  56338. case ValueCondition._IsLesser: return "IsLesser";
  56339. default: return "";
  56340. }
  56341. };
  56342. /**
  56343. * Internal only
  56344. * @hidden
  56345. */
  56346. ValueCondition._IsEqual = 0;
  56347. /**
  56348. * Internal only
  56349. * @hidden
  56350. */
  56351. ValueCondition._IsDifferent = 1;
  56352. /**
  56353. * Internal only
  56354. * @hidden
  56355. */
  56356. ValueCondition._IsGreater = 2;
  56357. /**
  56358. * Internal only
  56359. * @hidden
  56360. */
  56361. ValueCondition._IsLesser = 3;
  56362. return ValueCondition;
  56363. }(Condition));
  56364. BABYLON.ValueCondition = ValueCondition;
  56365. /**
  56366. * Defines a predicate condition as an extension of Condition
  56367. */
  56368. var PredicateCondition = /** @class */ (function (_super) {
  56369. __extends(PredicateCondition, _super);
  56370. /**
  56371. * Creates a new PredicateCondition
  56372. * @param actionManager manager for the action the condition applies to
  56373. * @param predicate defines the predicate function used to validate the condition
  56374. */
  56375. function PredicateCondition(actionManager,
  56376. /** defines the predicate function used to validate the condition */
  56377. predicate) {
  56378. var _this = _super.call(this, actionManager) || this;
  56379. _this.predicate = predicate;
  56380. return _this;
  56381. }
  56382. /**
  56383. * @returns the validity of the predicate condition
  56384. */
  56385. PredicateCondition.prototype.isValid = function () {
  56386. return this.predicate();
  56387. };
  56388. return PredicateCondition;
  56389. }(Condition));
  56390. BABYLON.PredicateCondition = PredicateCondition;
  56391. /**
  56392. * Defines a state condition as an extension of Condition
  56393. */
  56394. var StateCondition = /** @class */ (function (_super) {
  56395. __extends(StateCondition, _super);
  56396. /**
  56397. * Creates a new StateCondition
  56398. * @param actionManager manager for the action the condition applies to
  56399. * @param target of the condition
  56400. * @param value to compare with target state
  56401. */
  56402. function StateCondition(actionManager, target,
  56403. /** Value to compare with target state */
  56404. value) {
  56405. var _this = _super.call(this, actionManager) || this;
  56406. _this.value = value;
  56407. _this._target = target;
  56408. return _this;
  56409. }
  56410. /**
  56411. * Gets a boolean indicating if the current condition is met
  56412. * @returns the validity of the state
  56413. */
  56414. StateCondition.prototype.isValid = function () {
  56415. return this._target.state === this.value;
  56416. };
  56417. /**
  56418. * Serialize the StateCondition into a JSON compatible object
  56419. * @returns serialization object
  56420. */
  56421. StateCondition.prototype.serialize = function () {
  56422. return this._serialize({
  56423. name: "StateCondition",
  56424. properties: [
  56425. BABYLON.Action._GetTargetProperty(this._target),
  56426. { name: "value", value: this.value }
  56427. ]
  56428. });
  56429. };
  56430. return StateCondition;
  56431. }(Condition));
  56432. BABYLON.StateCondition = StateCondition;
  56433. })(BABYLON || (BABYLON = {}));
  56434. //# sourceMappingURL=babylon.condition.js.map
  56435. var BABYLON;
  56436. (function (BABYLON) {
  56437. /**
  56438. * The action to be carried out following a trigger
  56439. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56440. */
  56441. var Action = /** @class */ (function () {
  56442. /**
  56443. * Creates a new Action
  56444. * @param triggerOptions the trigger, with or without parameters, for the action
  56445. * @param condition an optional determinant of action
  56446. */
  56447. function Action(
  56448. /** the trigger, with or without parameters, for the action */
  56449. triggerOptions, condition) {
  56450. this.triggerOptions = triggerOptions;
  56451. /**
  56452. * An event triggered prior to action being executed.
  56453. */
  56454. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56455. if (triggerOptions.parameter) {
  56456. this.trigger = triggerOptions.trigger;
  56457. this._triggerParameter = triggerOptions.parameter;
  56458. }
  56459. else if (triggerOptions.trigger) {
  56460. this.trigger = triggerOptions.trigger;
  56461. }
  56462. else {
  56463. this.trigger = triggerOptions;
  56464. }
  56465. this._nextActiveAction = this;
  56466. this._condition = condition;
  56467. }
  56468. /**
  56469. * Internal only
  56470. * @hidden
  56471. */
  56472. Action.prototype._prepare = function () {
  56473. };
  56474. /**
  56475. * Gets the trigger parameters
  56476. * @returns the trigger parameters
  56477. */
  56478. Action.prototype.getTriggerParameter = function () {
  56479. return this._triggerParameter;
  56480. };
  56481. /**
  56482. * Internal only - executes current action event
  56483. * @hidden
  56484. */
  56485. Action.prototype._executeCurrent = function (evt) {
  56486. if (this._nextActiveAction._condition) {
  56487. var condition = this._nextActiveAction._condition;
  56488. var currentRenderId = this._actionManager.getScene().getRenderId();
  56489. // We cache the current evaluation for the current frame
  56490. if (condition._evaluationId === currentRenderId) {
  56491. if (!condition._currentResult) {
  56492. return;
  56493. }
  56494. }
  56495. else {
  56496. condition._evaluationId = currentRenderId;
  56497. if (!condition.isValid()) {
  56498. condition._currentResult = false;
  56499. return;
  56500. }
  56501. condition._currentResult = true;
  56502. }
  56503. }
  56504. this.onBeforeExecuteObservable.notifyObservers(this);
  56505. this._nextActiveAction.execute(evt);
  56506. this.skipToNextActiveAction();
  56507. };
  56508. /**
  56509. * Execute placeholder for child classes
  56510. * @param evt optional action event
  56511. */
  56512. Action.prototype.execute = function (evt) {
  56513. };
  56514. /**
  56515. * Skips to next active action
  56516. */
  56517. Action.prototype.skipToNextActiveAction = function () {
  56518. if (this._nextActiveAction._child) {
  56519. if (!this._nextActiveAction._child._actionManager) {
  56520. this._nextActiveAction._child._actionManager = this._actionManager;
  56521. }
  56522. this._nextActiveAction = this._nextActiveAction._child;
  56523. }
  56524. else {
  56525. this._nextActiveAction = this;
  56526. }
  56527. };
  56528. /**
  56529. * Adds action to chain of actions, may be a DoNothingAction
  56530. * @param action defines the next action to execute
  56531. * @returns The action passed in
  56532. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56533. */
  56534. Action.prototype.then = function (action) {
  56535. this._child = action;
  56536. action._actionManager = this._actionManager;
  56537. action._prepare();
  56538. return action;
  56539. };
  56540. /**
  56541. * Internal only
  56542. * @hidden
  56543. */
  56544. Action.prototype._getProperty = function (propertyPath) {
  56545. return this._actionManager._getProperty(propertyPath);
  56546. };
  56547. /**
  56548. * Internal only
  56549. * @hidden
  56550. */
  56551. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56552. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56553. };
  56554. /**
  56555. * Serialize placeholder for child classes
  56556. * @param parent of child
  56557. * @returns the serialized object
  56558. */
  56559. Action.prototype.serialize = function (parent) {
  56560. };
  56561. /**
  56562. * Internal only called by serialize
  56563. * @hidden
  56564. */
  56565. Action.prototype._serialize = function (serializedAction, parent) {
  56566. var serializationObject = {
  56567. type: 1,
  56568. children: [],
  56569. name: serializedAction.name,
  56570. properties: serializedAction.properties || []
  56571. };
  56572. // Serialize child
  56573. if (this._child) {
  56574. this._child.serialize(serializationObject);
  56575. }
  56576. // Check if "this" has a condition
  56577. if (this._condition) {
  56578. var serializedCondition = this._condition.serialize();
  56579. serializedCondition.children.push(serializationObject);
  56580. if (parent) {
  56581. parent.children.push(serializedCondition);
  56582. }
  56583. return serializedCondition;
  56584. }
  56585. if (parent) {
  56586. parent.children.push(serializationObject);
  56587. }
  56588. return serializationObject;
  56589. };
  56590. /**
  56591. * Internal only
  56592. * @hidden
  56593. */
  56594. Action._SerializeValueAsString = function (value) {
  56595. if (typeof value === "number") {
  56596. return value.toString();
  56597. }
  56598. if (typeof value === "boolean") {
  56599. return value ? "true" : "false";
  56600. }
  56601. if (value instanceof BABYLON.Vector2) {
  56602. return value.x + ", " + value.y;
  56603. }
  56604. if (value instanceof BABYLON.Vector3) {
  56605. return value.x + ", " + value.y + ", " + value.z;
  56606. }
  56607. if (value instanceof BABYLON.Color3) {
  56608. return value.r + ", " + value.g + ", " + value.b;
  56609. }
  56610. if (value instanceof BABYLON.Color4) {
  56611. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  56612. }
  56613. return value; // string
  56614. };
  56615. /**
  56616. * Internal only
  56617. * @hidden
  56618. */
  56619. Action._GetTargetProperty = function (target) {
  56620. return {
  56621. name: "target",
  56622. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  56623. : target instanceof BABYLON.Light ? "LightProperties"
  56624. : target instanceof BABYLON.Camera ? "CameraProperties"
  56625. : "SceneProperties",
  56626. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  56627. };
  56628. };
  56629. return Action;
  56630. }());
  56631. BABYLON.Action = Action;
  56632. })(BABYLON || (BABYLON = {}));
  56633. //# sourceMappingURL=babylon.action.js.map
  56634. var BABYLON;
  56635. (function (BABYLON) {
  56636. /**
  56637. * ActionEvent is the event being sent when an action is triggered.
  56638. */
  56639. var ActionEvent = /** @class */ (function () {
  56640. /**
  56641. * Creates a new ActionEvent
  56642. * @param source The mesh or sprite that triggered the action
  56643. * @param pointerX The X mouse cursor position at the time of the event
  56644. * @param pointerY The Y mouse cursor position at the time of the event
  56645. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  56646. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  56647. * @param additionalData additional data for the event
  56648. */
  56649. function ActionEvent(
  56650. /** The mesh or sprite that triggered the action */
  56651. source,
  56652. /** The X mouse cursor position at the time of the event */
  56653. pointerX,
  56654. /** The Y mouse cursor position at the time of the event */
  56655. pointerY,
  56656. /** The mesh that is currently pointed at (can be null) */
  56657. meshUnderPointer,
  56658. /** the original (browser) event that triggered the ActionEvent */
  56659. sourceEvent,
  56660. /** additional data for the event */
  56661. additionalData) {
  56662. this.source = source;
  56663. this.pointerX = pointerX;
  56664. this.pointerY = pointerY;
  56665. this.meshUnderPointer = meshUnderPointer;
  56666. this.sourceEvent = sourceEvent;
  56667. this.additionalData = additionalData;
  56668. }
  56669. /**
  56670. * Helper function to auto-create an ActionEvent from a source mesh.
  56671. * @param source The source mesh that triggered the event
  56672. * @param evt The original (browser) event
  56673. * @param additionalData additional data for the event
  56674. * @returns the new ActionEvent
  56675. */
  56676. ActionEvent.CreateNew = function (source, evt, additionalData) {
  56677. var scene = source.getScene();
  56678. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56679. };
  56680. /**
  56681. * Helper function to auto-create an ActionEvent from a source sprite
  56682. * @param source The source sprite that triggered the event
  56683. * @param scene Scene associated with the sprite
  56684. * @param evt The original (browser) event
  56685. * @param additionalData additional data for the event
  56686. * @returns the new ActionEvent
  56687. */
  56688. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  56689. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56690. };
  56691. /**
  56692. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  56693. * @param scene the scene where the event occurred
  56694. * @param evt The original (browser) event
  56695. * @returns the new ActionEvent
  56696. */
  56697. ActionEvent.CreateNewFromScene = function (scene, evt) {
  56698. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  56699. };
  56700. /**
  56701. * Helper function to auto-create an ActionEvent from a primitive
  56702. * @param prim defines the target primitive
  56703. * @param pointerPos defines the pointer position
  56704. * @param evt The original (browser) event
  56705. * @param additionalData additional data for the event
  56706. * @returns the new ActionEvent
  56707. */
  56708. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  56709. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  56710. };
  56711. return ActionEvent;
  56712. }());
  56713. BABYLON.ActionEvent = ActionEvent;
  56714. /**
  56715. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  56716. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  56717. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  56718. */
  56719. var ActionManager = /** @class */ (function () {
  56720. /**
  56721. * Creates a new action manager
  56722. * @param scene defines the hosting scene
  56723. */
  56724. function ActionManager(scene) {
  56725. // Members
  56726. /** Gets the list of actions */
  56727. this.actions = new Array();
  56728. /** Gets the cursor to use when hovering items */
  56729. this.hoverCursor = '';
  56730. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  56731. scene.actionManagers.push(this);
  56732. }
  56733. // Methods
  56734. /**
  56735. * Releases all associated resources
  56736. */
  56737. ActionManager.prototype.dispose = function () {
  56738. var index = this._scene.actionManagers.indexOf(this);
  56739. for (var i = 0; i < this.actions.length; i++) {
  56740. var action = this.actions[i];
  56741. ActionManager.Triggers[action.trigger]--;
  56742. if (ActionManager.Triggers[action.trigger] === 0) {
  56743. delete ActionManager.Triggers[action.trigger];
  56744. }
  56745. }
  56746. if (index > -1) {
  56747. this._scene.actionManagers.splice(index, 1);
  56748. }
  56749. };
  56750. /**
  56751. * Gets hosting scene
  56752. * @returns the hosting scene
  56753. */
  56754. ActionManager.prototype.getScene = function () {
  56755. return this._scene;
  56756. };
  56757. /**
  56758. * Does this action manager handles actions of any of the given triggers
  56759. * @param triggers defines the triggers to be tested
  56760. * @return a boolean indicating whether one (or more) of the triggers is handled
  56761. */
  56762. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  56763. for (var index = 0; index < this.actions.length; index++) {
  56764. var action = this.actions[index];
  56765. if (triggers.indexOf(action.trigger) > -1) {
  56766. return true;
  56767. }
  56768. }
  56769. return false;
  56770. };
  56771. /**
  56772. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  56773. * speed.
  56774. * @param triggerA defines the trigger to be tested
  56775. * @param triggerB defines the trigger to be tested
  56776. * @return a boolean indicating whether one (or more) of the triggers is handled
  56777. */
  56778. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  56779. for (var index = 0; index < this.actions.length; index++) {
  56780. var action = this.actions[index];
  56781. if (triggerA == action.trigger || triggerB == action.trigger) {
  56782. return true;
  56783. }
  56784. }
  56785. return false;
  56786. };
  56787. /**
  56788. * Does this action manager handles actions of a given trigger
  56789. * @param trigger defines the trigger to be tested
  56790. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  56791. * @return whether the trigger is handled
  56792. */
  56793. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  56794. for (var index = 0; index < this.actions.length; index++) {
  56795. var action = this.actions[index];
  56796. if (action.trigger === trigger) {
  56797. if (parameterPredicate) {
  56798. if (parameterPredicate(action.getTriggerParameter())) {
  56799. return true;
  56800. }
  56801. }
  56802. else {
  56803. return true;
  56804. }
  56805. }
  56806. }
  56807. return false;
  56808. };
  56809. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  56810. /**
  56811. * Does this action manager has pointer triggers
  56812. */
  56813. get: function () {
  56814. for (var index = 0; index < this.actions.length; index++) {
  56815. var action = this.actions[index];
  56816. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  56817. return true;
  56818. }
  56819. }
  56820. return false;
  56821. },
  56822. enumerable: true,
  56823. configurable: true
  56824. });
  56825. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  56826. /**
  56827. * Does this action manager has pick triggers
  56828. */
  56829. get: function () {
  56830. for (var index = 0; index < this.actions.length; index++) {
  56831. var action = this.actions[index];
  56832. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  56833. return true;
  56834. }
  56835. }
  56836. return false;
  56837. },
  56838. enumerable: true,
  56839. configurable: true
  56840. });
  56841. Object.defineProperty(ActionManager, "HasTriggers", {
  56842. /**
  56843. * Does exist one action manager with at least one trigger
  56844. **/
  56845. get: function () {
  56846. for (var t in ActionManager.Triggers) {
  56847. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56848. return true;
  56849. }
  56850. }
  56851. return false;
  56852. },
  56853. enumerable: true,
  56854. configurable: true
  56855. });
  56856. Object.defineProperty(ActionManager, "HasPickTriggers", {
  56857. /**
  56858. * Does exist one action manager with at least one pick trigger
  56859. **/
  56860. get: function () {
  56861. for (var t in ActionManager.Triggers) {
  56862. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56863. var t_int = parseInt(t);
  56864. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  56865. return true;
  56866. }
  56867. }
  56868. }
  56869. return false;
  56870. },
  56871. enumerable: true,
  56872. configurable: true
  56873. });
  56874. /**
  56875. * Does exist one action manager that handles actions of a given trigger
  56876. * @param trigger defines the trigger to be tested
  56877. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  56878. **/
  56879. ActionManager.HasSpecificTrigger = function (trigger) {
  56880. for (var t in ActionManager.Triggers) {
  56881. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56882. var t_int = parseInt(t);
  56883. if (t_int === trigger) {
  56884. return true;
  56885. }
  56886. }
  56887. }
  56888. return false;
  56889. };
  56890. /**
  56891. * Registers an action to this action manager
  56892. * @param action defines the action to be registered
  56893. * @return the action amended (prepared) after registration
  56894. */
  56895. ActionManager.prototype.registerAction = function (action) {
  56896. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  56897. if (this.getScene().actionManager !== this) {
  56898. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  56899. return null;
  56900. }
  56901. }
  56902. this.actions.push(action);
  56903. if (ActionManager.Triggers[action.trigger]) {
  56904. ActionManager.Triggers[action.trigger]++;
  56905. }
  56906. else {
  56907. ActionManager.Triggers[action.trigger] = 1;
  56908. }
  56909. action._actionManager = this;
  56910. action._prepare();
  56911. return action;
  56912. };
  56913. /**
  56914. * Unregisters an action to this action manager
  56915. * @param action defines the action to be unregistered
  56916. * @return a boolean indicating whether the action has been unregistered
  56917. */
  56918. ActionManager.prototype.unregisterAction = function (action) {
  56919. var index = this.actions.indexOf(action);
  56920. if (index !== -1) {
  56921. this.actions.splice(index, 1);
  56922. ActionManager.Triggers[action.trigger] -= 1;
  56923. if (ActionManager.Triggers[action.trigger] === 0) {
  56924. delete ActionManager.Triggers[action.trigger];
  56925. }
  56926. delete action._actionManager;
  56927. return true;
  56928. }
  56929. return false;
  56930. };
  56931. /**
  56932. * Process a specific trigger
  56933. * @param trigger defines the trigger to process
  56934. * @param evt defines the event details to be processed
  56935. */
  56936. ActionManager.prototype.processTrigger = function (trigger, evt) {
  56937. for (var index = 0; index < this.actions.length; index++) {
  56938. var action = this.actions[index];
  56939. if (action.trigger === trigger) {
  56940. if (evt) {
  56941. if (trigger === ActionManager.OnKeyUpTrigger
  56942. || trigger === ActionManager.OnKeyDownTrigger) {
  56943. var parameter = action.getTriggerParameter();
  56944. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  56945. if (!parameter.toLowerCase) {
  56946. continue;
  56947. }
  56948. var lowerCase = parameter.toLowerCase();
  56949. if (lowerCase !== evt.sourceEvent.key) {
  56950. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  56951. var actualkey = String.fromCharCode(unicode).toLowerCase();
  56952. if (actualkey !== lowerCase) {
  56953. continue;
  56954. }
  56955. }
  56956. }
  56957. }
  56958. }
  56959. action._executeCurrent(evt);
  56960. }
  56961. }
  56962. };
  56963. /** @hidden */
  56964. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  56965. var properties = propertyPath.split(".");
  56966. for (var index = 0; index < properties.length - 1; index++) {
  56967. target = target[properties[index]];
  56968. }
  56969. return target;
  56970. };
  56971. /** @hidden */
  56972. ActionManager.prototype._getProperty = function (propertyPath) {
  56973. var properties = propertyPath.split(".");
  56974. return properties[properties.length - 1];
  56975. };
  56976. /**
  56977. * Serialize this manager to a JSON object
  56978. * @param name defines the property name to store this manager
  56979. * @returns a JSON representation of this manager
  56980. */
  56981. ActionManager.prototype.serialize = function (name) {
  56982. var root = {
  56983. children: new Array(),
  56984. name: name,
  56985. type: 3,
  56986. properties: new Array() // Empty for root but required
  56987. };
  56988. for (var i = 0; i < this.actions.length; i++) {
  56989. var triggerObject = {
  56990. type: 0,
  56991. children: new Array(),
  56992. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  56993. properties: new Array()
  56994. };
  56995. var triggerOptions = this.actions[i].triggerOptions;
  56996. if (triggerOptions && typeof triggerOptions !== "number") {
  56997. if (triggerOptions.parameter instanceof BABYLON.Node) {
  56998. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  56999. }
  57000. else {
  57001. var parameter = {};
  57002. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  57003. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  57004. parameter._meshId = triggerOptions.parameter.mesh.id;
  57005. }
  57006. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  57007. }
  57008. }
  57009. // Serialize child action, recursively
  57010. this.actions[i].serialize(triggerObject);
  57011. // Add serialized trigger
  57012. root.children.push(triggerObject);
  57013. }
  57014. return root;
  57015. };
  57016. /**
  57017. * Creates a new ActionManager from a JSON data
  57018. * @param parsedActions defines the JSON data to read from
  57019. * @param object defines the hosting mesh
  57020. * @param scene defines the hosting scene
  57021. */
  57022. ActionManager.Parse = function (parsedActions, object, scene) {
  57023. var actionManager = new ActionManager(scene);
  57024. if (object === null) {
  57025. scene.actionManager = actionManager;
  57026. }
  57027. else {
  57028. object.actionManager = actionManager;
  57029. }
  57030. // instanciate a new object
  57031. var instanciate = function (name, params) {
  57032. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  57033. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  57034. newInstance.constructor.apply(newInstance, params);
  57035. return newInstance;
  57036. };
  57037. var parseParameter = function (name, value, target, propertyPath) {
  57038. if (propertyPath === null) {
  57039. // String, boolean or float
  57040. var floatValue = parseFloat(value);
  57041. if (value === "true" || value === "false") {
  57042. return value === "true";
  57043. }
  57044. else {
  57045. return isNaN(floatValue) ? value : floatValue;
  57046. }
  57047. }
  57048. var effectiveTarget = propertyPath.split(".");
  57049. var values = value.split(",");
  57050. // Get effective Target
  57051. for (var i = 0; i < effectiveTarget.length; i++) {
  57052. target = target[effectiveTarget[i]];
  57053. }
  57054. // Return appropriate value with its type
  57055. if (typeof (target) === "boolean") {
  57056. return values[0] === "true";
  57057. }
  57058. if (typeof (target) === "string") {
  57059. return values[0];
  57060. }
  57061. // Parameters with multiple values such as Vector3 etc.
  57062. var split = new Array();
  57063. for (var i = 0; i < values.length; i++) {
  57064. split.push(parseFloat(values[i]));
  57065. }
  57066. if (target instanceof BABYLON.Vector3) {
  57067. return BABYLON.Vector3.FromArray(split);
  57068. }
  57069. if (target instanceof BABYLON.Vector4) {
  57070. return BABYLON.Vector4.FromArray(split);
  57071. }
  57072. if (target instanceof BABYLON.Color3) {
  57073. return BABYLON.Color3.FromArray(split);
  57074. }
  57075. if (target instanceof BABYLON.Color4) {
  57076. return BABYLON.Color4.FromArray(split);
  57077. }
  57078. return parseFloat(values[0]);
  57079. };
  57080. // traverse graph per trigger
  57081. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  57082. if (combineArray === void 0) { combineArray = null; }
  57083. if (parsedAction.detached) {
  57084. return;
  57085. }
  57086. var parameters = new Array();
  57087. var target = null;
  57088. var propertyPath = null;
  57089. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  57090. // Parameters
  57091. if (parsedAction.type === 2) {
  57092. parameters.push(actionManager);
  57093. }
  57094. else {
  57095. parameters.push(trigger);
  57096. }
  57097. if (combine) {
  57098. var actions = new Array();
  57099. for (var j = 0; j < parsedAction.combine.length; j++) {
  57100. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  57101. }
  57102. parameters.push(actions);
  57103. }
  57104. else {
  57105. for (var i = 0; i < parsedAction.properties.length; i++) {
  57106. var value = parsedAction.properties[i].value;
  57107. var name = parsedAction.properties[i].name;
  57108. var targetType = parsedAction.properties[i].targetType;
  57109. if (name === "target") {
  57110. if (targetType !== null && targetType === "SceneProperties") {
  57111. value = target = scene;
  57112. }
  57113. else {
  57114. value = target = scene.getNodeByName(value);
  57115. }
  57116. }
  57117. else if (name === "parent") {
  57118. value = scene.getNodeByName(value);
  57119. }
  57120. else if (name === "sound") {
  57121. // Can not externalize to component, so only checks for the presence off the API.
  57122. if (scene.getSoundByName) {
  57123. value = scene.getSoundByName(value);
  57124. }
  57125. }
  57126. else if (name !== "propertyPath") {
  57127. if (parsedAction.type === 2 && name === "operator") {
  57128. value = BABYLON.ValueCondition[value];
  57129. }
  57130. else {
  57131. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57132. }
  57133. }
  57134. else {
  57135. propertyPath = value;
  57136. }
  57137. parameters.push(value);
  57138. }
  57139. }
  57140. if (combineArray === null) {
  57141. parameters.push(condition);
  57142. }
  57143. else {
  57144. parameters.push(null);
  57145. }
  57146. // If interpolate value action
  57147. if (parsedAction.name === "InterpolateValueAction") {
  57148. var param = parameters[parameters.length - 2];
  57149. parameters[parameters.length - 1] = param;
  57150. parameters[parameters.length - 2] = condition;
  57151. }
  57152. // Action or condition(s) and not CombineAction
  57153. var newAction = instanciate(parsedAction.name, parameters);
  57154. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57155. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57156. if (action) {
  57157. action.then(nothing);
  57158. }
  57159. else {
  57160. actionManager.registerAction(nothing);
  57161. }
  57162. action = nothing;
  57163. }
  57164. if (combineArray === null) {
  57165. if (newAction instanceof BABYLON.Condition) {
  57166. condition = newAction;
  57167. newAction = action;
  57168. }
  57169. else {
  57170. condition = null;
  57171. if (action) {
  57172. action.then(newAction);
  57173. }
  57174. else {
  57175. actionManager.registerAction(newAction);
  57176. }
  57177. }
  57178. }
  57179. else {
  57180. combineArray.push(newAction);
  57181. }
  57182. for (var i = 0; i < parsedAction.children.length; i++) {
  57183. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57184. }
  57185. };
  57186. // triggers
  57187. for (var i = 0; i < parsedActions.children.length; i++) {
  57188. var triggerParams;
  57189. var trigger = parsedActions.children[i];
  57190. if (trigger.properties.length > 0) {
  57191. var param = trigger.properties[0].value;
  57192. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57193. if (value._meshId) {
  57194. value.mesh = scene.getMeshByID(value._meshId);
  57195. }
  57196. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57197. }
  57198. else {
  57199. triggerParams = ActionManager[trigger.name];
  57200. }
  57201. for (var j = 0; j < trigger.children.length; j++) {
  57202. if (!trigger.detached) {
  57203. traverse(trigger.children[j], triggerParams, null, null);
  57204. }
  57205. }
  57206. }
  57207. };
  57208. /**
  57209. * Get a trigger name by index
  57210. * @param trigger defines the trigger index
  57211. * @returns a trigger name
  57212. */
  57213. ActionManager.GetTriggerName = function (trigger) {
  57214. switch (trigger) {
  57215. case 0: return "NothingTrigger";
  57216. case 1: return "OnPickTrigger";
  57217. case 2: return "OnLeftPickTrigger";
  57218. case 3: return "OnRightPickTrigger";
  57219. case 4: return "OnCenterPickTrigger";
  57220. case 5: return "OnPickDownTrigger";
  57221. case 6: return "OnPickUpTrigger";
  57222. case 7: return "OnLongPressTrigger";
  57223. case 8: return "OnPointerOverTrigger";
  57224. case 9: return "OnPointerOutTrigger";
  57225. case 10: return "OnEveryFrameTrigger";
  57226. case 11: return "OnIntersectionEnterTrigger";
  57227. case 12: return "OnIntersectionExitTrigger";
  57228. case 13: return "OnKeyDownTrigger";
  57229. case 14: return "OnKeyUpTrigger";
  57230. case 15: return "OnPickOutTrigger";
  57231. default: return "";
  57232. }
  57233. };
  57234. /**
  57235. * Nothing
  57236. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57237. */
  57238. ActionManager.NothingTrigger = 0;
  57239. /**
  57240. * On pick
  57241. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57242. */
  57243. ActionManager.OnPickTrigger = 1;
  57244. /**
  57245. * On left pick
  57246. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57247. */
  57248. ActionManager.OnLeftPickTrigger = 2;
  57249. /**
  57250. * On right pick
  57251. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57252. */
  57253. ActionManager.OnRightPickTrigger = 3;
  57254. /**
  57255. * On center pick
  57256. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57257. */
  57258. ActionManager.OnCenterPickTrigger = 4;
  57259. /**
  57260. * On pick down
  57261. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57262. */
  57263. ActionManager.OnPickDownTrigger = 5;
  57264. /**
  57265. * On double pick
  57266. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57267. */
  57268. ActionManager.OnDoublePickTrigger = 6;
  57269. /**
  57270. * On pick up
  57271. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57272. */
  57273. ActionManager.OnPickUpTrigger = 7;
  57274. /**
  57275. * On pick out.
  57276. * This trigger will only be raised if you also declared a OnPickDown
  57277. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57278. */
  57279. ActionManager.OnPickOutTrigger = 16;
  57280. /**
  57281. * On long press
  57282. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57283. */
  57284. ActionManager.OnLongPressTrigger = 8;
  57285. /**
  57286. * On pointer over
  57287. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57288. */
  57289. ActionManager.OnPointerOverTrigger = 9;
  57290. /**
  57291. * On pointer out
  57292. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57293. */
  57294. ActionManager.OnPointerOutTrigger = 10;
  57295. /**
  57296. * On every frame
  57297. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57298. */
  57299. ActionManager.OnEveryFrameTrigger = 11;
  57300. /**
  57301. * On intersection enter
  57302. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57303. */
  57304. ActionManager.OnIntersectionEnterTrigger = 12;
  57305. /**
  57306. * On intersection exit
  57307. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57308. */
  57309. ActionManager.OnIntersectionExitTrigger = 13;
  57310. /**
  57311. * On key down
  57312. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57313. */
  57314. ActionManager.OnKeyDownTrigger = 14;
  57315. /**
  57316. * On key up
  57317. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57318. */
  57319. ActionManager.OnKeyUpTrigger = 15;
  57320. /** Gets the list of active triggers */
  57321. ActionManager.Triggers = {};
  57322. return ActionManager;
  57323. }());
  57324. BABYLON.ActionManager = ActionManager;
  57325. })(BABYLON || (BABYLON = {}));
  57326. //# sourceMappingURL=babylon.actionManager.js.map
  57327. var BABYLON;
  57328. (function (BABYLON) {
  57329. /**
  57330. * This defines an action responsible to change the value of a property
  57331. * by interpolating between its current value and the newly set one once triggered.
  57332. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57333. */
  57334. var InterpolateValueAction = /** @class */ (function (_super) {
  57335. __extends(InterpolateValueAction, _super);
  57336. /**
  57337. * Instantiate the action
  57338. * @param triggerOptions defines the trigger options
  57339. * @param target defines the object containing the value to interpolate
  57340. * @param propertyPath defines the path to the property in the target object
  57341. * @param value defines the target value at the end of the interpolation
  57342. * @param duration deines the time it will take for the property to interpolate to the value.
  57343. * @param condition defines the trigger related conditions
  57344. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57345. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57346. */
  57347. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57348. if (duration === void 0) { duration = 1000; }
  57349. var _this = _super.call(this, triggerOptions, condition) || this;
  57350. /**
  57351. * Defines the time it will take for the property to interpolate to the value.
  57352. */
  57353. _this.duration = 1000;
  57354. /**
  57355. * Observable triggered once the interpolation animation has been done.
  57356. */
  57357. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57358. _this.propertyPath = propertyPath;
  57359. _this.value = value;
  57360. _this.duration = duration;
  57361. _this.stopOtherAnimations = stopOtherAnimations;
  57362. _this.onInterpolationDone = onInterpolationDone;
  57363. _this._target = _this._effectiveTarget = target;
  57364. return _this;
  57365. }
  57366. /** @hidden */
  57367. InterpolateValueAction.prototype._prepare = function () {
  57368. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57369. this._property = this._getProperty(this.propertyPath);
  57370. };
  57371. /**
  57372. * Execute the action starts the value interpolation.
  57373. */
  57374. InterpolateValueAction.prototype.execute = function () {
  57375. var _this = this;
  57376. var scene = this._actionManager.getScene();
  57377. var keys = [
  57378. {
  57379. frame: 0,
  57380. value: this._effectiveTarget[this._property]
  57381. }, {
  57382. frame: 100,
  57383. value: this.value
  57384. }
  57385. ];
  57386. var dataType;
  57387. if (typeof this.value === "number") {
  57388. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57389. }
  57390. else if (this.value instanceof BABYLON.Color3) {
  57391. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57392. }
  57393. else if (this.value instanceof BABYLON.Vector3) {
  57394. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57395. }
  57396. else if (this.value instanceof BABYLON.Matrix) {
  57397. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57398. }
  57399. else if (this.value instanceof BABYLON.Quaternion) {
  57400. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57401. }
  57402. else {
  57403. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57404. return;
  57405. }
  57406. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57407. animation.setKeys(keys);
  57408. if (this.stopOtherAnimations) {
  57409. scene.stopAnimation(this._effectiveTarget);
  57410. }
  57411. var wrapper = function () {
  57412. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57413. if (_this.onInterpolationDone) {
  57414. _this.onInterpolationDone();
  57415. }
  57416. };
  57417. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57418. };
  57419. /**
  57420. * Serializes the actions and its related information.
  57421. * @param parent defines the object to serialize in
  57422. * @returns the serialized object
  57423. */
  57424. InterpolateValueAction.prototype.serialize = function (parent) {
  57425. return _super.prototype._serialize.call(this, {
  57426. name: "InterpolateValueAction",
  57427. properties: [
  57428. BABYLON.Action._GetTargetProperty(this._target),
  57429. { name: "propertyPath", value: this.propertyPath },
  57430. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57431. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57432. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57433. ]
  57434. }, parent);
  57435. };
  57436. return InterpolateValueAction;
  57437. }(BABYLON.Action));
  57438. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57439. })(BABYLON || (BABYLON = {}));
  57440. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57441. var BABYLON;
  57442. (function (BABYLON) {
  57443. /**
  57444. * This defines an action responsible to toggle a boolean once triggered.
  57445. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57446. */
  57447. var SwitchBooleanAction = /** @class */ (function (_super) {
  57448. __extends(SwitchBooleanAction, _super);
  57449. /**
  57450. * Instantiate the action
  57451. * @param triggerOptions defines the trigger options
  57452. * @param target defines the object containing the boolean
  57453. * @param propertyPath defines the path to the boolean property in the target object
  57454. * @param condition defines the trigger related conditions
  57455. */
  57456. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57457. var _this = _super.call(this, triggerOptions, condition) || this;
  57458. _this.propertyPath = propertyPath;
  57459. _this._target = _this._effectiveTarget = target;
  57460. return _this;
  57461. }
  57462. /** @hidden */
  57463. SwitchBooleanAction.prototype._prepare = function () {
  57464. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57465. this._property = this._getProperty(this.propertyPath);
  57466. };
  57467. /**
  57468. * Execute the action toggle the boolean value.
  57469. */
  57470. SwitchBooleanAction.prototype.execute = function () {
  57471. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57472. };
  57473. /**
  57474. * Serializes the actions and its related information.
  57475. * @param parent defines the object to serialize in
  57476. * @returns the serialized object
  57477. */
  57478. SwitchBooleanAction.prototype.serialize = function (parent) {
  57479. return _super.prototype._serialize.call(this, {
  57480. name: "SwitchBooleanAction",
  57481. properties: [
  57482. BABYLON.Action._GetTargetProperty(this._target),
  57483. { name: "propertyPath", value: this.propertyPath }
  57484. ]
  57485. }, parent);
  57486. };
  57487. return SwitchBooleanAction;
  57488. }(BABYLON.Action));
  57489. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57490. /**
  57491. * This defines an action responsible to set a the state field of the target
  57492. * to a desired value once triggered.
  57493. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57494. */
  57495. var SetStateAction = /** @class */ (function (_super) {
  57496. __extends(SetStateAction, _super);
  57497. /**
  57498. * Instantiate the action
  57499. * @param triggerOptions defines the trigger options
  57500. * @param target defines the object containing the state property
  57501. * @param value defines the value to store in the state field
  57502. * @param condition defines the trigger related conditions
  57503. */
  57504. function SetStateAction(triggerOptions, target, value, condition) {
  57505. var _this = _super.call(this, triggerOptions, condition) || this;
  57506. _this.value = value;
  57507. _this._target = target;
  57508. return _this;
  57509. }
  57510. /**
  57511. * Execute the action and store the value on the target state property.
  57512. */
  57513. SetStateAction.prototype.execute = function () {
  57514. this._target.state = this.value;
  57515. };
  57516. /**
  57517. * Serializes the actions and its related information.
  57518. * @param parent defines the object to serialize in
  57519. * @returns the serialized object
  57520. */
  57521. SetStateAction.prototype.serialize = function (parent) {
  57522. return _super.prototype._serialize.call(this, {
  57523. name: "SetStateAction",
  57524. properties: [
  57525. BABYLON.Action._GetTargetProperty(this._target),
  57526. { name: "value", value: this.value }
  57527. ]
  57528. }, parent);
  57529. };
  57530. return SetStateAction;
  57531. }(BABYLON.Action));
  57532. BABYLON.SetStateAction = SetStateAction;
  57533. /**
  57534. * This defines an action responsible to set a property of the target
  57535. * to a desired value once triggered.
  57536. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57537. */
  57538. var SetValueAction = /** @class */ (function (_super) {
  57539. __extends(SetValueAction, _super);
  57540. /**
  57541. * Instantiate the action
  57542. * @param triggerOptions defines the trigger options
  57543. * @param target defines the object containing the property
  57544. * @param propertyPath defines the path of the property to set in the target
  57545. * @param value defines the value to set in the property
  57546. * @param condition defines the trigger related conditions
  57547. */
  57548. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57549. var _this = _super.call(this, triggerOptions, condition) || this;
  57550. _this.propertyPath = propertyPath;
  57551. _this.value = value;
  57552. _this._target = _this._effectiveTarget = target;
  57553. return _this;
  57554. }
  57555. /** @hidden */
  57556. SetValueAction.prototype._prepare = function () {
  57557. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57558. this._property = this._getProperty(this.propertyPath);
  57559. };
  57560. /**
  57561. * Execute the action and set the targetted property to the desired value.
  57562. */
  57563. SetValueAction.prototype.execute = function () {
  57564. this._effectiveTarget[this._property] = this.value;
  57565. if (this._target.markAsDirty) {
  57566. this._target.markAsDirty(this._property);
  57567. }
  57568. };
  57569. /**
  57570. * Serializes the actions and its related information.
  57571. * @param parent defines the object to serialize in
  57572. * @returns the serialized object
  57573. */
  57574. SetValueAction.prototype.serialize = function (parent) {
  57575. return _super.prototype._serialize.call(this, {
  57576. name: "SetValueAction",
  57577. properties: [
  57578. BABYLON.Action._GetTargetProperty(this._target),
  57579. { name: "propertyPath", value: this.propertyPath },
  57580. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57581. ]
  57582. }, parent);
  57583. };
  57584. return SetValueAction;
  57585. }(BABYLON.Action));
  57586. BABYLON.SetValueAction = SetValueAction;
  57587. /**
  57588. * This defines an action responsible to increment the target value
  57589. * to a desired value once triggered.
  57590. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57591. */
  57592. var IncrementValueAction = /** @class */ (function (_super) {
  57593. __extends(IncrementValueAction, _super);
  57594. /**
  57595. * Instantiate the action
  57596. * @param triggerOptions defines the trigger options
  57597. * @param target defines the object containing the property
  57598. * @param propertyPath defines the path of the property to increment in the target
  57599. * @param value defines the value value we should increment the property by
  57600. * @param condition defines the trigger related conditions
  57601. */
  57602. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57603. var _this = _super.call(this, triggerOptions, condition) || this;
  57604. _this.propertyPath = propertyPath;
  57605. _this.value = value;
  57606. _this._target = _this._effectiveTarget = target;
  57607. return _this;
  57608. }
  57609. /** @hidden */
  57610. IncrementValueAction.prototype._prepare = function () {
  57611. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57612. this._property = this._getProperty(this.propertyPath);
  57613. if (typeof this._effectiveTarget[this._property] !== "number") {
  57614. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  57615. }
  57616. };
  57617. /**
  57618. * Execute the action and increment the target of the value amount.
  57619. */
  57620. IncrementValueAction.prototype.execute = function () {
  57621. this._effectiveTarget[this._property] += this.value;
  57622. if (this._target.markAsDirty) {
  57623. this._target.markAsDirty(this._property);
  57624. }
  57625. };
  57626. /**
  57627. * Serializes the actions and its related information.
  57628. * @param parent defines the object to serialize in
  57629. * @returns the serialized object
  57630. */
  57631. IncrementValueAction.prototype.serialize = function (parent) {
  57632. return _super.prototype._serialize.call(this, {
  57633. name: "IncrementValueAction",
  57634. properties: [
  57635. BABYLON.Action._GetTargetProperty(this._target),
  57636. { name: "propertyPath", value: this.propertyPath },
  57637. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57638. ]
  57639. }, parent);
  57640. };
  57641. return IncrementValueAction;
  57642. }(BABYLON.Action));
  57643. BABYLON.IncrementValueAction = IncrementValueAction;
  57644. /**
  57645. * This defines an action responsible to start an animation once triggered.
  57646. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57647. */
  57648. var PlayAnimationAction = /** @class */ (function (_super) {
  57649. __extends(PlayAnimationAction, _super);
  57650. /**
  57651. * Instantiate the action
  57652. * @param triggerOptions defines the trigger options
  57653. * @param target defines the target animation or animation name
  57654. * @param from defines from where the animation should start (animation frame)
  57655. * @param end defines where the animation should stop (animation frame)
  57656. * @param loop defines if the animation should loop or stop after the first play
  57657. * @param condition defines the trigger related conditions
  57658. */
  57659. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  57660. var _this = _super.call(this, triggerOptions, condition) || this;
  57661. _this.from = from;
  57662. _this.to = to;
  57663. _this.loop = loop;
  57664. _this._target = target;
  57665. return _this;
  57666. }
  57667. /** @hidden */
  57668. PlayAnimationAction.prototype._prepare = function () {
  57669. };
  57670. /**
  57671. * Execute the action and play the animation.
  57672. */
  57673. PlayAnimationAction.prototype.execute = function () {
  57674. var scene = this._actionManager.getScene();
  57675. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  57676. };
  57677. /**
  57678. * Serializes the actions and its related information.
  57679. * @param parent defines the object to serialize in
  57680. * @returns the serialized object
  57681. */
  57682. PlayAnimationAction.prototype.serialize = function (parent) {
  57683. return _super.prototype._serialize.call(this, {
  57684. name: "PlayAnimationAction",
  57685. properties: [
  57686. BABYLON.Action._GetTargetProperty(this._target),
  57687. { name: "from", value: String(this.from) },
  57688. { name: "to", value: String(this.to) },
  57689. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  57690. ]
  57691. }, parent);
  57692. };
  57693. return PlayAnimationAction;
  57694. }(BABYLON.Action));
  57695. BABYLON.PlayAnimationAction = PlayAnimationAction;
  57696. /**
  57697. * This defines an action responsible to stop an animation once triggered.
  57698. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57699. */
  57700. var StopAnimationAction = /** @class */ (function (_super) {
  57701. __extends(StopAnimationAction, _super);
  57702. /**
  57703. * Instantiate the action
  57704. * @param triggerOptions defines the trigger options
  57705. * @param target defines the target animation or animation name
  57706. * @param condition defines the trigger related conditions
  57707. */
  57708. function StopAnimationAction(triggerOptions, target, condition) {
  57709. var _this = _super.call(this, triggerOptions, condition) || this;
  57710. _this._target = target;
  57711. return _this;
  57712. }
  57713. /** @hidden */
  57714. StopAnimationAction.prototype._prepare = function () {
  57715. };
  57716. /**
  57717. * Execute the action and stop the animation.
  57718. */
  57719. StopAnimationAction.prototype.execute = function () {
  57720. var scene = this._actionManager.getScene();
  57721. scene.stopAnimation(this._target);
  57722. };
  57723. /**
  57724. * Serializes the actions and its related information.
  57725. * @param parent defines the object to serialize in
  57726. * @returns the serialized object
  57727. */
  57728. StopAnimationAction.prototype.serialize = function (parent) {
  57729. return _super.prototype._serialize.call(this, {
  57730. name: "StopAnimationAction",
  57731. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  57732. }, parent);
  57733. };
  57734. return StopAnimationAction;
  57735. }(BABYLON.Action));
  57736. BABYLON.StopAnimationAction = StopAnimationAction;
  57737. /**
  57738. * This defines an action responsible that does nothing once triggered.
  57739. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57740. */
  57741. var DoNothingAction = /** @class */ (function (_super) {
  57742. __extends(DoNothingAction, _super);
  57743. /**
  57744. * Instantiate the action
  57745. * @param triggerOptions defines the trigger options
  57746. * @param condition defines the trigger related conditions
  57747. */
  57748. function DoNothingAction(triggerOptions, condition) {
  57749. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  57750. return _super.call(this, triggerOptions, condition) || this;
  57751. }
  57752. /**
  57753. * Execute the action and do nothing.
  57754. */
  57755. DoNothingAction.prototype.execute = function () {
  57756. };
  57757. /**
  57758. * Serializes the actions and its related information.
  57759. * @param parent defines the object to serialize in
  57760. * @returns the serialized object
  57761. */
  57762. DoNothingAction.prototype.serialize = function (parent) {
  57763. return _super.prototype._serialize.call(this, {
  57764. name: "DoNothingAction",
  57765. properties: []
  57766. }, parent);
  57767. };
  57768. return DoNothingAction;
  57769. }(BABYLON.Action));
  57770. BABYLON.DoNothingAction = DoNothingAction;
  57771. /**
  57772. * This defines an action responsible to trigger several actions once triggered.
  57773. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57774. */
  57775. var CombineAction = /** @class */ (function (_super) {
  57776. __extends(CombineAction, _super);
  57777. /**
  57778. * Instantiate the action
  57779. * @param triggerOptions defines the trigger options
  57780. * @param children defines the list of aggregated animations to run
  57781. * @param condition defines the trigger related conditions
  57782. */
  57783. function CombineAction(triggerOptions, children, condition) {
  57784. var _this = _super.call(this, triggerOptions, condition) || this;
  57785. _this.children = children;
  57786. return _this;
  57787. }
  57788. /** @hidden */
  57789. CombineAction.prototype._prepare = function () {
  57790. for (var index = 0; index < this.children.length; index++) {
  57791. this.children[index]._actionManager = this._actionManager;
  57792. this.children[index]._prepare();
  57793. }
  57794. };
  57795. /**
  57796. * Execute the action and executes all the aggregated actions.
  57797. */
  57798. CombineAction.prototype.execute = function (evt) {
  57799. for (var index = 0; index < this.children.length; index++) {
  57800. this.children[index].execute(evt);
  57801. }
  57802. };
  57803. /**
  57804. * Serializes the actions and its related information.
  57805. * @param parent defines the object to serialize in
  57806. * @returns the serialized object
  57807. */
  57808. CombineAction.prototype.serialize = function (parent) {
  57809. var serializationObject = _super.prototype._serialize.call(this, {
  57810. name: "CombineAction",
  57811. properties: [],
  57812. combine: []
  57813. }, parent);
  57814. for (var i = 0; i < this.children.length; i++) {
  57815. serializationObject.combine.push(this.children[i].serialize(null));
  57816. }
  57817. return serializationObject;
  57818. };
  57819. return CombineAction;
  57820. }(BABYLON.Action));
  57821. BABYLON.CombineAction = CombineAction;
  57822. /**
  57823. * This defines an action responsible to run code (external event) once triggered.
  57824. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57825. */
  57826. var ExecuteCodeAction = /** @class */ (function (_super) {
  57827. __extends(ExecuteCodeAction, _super);
  57828. /**
  57829. * Instantiate the action
  57830. * @param triggerOptions defines the trigger options
  57831. * @param func defines the callback function to run
  57832. * @param condition defines the trigger related conditions
  57833. */
  57834. function ExecuteCodeAction(triggerOptions, func, condition) {
  57835. var _this = _super.call(this, triggerOptions, condition) || this;
  57836. _this.func = func;
  57837. return _this;
  57838. }
  57839. /**
  57840. * Execute the action and run the attached code.
  57841. */
  57842. ExecuteCodeAction.prototype.execute = function (evt) {
  57843. this.func(evt);
  57844. };
  57845. return ExecuteCodeAction;
  57846. }(BABYLON.Action));
  57847. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  57848. /**
  57849. * This defines an action responsible to set the parent property of the target once triggered.
  57850. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57851. */
  57852. var SetParentAction = /** @class */ (function (_super) {
  57853. __extends(SetParentAction, _super);
  57854. /**
  57855. * Instantiate the action
  57856. * @param triggerOptions defines the trigger options
  57857. * @param target defines the target containing the parent property
  57858. * @param parent defines from where the animation should start (animation frame)
  57859. * @param condition defines the trigger related conditions
  57860. */
  57861. function SetParentAction(triggerOptions, target, parent, condition) {
  57862. var _this = _super.call(this, triggerOptions, condition) || this;
  57863. _this._target = target;
  57864. _this._parent = parent;
  57865. return _this;
  57866. }
  57867. /** @hidden */
  57868. SetParentAction.prototype._prepare = function () {
  57869. };
  57870. /**
  57871. * Execute the action and set the parent property.
  57872. */
  57873. SetParentAction.prototype.execute = function () {
  57874. if (this._target.parent === this._parent) {
  57875. return;
  57876. }
  57877. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  57878. invertParentWorldMatrix.invert();
  57879. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  57880. this._target.parent = this._parent;
  57881. };
  57882. /**
  57883. * Serializes the actions and its related information.
  57884. * @param parent defines the object to serialize in
  57885. * @returns the serialized object
  57886. */
  57887. SetParentAction.prototype.serialize = function (parent) {
  57888. return _super.prototype._serialize.call(this, {
  57889. name: "SetParentAction",
  57890. properties: [
  57891. BABYLON.Action._GetTargetProperty(this._target),
  57892. BABYLON.Action._GetTargetProperty(this._parent),
  57893. ]
  57894. }, parent);
  57895. };
  57896. return SetParentAction;
  57897. }(BABYLON.Action));
  57898. BABYLON.SetParentAction = SetParentAction;
  57899. })(BABYLON || (BABYLON = {}));
  57900. //# sourceMappingURL=babylon.directActions.js.map
  57901. var BABYLON;
  57902. (function (BABYLON) {
  57903. /**
  57904. * Class used to manage multiple sprites on the same spritesheet
  57905. * @see http://doc.babylonjs.com/babylon101/sprites
  57906. */
  57907. var SpriteManager = /** @class */ (function () {
  57908. /**
  57909. * Creates a new sprite manager
  57910. * @param name defines the manager's name
  57911. * @param imgUrl defines the sprite sheet url
  57912. * @param capacity defines the maximum allowed number of sprites
  57913. * @param cellSize defines the size of a sprite cell
  57914. * @param scene defines the hosting scene
  57915. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  57916. * @param samplingMode defines the smapling mode to use with spritesheet
  57917. */
  57918. function SpriteManager(
  57919. /** defines the manager's name */
  57920. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  57921. if (epsilon === void 0) { epsilon = 0.01; }
  57922. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  57923. this.name = name;
  57924. /** Gets the list of sprites */
  57925. this.sprites = new Array();
  57926. /** Gets or sets the rendering group id (0 by default) */
  57927. this.renderingGroupId = 0;
  57928. /** Gets or sets camera layer mask */
  57929. this.layerMask = 0x0FFFFFFF;
  57930. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  57931. this.fogEnabled = true;
  57932. /** Gets or sets a boolean indicating if the sprites are pickable */
  57933. this.isPickable = false;
  57934. /**
  57935. * An event triggered when the manager is disposed.
  57936. */
  57937. this.onDisposeObservable = new BABYLON.Observable();
  57938. this._vertexBuffers = {};
  57939. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  57940. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  57941. }
  57942. this._capacity = capacity;
  57943. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  57944. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57945. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57946. if (cellSize.width && cellSize.height) {
  57947. this.cellWidth = cellSize.width;
  57948. this.cellHeight = cellSize.height;
  57949. }
  57950. else if (cellSize !== undefined) {
  57951. this.cellWidth = cellSize;
  57952. this.cellHeight = cellSize;
  57953. }
  57954. else {
  57955. return;
  57956. }
  57957. this._epsilon = epsilon;
  57958. this._scene = scene;
  57959. this._scene.spriteManagers.push(this);
  57960. var indices = [];
  57961. var index = 0;
  57962. for (var count = 0; count < capacity; count++) {
  57963. indices.push(index);
  57964. indices.push(index + 1);
  57965. indices.push(index + 2);
  57966. indices.push(index);
  57967. indices.push(index + 2);
  57968. indices.push(index + 3);
  57969. index += 4;
  57970. }
  57971. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  57972. // VBO
  57973. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  57974. this._vertexData = new Float32Array(capacity * 16 * 4);
  57975. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  57976. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  57977. var options = this._buffer.createVertexBuffer("options", 4, 4);
  57978. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  57979. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  57980. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  57981. this._vertexBuffers["options"] = options;
  57982. this._vertexBuffers["cellInfo"] = cellInfo;
  57983. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  57984. // Effects
  57985. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  57986. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  57987. }
  57988. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  57989. /**
  57990. * Callback called when the manager is disposed
  57991. */
  57992. set: function (callback) {
  57993. if (this._onDisposeObserver) {
  57994. this.onDisposeObservable.remove(this._onDisposeObserver);
  57995. }
  57996. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  57997. },
  57998. enumerable: true,
  57999. configurable: true
  58000. });
  58001. Object.defineProperty(SpriteManager.prototype, "texture", {
  58002. /**
  58003. * Gets or sets the spritesheet texture
  58004. */
  58005. get: function () {
  58006. return this._spriteTexture;
  58007. },
  58008. set: function (value) {
  58009. this._spriteTexture = value;
  58010. },
  58011. enumerable: true,
  58012. configurable: true
  58013. });
  58014. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  58015. var arrayOffset = index * 16;
  58016. if (offsetX === 0) {
  58017. offsetX = this._epsilon;
  58018. }
  58019. else if (offsetX === 1) {
  58020. offsetX = 1 - this._epsilon;
  58021. }
  58022. if (offsetY === 0) {
  58023. offsetY = this._epsilon;
  58024. }
  58025. else if (offsetY === 1) {
  58026. offsetY = 1 - this._epsilon;
  58027. }
  58028. this._vertexData[arrayOffset] = sprite.position.x;
  58029. this._vertexData[arrayOffset + 1] = sprite.position.y;
  58030. this._vertexData[arrayOffset + 2] = sprite.position.z;
  58031. this._vertexData[arrayOffset + 3] = sprite.angle;
  58032. this._vertexData[arrayOffset + 4] = sprite.width;
  58033. this._vertexData[arrayOffset + 5] = sprite.height;
  58034. this._vertexData[arrayOffset + 6] = offsetX;
  58035. this._vertexData[arrayOffset + 7] = offsetY;
  58036. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  58037. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  58038. var offset = (sprite.cellIndex / rowSize) >> 0;
  58039. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  58040. this._vertexData[arrayOffset + 11] = offset;
  58041. // Color
  58042. this._vertexData[arrayOffset + 12] = sprite.color.r;
  58043. this._vertexData[arrayOffset + 13] = sprite.color.g;
  58044. this._vertexData[arrayOffset + 14] = sprite.color.b;
  58045. this._vertexData[arrayOffset + 15] = sprite.color.a;
  58046. };
  58047. /**
  58048. * Intersects the sprites with a ray
  58049. * @param ray defines the ray to intersect with
  58050. * @param camera defines the current active camera
  58051. * @param predicate defines a predicate used to select candidate sprites
  58052. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  58053. * @returns null if no hit or a PickingInfo
  58054. */
  58055. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  58056. var count = Math.min(this._capacity, this.sprites.length);
  58057. var min = BABYLON.Vector3.Zero();
  58058. var max = BABYLON.Vector3.Zero();
  58059. var distance = Number.MAX_VALUE;
  58060. var currentSprite = null;
  58061. var cameraSpacePosition = BABYLON.Vector3.Zero();
  58062. var cameraView = camera.getViewMatrix();
  58063. for (var index = 0; index < count; index++) {
  58064. var sprite = this.sprites[index];
  58065. if (!sprite) {
  58066. continue;
  58067. }
  58068. if (predicate) {
  58069. if (!predicate(sprite)) {
  58070. continue;
  58071. }
  58072. }
  58073. else if (!sprite.isPickable) {
  58074. continue;
  58075. }
  58076. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  58077. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  58078. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  58079. if (ray.intersectsBoxMinMax(min, max)) {
  58080. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  58081. if (distance > currentDistance) {
  58082. distance = currentDistance;
  58083. currentSprite = sprite;
  58084. if (fastCheck) {
  58085. break;
  58086. }
  58087. }
  58088. }
  58089. }
  58090. if (currentSprite) {
  58091. var result = new BABYLON.PickingInfo();
  58092. result.hit = true;
  58093. result.pickedSprite = currentSprite;
  58094. result.distance = distance;
  58095. return result;
  58096. }
  58097. return null;
  58098. };
  58099. /**
  58100. * Render all child sprites
  58101. */
  58102. SpriteManager.prototype.render = function () {
  58103. // Check
  58104. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  58105. return;
  58106. }
  58107. var engine = this._scene.getEngine();
  58108. var baseSize = this._spriteTexture.getBaseSize();
  58109. // Sprites
  58110. var deltaTime = engine.getDeltaTime();
  58111. var max = Math.min(this._capacity, this.sprites.length);
  58112. var rowSize = baseSize.width / this.cellWidth;
  58113. var offset = 0;
  58114. for (var index = 0; index < max; index++) {
  58115. var sprite = this.sprites[index];
  58116. if (!sprite || !sprite.isVisible) {
  58117. continue;
  58118. }
  58119. sprite._animate(deltaTime);
  58120. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  58121. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  58122. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  58123. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  58124. }
  58125. this._buffer.update(this._vertexData);
  58126. // Render
  58127. var effect = this._effectBase;
  58128. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58129. effect = this._effectFog;
  58130. }
  58131. engine.enableEffect(effect);
  58132. var viewMatrix = this._scene.getViewMatrix();
  58133. effect.setTexture("diffuseSampler", this._spriteTexture);
  58134. effect.setMatrix("view", viewMatrix);
  58135. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58136. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58137. // Fog
  58138. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58139. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58140. effect.setColor3("vFogColor", this._scene.fogColor);
  58141. }
  58142. // VBOs
  58143. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58144. // Draw order
  58145. engine.setDepthFunctionToLessOrEqual();
  58146. effect.setBool("alphaTest", true);
  58147. engine.setColorWrite(false);
  58148. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58149. engine.setColorWrite(true);
  58150. effect.setBool("alphaTest", false);
  58151. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58152. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58153. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58154. };
  58155. /**
  58156. * Release associated resources
  58157. */
  58158. SpriteManager.prototype.dispose = function () {
  58159. if (this._buffer) {
  58160. this._buffer.dispose();
  58161. this._buffer = null;
  58162. }
  58163. if (this._indexBuffer) {
  58164. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58165. this._indexBuffer = null;
  58166. }
  58167. if (this._spriteTexture) {
  58168. this._spriteTexture.dispose();
  58169. this._spriteTexture = null;
  58170. }
  58171. // Remove from scene
  58172. var index = this._scene.spriteManagers.indexOf(this);
  58173. this._scene.spriteManagers.splice(index, 1);
  58174. // Callback
  58175. this.onDisposeObservable.notifyObservers(this);
  58176. this.onDisposeObservable.clear();
  58177. };
  58178. return SpriteManager;
  58179. }());
  58180. BABYLON.SpriteManager = SpriteManager;
  58181. })(BABYLON || (BABYLON = {}));
  58182. //# sourceMappingURL=babylon.spriteManager.js.map
  58183. var BABYLON;
  58184. (function (BABYLON) {
  58185. /**
  58186. * Class used to represent a sprite
  58187. * @see http://doc.babylonjs.com/babylon101/sprites
  58188. */
  58189. var Sprite = /** @class */ (function () {
  58190. /**
  58191. * Creates a new Sprite
  58192. * @param name defines the name
  58193. * @param manager defines the manager
  58194. */
  58195. function Sprite(
  58196. /** defines the name */
  58197. name, manager) {
  58198. this.name = name;
  58199. /** Gets or sets the main color */
  58200. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58201. /** Gets or sets the width */
  58202. this.width = 1.0;
  58203. /** Gets or sets the height */
  58204. this.height = 1.0;
  58205. /** Gets or sets rotation angle */
  58206. this.angle = 0;
  58207. /** Gets or sets the cell index in the sprite sheet */
  58208. this.cellIndex = 0;
  58209. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58210. this.invertU = 0;
  58211. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58212. this.invertV = 0;
  58213. /** Gets the list of attached animations */
  58214. this.animations = new Array();
  58215. /** Gets or sets a boolean indicating if the sprite can be picked */
  58216. this.isPickable = false;
  58217. this._animationStarted = false;
  58218. this._loopAnimation = false;
  58219. this._fromIndex = 0;
  58220. this._toIndex = 0;
  58221. this._delay = 0;
  58222. this._direction = 1;
  58223. this._time = 0;
  58224. /**
  58225. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58226. */
  58227. this.isVisible = true;
  58228. this._manager = manager;
  58229. this._manager.sprites.push(this);
  58230. this.position = BABYLON.Vector3.Zero();
  58231. }
  58232. Object.defineProperty(Sprite.prototype, "size", {
  58233. /**
  58234. * Gets or sets the sprite size
  58235. */
  58236. get: function () {
  58237. return this.width;
  58238. },
  58239. set: function (value) {
  58240. this.width = value;
  58241. this.height = value;
  58242. },
  58243. enumerable: true,
  58244. configurable: true
  58245. });
  58246. /**
  58247. * Starts an animation
  58248. * @param from defines the initial key
  58249. * @param to defines the end key
  58250. * @param loop defines if the animation must loop
  58251. * @param delay defines the start delay (in ms)
  58252. * @param onAnimationEnd defines a callback to call when animation ends
  58253. */
  58254. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58255. this._fromIndex = from;
  58256. this._toIndex = to;
  58257. this._loopAnimation = loop;
  58258. this._delay = delay;
  58259. this._animationStarted = true;
  58260. this._direction = from < to ? 1 : -1;
  58261. this.cellIndex = from;
  58262. this._time = 0;
  58263. this._onAnimationEnd = onAnimationEnd;
  58264. };
  58265. /** Stops current animation (if any) */
  58266. Sprite.prototype.stopAnimation = function () {
  58267. this._animationStarted = false;
  58268. };
  58269. /** @hidden */
  58270. Sprite.prototype._animate = function (deltaTime) {
  58271. if (!this._animationStarted) {
  58272. return;
  58273. }
  58274. this._time += deltaTime;
  58275. if (this._time > this._delay) {
  58276. this._time = this._time % this._delay;
  58277. this.cellIndex += this._direction;
  58278. if (this.cellIndex > this._toIndex) {
  58279. if (this._loopAnimation) {
  58280. this.cellIndex = this._fromIndex;
  58281. }
  58282. else {
  58283. this.cellIndex = this._toIndex;
  58284. this._animationStarted = false;
  58285. if (this._onAnimationEnd) {
  58286. this._onAnimationEnd();
  58287. }
  58288. if (this.disposeWhenFinishedAnimating) {
  58289. this.dispose();
  58290. }
  58291. }
  58292. }
  58293. }
  58294. };
  58295. /** Release associated resources */
  58296. Sprite.prototype.dispose = function () {
  58297. for (var i = 0; i < this._manager.sprites.length; i++) {
  58298. if (this._manager.sprites[i] == this) {
  58299. this._manager.sprites.splice(i, 1);
  58300. }
  58301. }
  58302. };
  58303. return Sprite;
  58304. }());
  58305. BABYLON.Sprite = Sprite;
  58306. })(BABYLON || (BABYLON = {}));
  58307. //# sourceMappingURL=babylon.sprite.js.map
  58308. var BABYLON;
  58309. (function (BABYLON) {
  58310. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58311. if (!BABYLON.PickingInfo) {
  58312. return null;
  58313. }
  58314. var pickingInfo = null;
  58315. if (!camera) {
  58316. if (!this.activeCamera) {
  58317. return null;
  58318. }
  58319. camera = this.activeCamera;
  58320. }
  58321. if (this.spriteManagers.length > 0) {
  58322. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58323. var spriteManager = this.spriteManagers[spriteIndex];
  58324. if (!spriteManager.isPickable) {
  58325. continue;
  58326. }
  58327. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58328. if (!result || !result.hit) {
  58329. continue;
  58330. }
  58331. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58332. continue;
  58333. }
  58334. pickingInfo = result;
  58335. if (fastCheck) {
  58336. break;
  58337. }
  58338. }
  58339. }
  58340. return pickingInfo || new BABYLON.PickingInfo();
  58341. };
  58342. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58343. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58344. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58345. };
  58346. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58347. if (!this._tempSpritePickingRay) {
  58348. return null;
  58349. }
  58350. if (!camera) {
  58351. if (!this.activeCamera) {
  58352. return null;
  58353. }
  58354. camera = this.activeCamera;
  58355. }
  58356. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58357. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58358. };
  58359. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58360. if (this._pointerOverSprite === sprite) {
  58361. return;
  58362. }
  58363. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58364. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58365. }
  58366. this._pointerOverSprite = sprite;
  58367. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58368. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58369. }
  58370. };
  58371. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58372. return this._pointerOverSprite;
  58373. };
  58374. /**
  58375. * Defines the sprite scene component responsible to manage sprites
  58376. * in a given scene.
  58377. */
  58378. var SpriteSceneComponent = /** @class */ (function () {
  58379. /**
  58380. * Creates a new instance of the component for the given scene
  58381. * @param scene Defines the scene to register the component in
  58382. */
  58383. function SpriteSceneComponent(scene) {
  58384. /**
  58385. * The component name helpfull to identify the component in the list of scene components.
  58386. */
  58387. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58388. this.scene = scene;
  58389. this.scene.spriteManagers = new Array();
  58390. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58391. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58392. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58393. this._spritePredicate = function (sprite) {
  58394. if (!sprite.actionManager) {
  58395. return false;
  58396. }
  58397. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58398. };
  58399. }
  58400. /**
  58401. * Registers the component in a given scene
  58402. */
  58403. SpriteSceneComponent.prototype.register = function () {
  58404. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58405. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58406. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58407. };
  58408. /**
  58409. * Rebuilds the elements related to this component in case of
  58410. * context lost for instance.
  58411. */
  58412. SpriteSceneComponent.prototype.rebuild = function () {
  58413. /** Nothing to do for sprites */
  58414. };
  58415. /**
  58416. * Disposes the component and the associated ressources.
  58417. */
  58418. SpriteSceneComponent.prototype.dispose = function () {
  58419. this.scene.onBeforeSpritesRenderingObservable.clear();
  58420. this.scene.onAfterSpritesRenderingObservable.clear();
  58421. var spriteManagers = this.scene.spriteManagers;
  58422. while (spriteManagers.length) {
  58423. spriteManagers[0].dispose();
  58424. }
  58425. };
  58426. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58427. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58428. if (result) {
  58429. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58430. }
  58431. return result;
  58432. };
  58433. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58434. var scene = this.scene;
  58435. if (isMeshPicked) {
  58436. scene.setPointerOverSprite(null);
  58437. }
  58438. else {
  58439. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58440. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58441. scene.setPointerOverSprite(pickResult.pickedSprite);
  58442. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58443. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58444. }
  58445. else {
  58446. canvas.style.cursor = scene.hoverCursor;
  58447. }
  58448. }
  58449. else {
  58450. scene.setPointerOverSprite(null);
  58451. }
  58452. }
  58453. return pickResult;
  58454. };
  58455. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58456. var scene = this.scene;
  58457. scene._pickedDownSprite = null;
  58458. if (scene.spriteManagers.length > 0) {
  58459. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58460. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58461. if (pickResult.pickedSprite.actionManager) {
  58462. scene._pickedDownSprite = pickResult.pickedSprite;
  58463. switch (evt.button) {
  58464. case 0:
  58465. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58466. break;
  58467. case 1:
  58468. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58469. break;
  58470. case 2:
  58471. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58472. break;
  58473. }
  58474. if (pickResult.pickedSprite.actionManager) {
  58475. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58476. }
  58477. }
  58478. }
  58479. }
  58480. return pickResult;
  58481. };
  58482. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58483. var scene = this.scene;
  58484. if (scene.spriteManagers.length > 0) {
  58485. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58486. if (spritePickResult) {
  58487. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58488. if (spritePickResult.pickedSprite.actionManager) {
  58489. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58490. if (spritePickResult.pickedSprite.actionManager) {
  58491. if (!this.scene._isPointerSwiping()) {
  58492. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58493. }
  58494. }
  58495. }
  58496. }
  58497. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58498. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58499. }
  58500. }
  58501. }
  58502. return pickResult;
  58503. };
  58504. return SpriteSceneComponent;
  58505. }());
  58506. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58507. })(BABYLON || (BABYLON = {}));
  58508. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58509. var BABYLON;
  58510. (function (BABYLON) {
  58511. /**
  58512. * @hidden
  58513. */
  58514. var IntersectionInfo = /** @class */ (function () {
  58515. function IntersectionInfo(bu, bv, distance) {
  58516. this.bu = bu;
  58517. this.bv = bv;
  58518. this.distance = distance;
  58519. this.faceId = 0;
  58520. this.subMeshId = 0;
  58521. }
  58522. return IntersectionInfo;
  58523. }());
  58524. BABYLON.IntersectionInfo = IntersectionInfo;
  58525. /**
  58526. * Information about the result of picking within a scene
  58527. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58528. */
  58529. var PickingInfo = /** @class */ (function () {
  58530. function PickingInfo() {
  58531. /**
  58532. * If the pick collided with an object
  58533. */
  58534. this.hit = false;
  58535. /**
  58536. * Distance away where the pick collided
  58537. */
  58538. this.distance = 0;
  58539. /**
  58540. * The location of pick collision
  58541. */
  58542. this.pickedPoint = null;
  58543. /**
  58544. * The mesh corresponding the the pick collision
  58545. */
  58546. this.pickedMesh = null;
  58547. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58548. this.bu = 0;
  58549. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58550. this.bv = 0;
  58551. /** The id of the face on the mesh that was picked */
  58552. this.faceId = -1;
  58553. /** Id of the the submesh that was picked */
  58554. this.subMeshId = 0;
  58555. /** If a sprite was picked, this will be the sprite the pick collided with */
  58556. this.pickedSprite = null;
  58557. /**
  58558. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58559. */
  58560. this.originMesh = null;
  58561. /**
  58562. * The ray that was used to perform the picking.
  58563. */
  58564. this.ray = null;
  58565. }
  58566. /**
  58567. * Gets the normal correspodning to the face the pick collided with
  58568. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58569. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58570. * @returns The normal correspodning to the face the pick collided with
  58571. */
  58572. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58573. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58574. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58575. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58576. return null;
  58577. }
  58578. var indices = this.pickedMesh.getIndices();
  58579. if (!indices) {
  58580. return null;
  58581. }
  58582. var result;
  58583. if (useVerticesNormals) {
  58584. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58585. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58586. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58587. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58588. normal0 = normal0.scale(this.bu);
  58589. normal1 = normal1.scale(this.bv);
  58590. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58591. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58592. }
  58593. else {
  58594. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58595. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58596. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58597. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58598. var p1p2 = vertex1.subtract(vertex2);
  58599. var p3p2 = vertex3.subtract(vertex2);
  58600. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58601. }
  58602. if (useWorldCoordinates) {
  58603. var wm = this.pickedMesh.getWorldMatrix();
  58604. if (this.pickedMesh.nonUniformScaling) {
  58605. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  58606. wm = BABYLON.Tmp.Matrix[0];
  58607. wm.setTranslationFromFloats(0, 0, 0);
  58608. wm.invert();
  58609. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  58610. wm = BABYLON.Tmp.Matrix[1];
  58611. }
  58612. result = BABYLON.Vector3.TransformNormal(result, wm);
  58613. }
  58614. result.normalize();
  58615. return result;
  58616. };
  58617. /**
  58618. * Gets the texture coordinates of where the pick occured
  58619. * @returns the vector containing the coordnates of the texture
  58620. */
  58621. PickingInfo.prototype.getTextureCoordinates = function () {
  58622. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  58623. return null;
  58624. }
  58625. var indices = this.pickedMesh.getIndices();
  58626. if (!indices) {
  58627. return null;
  58628. }
  58629. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58630. if (!uvs) {
  58631. return null;
  58632. }
  58633. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  58634. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  58635. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  58636. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  58637. uv1 = uv1.scale(this.bu);
  58638. uv2 = uv2.scale(this.bv);
  58639. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  58640. };
  58641. return PickingInfo;
  58642. }());
  58643. BABYLON.PickingInfo = PickingInfo;
  58644. })(BABYLON || (BABYLON = {}));
  58645. //# sourceMappingURL=babylon.pickingInfo.js.map
  58646. var BABYLON;
  58647. (function (BABYLON) {
  58648. /**
  58649. * Class representing a ray with position and direction
  58650. */
  58651. var Ray = /** @class */ (function () {
  58652. /**
  58653. * Creates a new ray
  58654. * @param origin origin point
  58655. * @param direction direction
  58656. * @param length length of the ray
  58657. */
  58658. function Ray(
  58659. /** origin point */
  58660. origin,
  58661. /** direction */
  58662. direction,
  58663. /** length of the ray */
  58664. length) {
  58665. if (length === void 0) { length = Number.MAX_VALUE; }
  58666. this.origin = origin;
  58667. this.direction = direction;
  58668. this.length = length;
  58669. }
  58670. // Methods
  58671. /**
  58672. * Checks if the ray intersects a box
  58673. * @param minimum bound of the box
  58674. * @param maximum bound of the box
  58675. * @param intersectionTreshold extra extend to be added to the box in all direction
  58676. * @returns if the box was hit
  58677. */
  58678. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  58679. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58680. var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  58681. var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  58682. var d = 0.0;
  58683. var maxValue = Number.MAX_VALUE;
  58684. var inv;
  58685. var min;
  58686. var max;
  58687. var temp;
  58688. if (Math.abs(this.direction.x) < 0.0000001) {
  58689. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  58690. return false;
  58691. }
  58692. }
  58693. else {
  58694. inv = 1.0 / this.direction.x;
  58695. min = (newMinimum.x - this.origin.x) * inv;
  58696. max = (newMaximum.x - this.origin.x) * inv;
  58697. if (max === -Infinity) {
  58698. max = Infinity;
  58699. }
  58700. if (min > max) {
  58701. temp = min;
  58702. min = max;
  58703. max = temp;
  58704. }
  58705. d = Math.max(min, d);
  58706. maxValue = Math.min(max, maxValue);
  58707. if (d > maxValue) {
  58708. return false;
  58709. }
  58710. }
  58711. if (Math.abs(this.direction.y) < 0.0000001) {
  58712. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  58713. return false;
  58714. }
  58715. }
  58716. else {
  58717. inv = 1.0 / this.direction.y;
  58718. min = (newMinimum.y - this.origin.y) * inv;
  58719. max = (newMaximum.y - this.origin.y) * inv;
  58720. if (max === -Infinity) {
  58721. max = Infinity;
  58722. }
  58723. if (min > max) {
  58724. temp = min;
  58725. min = max;
  58726. max = temp;
  58727. }
  58728. d = Math.max(min, d);
  58729. maxValue = Math.min(max, maxValue);
  58730. if (d > maxValue) {
  58731. return false;
  58732. }
  58733. }
  58734. if (Math.abs(this.direction.z) < 0.0000001) {
  58735. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  58736. return false;
  58737. }
  58738. }
  58739. else {
  58740. inv = 1.0 / this.direction.z;
  58741. min = (newMinimum.z - this.origin.z) * inv;
  58742. max = (newMaximum.z - this.origin.z) * inv;
  58743. if (max === -Infinity) {
  58744. max = Infinity;
  58745. }
  58746. if (min > max) {
  58747. temp = min;
  58748. min = max;
  58749. max = temp;
  58750. }
  58751. d = Math.max(min, d);
  58752. maxValue = Math.min(max, maxValue);
  58753. if (d > maxValue) {
  58754. return false;
  58755. }
  58756. }
  58757. return true;
  58758. };
  58759. /**
  58760. * Checks if the ray intersects a box
  58761. * @param box the bounding box to check
  58762. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  58763. * @returns if the box was hit
  58764. */
  58765. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  58766. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58767. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  58768. };
  58769. /**
  58770. * If the ray hits a sphere
  58771. * @param sphere the bounding sphere to check
  58772. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  58773. * @returns true if it hits the sphere
  58774. */
  58775. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  58776. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58777. var x = sphere.center.x - this.origin.x;
  58778. var y = sphere.center.y - this.origin.y;
  58779. var z = sphere.center.z - this.origin.z;
  58780. var pyth = (x * x) + (y * y) + (z * z);
  58781. var radius = sphere.radius + intersectionTreshold;
  58782. var rr = radius * radius;
  58783. if (pyth <= rr) {
  58784. return true;
  58785. }
  58786. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  58787. if (dot < 0.0) {
  58788. return false;
  58789. }
  58790. var temp = pyth - (dot * dot);
  58791. return temp <= rr;
  58792. };
  58793. /**
  58794. * If the ray hits a triange
  58795. * @param vertex0 triangle vertex
  58796. * @param vertex1 triangle vertex
  58797. * @param vertex2 triangle vertex
  58798. * @returns intersection information if hit
  58799. */
  58800. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  58801. var edge1 = Ray.TmpVector3[0];
  58802. var edge2 = Ray.TmpVector3[1];
  58803. var pvec = Ray.TmpVector3[2];
  58804. var tvec = Ray.TmpVector3[3];
  58805. var qvec = Ray.TmpVector3[4];
  58806. vertex1.subtractToRef(vertex0, edge1);
  58807. vertex2.subtractToRef(vertex0, edge2);
  58808. BABYLON.Vector3.CrossToRef(this.direction, edge2, pvec);
  58809. var det = BABYLON.Vector3.Dot(edge1, pvec);
  58810. if (det === 0) {
  58811. return null;
  58812. }
  58813. var invdet = 1 / det;
  58814. this.origin.subtractToRef(vertex0, tvec);
  58815. var bu = BABYLON.Vector3.Dot(tvec, pvec) * invdet;
  58816. if (bu < 0 || bu > 1.0) {
  58817. return null;
  58818. }
  58819. BABYLON.Vector3.CrossToRef(tvec, edge1, qvec);
  58820. var bv = BABYLON.Vector3.Dot(this.direction, qvec) * invdet;
  58821. if (bv < 0 || bu + bv > 1.0) {
  58822. return null;
  58823. }
  58824. //check if the distance is longer than the predefined length.
  58825. var distance = BABYLON.Vector3.Dot(edge2, qvec) * invdet;
  58826. if (distance > this.length) {
  58827. return null;
  58828. }
  58829. return new BABYLON.IntersectionInfo(bu, bv, distance);
  58830. };
  58831. /**
  58832. * Checks if ray intersects a plane
  58833. * @param plane the plane to check
  58834. * @returns the distance away it was hit
  58835. */
  58836. Ray.prototype.intersectsPlane = function (plane) {
  58837. var distance;
  58838. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  58839. if (Math.abs(result1) < 9.99999997475243E-07) {
  58840. return null;
  58841. }
  58842. else {
  58843. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  58844. distance = (-plane.d - result2) / result1;
  58845. if (distance < 0.0) {
  58846. if (distance < -9.99999997475243E-07) {
  58847. return null;
  58848. }
  58849. else {
  58850. return 0;
  58851. }
  58852. }
  58853. return distance;
  58854. }
  58855. };
  58856. /**
  58857. * Checks if ray intersects a mesh
  58858. * @param mesh the mesh to check
  58859. * @param fastCheck if only the bounding box should checked
  58860. * @returns picking info of the intersecton
  58861. */
  58862. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  58863. var tm = BABYLON.Tmp.Matrix[0];
  58864. mesh.getWorldMatrix().invertToRef(tm);
  58865. if (this._tmpRay) {
  58866. Ray.TransformToRef(this, tm, this._tmpRay);
  58867. }
  58868. else {
  58869. this._tmpRay = Ray.Transform(this, tm);
  58870. }
  58871. return mesh.intersects(this._tmpRay, fastCheck);
  58872. };
  58873. /**
  58874. * Checks if ray intersects a mesh
  58875. * @param meshes the meshes to check
  58876. * @param fastCheck if only the bounding box should checked
  58877. * @param results array to store result in
  58878. * @returns Array of picking infos
  58879. */
  58880. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  58881. if (results) {
  58882. results.length = 0;
  58883. }
  58884. else {
  58885. results = [];
  58886. }
  58887. for (var i = 0; i < meshes.length; i++) {
  58888. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  58889. if (pickInfo.hit) {
  58890. results.push(pickInfo);
  58891. }
  58892. }
  58893. results.sort(this._comparePickingInfo);
  58894. return results;
  58895. };
  58896. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  58897. if (pickingInfoA.distance < pickingInfoB.distance) {
  58898. return -1;
  58899. }
  58900. else if (pickingInfoA.distance > pickingInfoB.distance) {
  58901. return 1;
  58902. }
  58903. else {
  58904. return 0;
  58905. }
  58906. };
  58907. /**
  58908. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  58909. * @param sega the first point of the segment to test the intersection against
  58910. * @param segb the second point of the segment to test the intersection against
  58911. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  58912. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  58913. */
  58914. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  58915. var o = this.origin;
  58916. var u = BABYLON.Tmp.Vector3[0];
  58917. var rsegb = BABYLON.Tmp.Vector3[1];
  58918. var v = BABYLON.Tmp.Vector3[2];
  58919. var w = BABYLON.Tmp.Vector3[3];
  58920. segb.subtractToRef(sega, u);
  58921. this.direction.scaleToRef(Ray.rayl, v);
  58922. o.addToRef(v, rsegb);
  58923. sega.subtractToRef(o, w);
  58924. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  58925. var b = BABYLON.Vector3.Dot(u, v);
  58926. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  58927. var d = BABYLON.Vector3.Dot(u, w);
  58928. var e = BABYLON.Vector3.Dot(v, w);
  58929. var D = a * c - b * b; // always >= 0
  58930. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  58931. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  58932. // compute the line parameters of the two closest points
  58933. if (D < Ray.smallnum) { // the lines are almost parallel
  58934. sN = 0.0; // force using point P0 on segment S1
  58935. sD = 1.0; // to prevent possible division by 0.0 later
  58936. tN = e;
  58937. tD = c;
  58938. }
  58939. else { // get the closest points on the infinite lines
  58940. sN = (b * e - c * d);
  58941. tN = (a * e - b * d);
  58942. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  58943. sN = 0.0;
  58944. tN = e;
  58945. tD = c;
  58946. }
  58947. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  58948. sN = sD;
  58949. tN = e + b;
  58950. tD = c;
  58951. }
  58952. }
  58953. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  58954. tN = 0.0;
  58955. // recompute sc for this edge
  58956. if (-d < 0.0) {
  58957. sN = 0.0;
  58958. }
  58959. else if (-d > a) {
  58960. sN = sD;
  58961. }
  58962. else {
  58963. sN = -d;
  58964. sD = a;
  58965. }
  58966. }
  58967. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  58968. tN = tD;
  58969. // recompute sc for this edge
  58970. if ((-d + b) < 0.0) {
  58971. sN = 0;
  58972. }
  58973. else if ((-d + b) > a) {
  58974. sN = sD;
  58975. }
  58976. else {
  58977. sN = (-d + b);
  58978. sD = a;
  58979. }
  58980. }
  58981. // finally do the division to get sc and tc
  58982. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  58983. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  58984. // get the difference of the two closest points
  58985. var qtc = BABYLON.Tmp.Vector3[4];
  58986. v.scaleToRef(tc, qtc);
  58987. var dP = BABYLON.Tmp.Vector3[5];
  58988. u.scaleToRef(sc, dP);
  58989. dP.addInPlace(w).subtractInPlace(qtc); // = S1(sc) - S2(tc)
  58990. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  58991. if (isIntersected) {
  58992. return qtc.length();
  58993. }
  58994. return -1;
  58995. };
  58996. /**
  58997. * Update the ray from viewport position
  58998. * @param x position
  58999. * @param y y position
  59000. * @param viewportWidth viewport width
  59001. * @param viewportHeight viewport height
  59002. * @param world world matrix
  59003. * @param view view matrix
  59004. * @param projection projection matrix
  59005. * @returns this ray updated
  59006. */
  59007. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59008. BABYLON.Vector3.UnprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection, this);
  59009. return this;
  59010. };
  59011. // Statics
  59012. /**
  59013. * Creates a ray with origin and direction of 0,0,0
  59014. * @returns the new ray
  59015. */
  59016. Ray.Zero = function () {
  59017. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  59018. };
  59019. /**
  59020. * Creates a new ray from screen space and viewport
  59021. * @param x position
  59022. * @param y y position
  59023. * @param viewportWidth viewport width
  59024. * @param viewportHeight viewport height
  59025. * @param world world matrix
  59026. * @param view view matrix
  59027. * @param projection projection matrix
  59028. * @returns new ray
  59029. */
  59030. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59031. var result = Ray.Zero();
  59032. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  59033. };
  59034. /**
  59035. * 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
  59036. * transformed to the given world matrix.
  59037. * @param origin The origin point
  59038. * @param end The end point
  59039. * @param world a matrix to transform the ray to. Default is the identity matrix.
  59040. * @returns the new ray
  59041. */
  59042. Ray.CreateNewFromTo = function (origin, end, world) {
  59043. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  59044. var direction = end.subtract(origin);
  59045. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  59046. direction.normalize();
  59047. return Ray.Transform(new Ray(origin, direction, length), world);
  59048. };
  59049. /**
  59050. * Transforms a ray by a matrix
  59051. * @param ray ray to transform
  59052. * @param matrix matrix to apply
  59053. * @returns the resulting new ray
  59054. */
  59055. Ray.Transform = function (ray, matrix) {
  59056. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  59057. Ray.TransformToRef(ray, matrix, result);
  59058. return result;
  59059. };
  59060. /**
  59061. * Transforms a ray by a matrix
  59062. * @param ray ray to transform
  59063. * @param matrix matrix to apply
  59064. * @param result ray to store result in
  59065. */
  59066. Ray.TransformToRef = function (ray, matrix, result) {
  59067. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  59068. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  59069. result.length = ray.length;
  59070. var dir = result.direction;
  59071. var len = dir.length();
  59072. if (!(len === 0 || len === 1)) {
  59073. var num = 1.0 / len;
  59074. dir.x *= num;
  59075. dir.y *= num;
  59076. dir.z *= num;
  59077. result.length *= len;
  59078. }
  59079. };
  59080. Ray.TmpVector3 = BABYLON.Tools.BuildArray(6, BABYLON.Vector3.Zero);
  59081. Ray.smallnum = 0.00000001;
  59082. Ray.rayl = 10e8;
  59083. return Ray;
  59084. }());
  59085. BABYLON.Ray = Ray;
  59086. })(BABYLON || (BABYLON = {}));
  59087. //# sourceMappingURL=babylon.ray.js.map
  59088. var BABYLON;
  59089. (function (BABYLON) {
  59090. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  59091. if (boxMin.x > sphereCenter.x + sphereRadius) {
  59092. return false;
  59093. }
  59094. if (sphereCenter.x - sphereRadius > boxMax.x) {
  59095. return false;
  59096. }
  59097. if (boxMin.y > sphereCenter.y + sphereRadius) {
  59098. return false;
  59099. }
  59100. if (sphereCenter.y - sphereRadius > boxMax.y) {
  59101. return false;
  59102. }
  59103. if (boxMin.z > sphereCenter.z + sphereRadius) {
  59104. return false;
  59105. }
  59106. if (sphereCenter.z - sphereRadius > boxMax.z) {
  59107. return false;
  59108. }
  59109. return true;
  59110. };
  59111. var getLowestRoot = (function () {
  59112. var result = { root: 0, found: false };
  59113. return function (a, b, c, maxR) {
  59114. result.root = 0;
  59115. result.found = false;
  59116. var determinant = b * b - 4.0 * a * c;
  59117. if (determinant < 0) {
  59118. return result;
  59119. }
  59120. var sqrtD = Math.sqrt(determinant);
  59121. var r1 = (-b - sqrtD) / (2.0 * a);
  59122. var r2 = (-b + sqrtD) / (2.0 * a);
  59123. if (r1 > r2) {
  59124. var temp = r2;
  59125. r2 = r1;
  59126. r1 = temp;
  59127. }
  59128. if (r1 > 0 && r1 < maxR) {
  59129. result.root = r1;
  59130. result.found = true;
  59131. return result;
  59132. }
  59133. if (r2 > 0 && r2 < maxR) {
  59134. result.root = r2;
  59135. result.found = true;
  59136. return result;
  59137. }
  59138. return result;
  59139. };
  59140. })();
  59141. /** @hidden */
  59142. var Collider = /** @class */ (function () {
  59143. function Collider() {
  59144. this._collisionPoint = BABYLON.Vector3.Zero();
  59145. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59146. this._tempVector = BABYLON.Vector3.Zero();
  59147. this._tempVector2 = BABYLON.Vector3.Zero();
  59148. this._tempVector3 = BABYLON.Vector3.Zero();
  59149. this._tempVector4 = BABYLON.Vector3.Zero();
  59150. this._edge = BABYLON.Vector3.Zero();
  59151. this._baseToVertex = BABYLON.Vector3.Zero();
  59152. this._destinationPoint = BABYLON.Vector3.Zero();
  59153. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59154. this._displacementVector = BABYLON.Vector3.Zero();
  59155. /** @hidden */
  59156. this._radius = BABYLON.Vector3.One();
  59157. /** @hidden */
  59158. this._retry = 0;
  59159. /** @hidden */
  59160. this._basePointWorld = BABYLON.Vector3.Zero();
  59161. this._velocityWorld = BABYLON.Vector3.Zero();
  59162. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59163. this._collisionMask = -1;
  59164. }
  59165. Object.defineProperty(Collider.prototype, "collisionMask", {
  59166. get: function () {
  59167. return this._collisionMask;
  59168. },
  59169. set: function (mask) {
  59170. this._collisionMask = !isNaN(mask) ? mask : -1;
  59171. },
  59172. enumerable: true,
  59173. configurable: true
  59174. });
  59175. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59176. /**
  59177. * Gets the plane normal used to compute the sliding response (in local space)
  59178. */
  59179. get: function () {
  59180. return this._slidePlaneNormal;
  59181. },
  59182. enumerable: true,
  59183. configurable: true
  59184. });
  59185. // Methods
  59186. /** @hidden */
  59187. Collider.prototype._initialize = function (source, dir, e) {
  59188. this._velocity = dir;
  59189. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59190. this._basePoint = source;
  59191. source.multiplyToRef(this._radius, this._basePointWorld);
  59192. dir.multiplyToRef(this._radius, this._velocityWorld);
  59193. this._velocityWorldLength = this._velocityWorld.length();
  59194. this._epsilon = e;
  59195. this.collisionFound = false;
  59196. };
  59197. /** @hidden */
  59198. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59199. pa.subtractToRef(point, this._tempVector);
  59200. pb.subtractToRef(point, this._tempVector2);
  59201. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59202. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59203. if (d < 0) {
  59204. return false;
  59205. }
  59206. pc.subtractToRef(point, this._tempVector3);
  59207. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59208. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59209. if (d < 0) {
  59210. return false;
  59211. }
  59212. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59213. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59214. return d >= 0;
  59215. };
  59216. /** @hidden */
  59217. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59218. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59219. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59220. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59221. return false;
  59222. }
  59223. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59224. return false;
  59225. }
  59226. return true;
  59227. };
  59228. /** @hidden */
  59229. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59230. var t0;
  59231. var embeddedInPlane = false;
  59232. //defensive programming, actually not needed.
  59233. if (!trianglePlaneArray) {
  59234. trianglePlaneArray = [];
  59235. }
  59236. if (!trianglePlaneArray[faceIndex]) {
  59237. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59238. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59239. }
  59240. var trianglePlane = trianglePlaneArray[faceIndex];
  59241. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59242. return;
  59243. }
  59244. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59245. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59246. if (normalDotVelocity == 0) {
  59247. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59248. return;
  59249. }
  59250. embeddedInPlane = true;
  59251. t0 = 0;
  59252. }
  59253. else {
  59254. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59255. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59256. if (t0 > t1) {
  59257. var temp = t1;
  59258. t1 = t0;
  59259. t0 = temp;
  59260. }
  59261. if (t0 > 1.0 || t1 < 0.0) {
  59262. return;
  59263. }
  59264. if (t0 < 0) {
  59265. t0 = 0;
  59266. }
  59267. if (t0 > 1.0) {
  59268. t0 = 1.0;
  59269. }
  59270. }
  59271. this._collisionPoint.copyFromFloats(0, 0, 0);
  59272. var found = false;
  59273. var t = 1.0;
  59274. if (!embeddedInPlane) {
  59275. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59276. this._velocity.scaleToRef(t0, this._tempVector);
  59277. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59278. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59279. found = true;
  59280. t = t0;
  59281. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59282. }
  59283. }
  59284. if (!found) {
  59285. var velocitySquaredLength = this._velocity.lengthSquared();
  59286. var a = velocitySquaredLength;
  59287. this._basePoint.subtractToRef(p1, this._tempVector);
  59288. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59289. var c = this._tempVector.lengthSquared() - 1.0;
  59290. var lowestRoot = getLowestRoot(a, b, c, t);
  59291. if (lowestRoot.found) {
  59292. t = lowestRoot.root;
  59293. found = true;
  59294. this._collisionPoint.copyFrom(p1);
  59295. }
  59296. this._basePoint.subtractToRef(p2, this._tempVector);
  59297. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59298. c = this._tempVector.lengthSquared() - 1.0;
  59299. lowestRoot = getLowestRoot(a, b, c, t);
  59300. if (lowestRoot.found) {
  59301. t = lowestRoot.root;
  59302. found = true;
  59303. this._collisionPoint.copyFrom(p2);
  59304. }
  59305. this._basePoint.subtractToRef(p3, this._tempVector);
  59306. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59307. c = this._tempVector.lengthSquared() - 1.0;
  59308. lowestRoot = getLowestRoot(a, b, c, t);
  59309. if (lowestRoot.found) {
  59310. t = lowestRoot.root;
  59311. found = true;
  59312. this._collisionPoint.copyFrom(p3);
  59313. }
  59314. p2.subtractToRef(p1, this._edge);
  59315. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59316. var edgeSquaredLength = this._edge.lengthSquared();
  59317. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59318. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59319. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59320. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59321. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59322. lowestRoot = getLowestRoot(a, b, c, t);
  59323. if (lowestRoot.found) {
  59324. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59325. if (f >= 0.0 && f <= 1.0) {
  59326. t = lowestRoot.root;
  59327. found = true;
  59328. this._edge.scaleInPlace(f);
  59329. p1.addToRef(this._edge, this._collisionPoint);
  59330. }
  59331. }
  59332. p3.subtractToRef(p2, this._edge);
  59333. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59334. edgeSquaredLength = this._edge.lengthSquared();
  59335. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59336. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59337. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59338. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59339. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59340. lowestRoot = getLowestRoot(a, b, c, t);
  59341. if (lowestRoot.found) {
  59342. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59343. if (f >= 0.0 && f <= 1.0) {
  59344. t = lowestRoot.root;
  59345. found = true;
  59346. this._edge.scaleInPlace(f);
  59347. p2.addToRef(this._edge, this._collisionPoint);
  59348. }
  59349. }
  59350. p1.subtractToRef(p3, this._edge);
  59351. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59352. edgeSquaredLength = this._edge.lengthSquared();
  59353. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59354. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59355. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59356. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59357. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59358. lowestRoot = getLowestRoot(a, b, c, t);
  59359. if (lowestRoot.found) {
  59360. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59361. if (f >= 0.0 && f <= 1.0) {
  59362. t = lowestRoot.root;
  59363. found = true;
  59364. this._edge.scaleInPlace(f);
  59365. p3.addToRef(this._edge, this._collisionPoint);
  59366. }
  59367. }
  59368. }
  59369. if (found) {
  59370. var distToCollision = t * this._velocity.length();
  59371. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59372. if (!this.intersectionPoint) {
  59373. this.intersectionPoint = this._collisionPoint.clone();
  59374. }
  59375. else {
  59376. this.intersectionPoint.copyFrom(this._collisionPoint);
  59377. }
  59378. this._nearestDistance = distToCollision;
  59379. this.collisionFound = true;
  59380. }
  59381. }
  59382. };
  59383. /** @hidden */
  59384. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59385. for (var i = indexStart; i < indexEnd; i += 3) {
  59386. var p1 = pts[indices[i] - decal];
  59387. var p2 = pts[indices[i + 1] - decal];
  59388. var p3 = pts[indices[i + 2] - decal];
  59389. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59390. }
  59391. };
  59392. /** @hidden */
  59393. Collider.prototype._getResponse = function (pos, vel) {
  59394. pos.addToRef(vel, this._destinationPoint);
  59395. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59396. this._basePoint.addToRef(vel, pos);
  59397. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59398. this._slidePlaneNormal.normalize();
  59399. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59400. pos.addInPlace(this._displacementVector);
  59401. this.intersectionPoint.addInPlace(this._displacementVector);
  59402. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59403. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59404. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59405. };
  59406. return Collider;
  59407. }());
  59408. BABYLON.Collider = Collider;
  59409. })(BABYLON || (BABYLON = {}));
  59410. //# sourceMappingURL=babylon.collider.js.map
  59411. var BABYLON;
  59412. (function (BABYLON) {
  59413. //WebWorker code will be inserted to this variable.
  59414. /** @hidden */
  59415. BABYLON.CollisionWorker = "";
  59416. /** Defines supported task for worker process */
  59417. var WorkerTaskType;
  59418. (function (WorkerTaskType) {
  59419. /** Initialization */
  59420. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59421. /** Update of geometry */
  59422. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59423. /** Evaluate collision */
  59424. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59425. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59426. /** Defines kind of replies returned by worker */
  59427. var WorkerReplyType;
  59428. (function (WorkerReplyType) {
  59429. /** Success */
  59430. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59431. /** Unkown error */
  59432. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59433. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59434. /** @hidden */
  59435. var CollisionCoordinatorWorker = /** @class */ (function () {
  59436. function CollisionCoordinatorWorker() {
  59437. var _this = this;
  59438. this._scaledPosition = BABYLON.Vector3.Zero();
  59439. this._scaledVelocity = BABYLON.Vector3.Zero();
  59440. this.onMeshUpdated = function (transformNode) {
  59441. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59442. };
  59443. this.onGeometryUpdated = function (geometry) {
  59444. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59445. };
  59446. this._afterRender = function () {
  59447. if (!_this._init) {
  59448. return;
  59449. }
  59450. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59451. return;
  59452. }
  59453. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59454. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59455. if (_this._runningUpdated > 4) {
  59456. return;
  59457. }
  59458. ++_this._runningUpdated;
  59459. var payload = {
  59460. updatedMeshes: _this._addUpdateMeshesList,
  59461. updatedGeometries: _this._addUpdateGeometriesList,
  59462. removedGeometries: _this._toRemoveGeometryArray,
  59463. removedMeshes: _this._toRemoveMeshesArray
  59464. };
  59465. var message = {
  59466. payload: payload,
  59467. taskType: WorkerTaskType.UPDATE
  59468. };
  59469. var serializable = [];
  59470. for (var id in payload.updatedGeometries) {
  59471. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59472. //prepare transferables
  59473. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59474. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59475. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59476. }
  59477. }
  59478. _this._worker.postMessage(message, serializable);
  59479. _this._addUpdateMeshesList = {};
  59480. _this._addUpdateGeometriesList = {};
  59481. _this._toRemoveGeometryArray = [];
  59482. _this._toRemoveMeshesArray = [];
  59483. };
  59484. this._onMessageFromWorker = function (e) {
  59485. var returnData = e.data;
  59486. if (returnData.error != WorkerReplyType.SUCCESS) {
  59487. //TODO what errors can be returned from the worker?
  59488. BABYLON.Tools.Warn("error returned from worker!");
  59489. return;
  59490. }
  59491. switch (returnData.taskType) {
  59492. case WorkerTaskType.INIT:
  59493. _this._init = true;
  59494. //Update the worked with ALL of the scene's current state
  59495. _this._scene.meshes.forEach(function (mesh) {
  59496. _this.onMeshAdded(mesh);
  59497. });
  59498. _this._scene.getGeometries().forEach(function (geometry) {
  59499. _this.onGeometryAdded(geometry);
  59500. });
  59501. break;
  59502. case WorkerTaskType.UPDATE:
  59503. _this._runningUpdated--;
  59504. break;
  59505. case WorkerTaskType.COLLIDE:
  59506. var returnPayload = returnData.payload;
  59507. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59508. return;
  59509. }
  59510. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59511. if (callback) {
  59512. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59513. if (mesh) {
  59514. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59515. }
  59516. }
  59517. //cleanup
  59518. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59519. break;
  59520. }
  59521. };
  59522. this._collisionsCallbackArray = [];
  59523. this._init = false;
  59524. this._runningUpdated = 0;
  59525. this._addUpdateMeshesList = {};
  59526. this._addUpdateGeometriesList = {};
  59527. this._toRemoveGeometryArray = [];
  59528. this._toRemoveMeshesArray = [];
  59529. }
  59530. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59531. if (!this._init) {
  59532. return;
  59533. }
  59534. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59535. return;
  59536. }
  59537. position.divideToRef(collider._radius, this._scaledPosition);
  59538. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59539. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59540. var payload = {
  59541. collider: {
  59542. position: this._scaledPosition.asArray(),
  59543. velocity: this._scaledVelocity.asArray(),
  59544. radius: collider._radius.asArray()
  59545. },
  59546. collisionId: collisionIndex,
  59547. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59548. maximumRetry: maximumRetry
  59549. };
  59550. var message = {
  59551. payload: payload,
  59552. taskType: WorkerTaskType.COLLIDE
  59553. };
  59554. this._worker.postMessage(message);
  59555. };
  59556. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59557. this._scene = scene;
  59558. this._scene.registerAfterRender(this._afterRender);
  59559. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59560. this._worker = new Worker(workerUrl);
  59561. this._worker.onmessage = this._onMessageFromWorker;
  59562. var message = {
  59563. payload: {},
  59564. taskType: WorkerTaskType.INIT
  59565. };
  59566. this._worker.postMessage(message);
  59567. };
  59568. CollisionCoordinatorWorker.prototype.destroy = function () {
  59569. this._scene.unregisterAfterRender(this._afterRender);
  59570. this._worker.terminate();
  59571. };
  59572. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59573. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59574. this.onMeshUpdated(mesh);
  59575. };
  59576. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59577. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59578. };
  59579. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59580. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59581. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59582. this.onGeometryUpdated(geometry);
  59583. };
  59584. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59585. this._toRemoveGeometryArray.push(geometry.id);
  59586. };
  59587. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59588. var submeshes = [];
  59589. if (mesh.subMeshes) {
  59590. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59591. var boundingInfo = sm.getBoundingInfo();
  59592. return {
  59593. position: idx,
  59594. verticesStart: sm.verticesStart,
  59595. verticesCount: sm.verticesCount,
  59596. indexStart: sm.indexStart,
  59597. indexCount: sm.indexCount,
  59598. hasMaterial: !!sm.getMaterial(),
  59599. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59600. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59601. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59602. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59603. };
  59604. });
  59605. }
  59606. var geometryId = null;
  59607. if (mesh instanceof BABYLON.Mesh) {
  59608. var geometry = mesh.geometry;
  59609. geometryId = geometry ? geometry.id : null;
  59610. }
  59611. else if (mesh instanceof BABYLON.InstancedMesh) {
  59612. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  59613. geometryId = geometry ? geometry.id : null;
  59614. }
  59615. var boundingInfo = mesh.getBoundingInfo();
  59616. return {
  59617. uniqueId: mesh.uniqueId,
  59618. id: mesh.id,
  59619. name: mesh.name,
  59620. geometryId: geometryId,
  59621. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59622. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59623. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59624. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  59625. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  59626. subMeshes: submeshes,
  59627. checkCollisions: mesh.checkCollisions
  59628. };
  59629. };
  59630. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  59631. return {
  59632. id: geometry.id,
  59633. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  59634. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  59635. indices: new Uint32Array(geometry.getIndices() || []),
  59636. };
  59637. };
  59638. return CollisionCoordinatorWorker;
  59639. }());
  59640. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  59641. /** @hidden */
  59642. var CollisionCoordinatorLegacy = /** @class */ (function () {
  59643. function CollisionCoordinatorLegacy() {
  59644. this._scaledPosition = BABYLON.Vector3.Zero();
  59645. this._scaledVelocity = BABYLON.Vector3.Zero();
  59646. this._finalPosition = BABYLON.Vector3.Zero();
  59647. }
  59648. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59649. position.divideToRef(collider._radius, this._scaledPosition);
  59650. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59651. collider.collidedMesh = null;
  59652. collider._retry = 0;
  59653. collider._initialVelocity = this._scaledVelocity;
  59654. collider._initialPosition = this._scaledPosition;
  59655. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  59656. this._finalPosition.multiplyInPlace(collider._radius);
  59657. //run the callback
  59658. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  59659. };
  59660. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  59661. this._scene = scene;
  59662. };
  59663. CollisionCoordinatorLegacy.prototype.destroy = function () {
  59664. //Legacy need no destruction method.
  59665. };
  59666. //No update in legacy mode
  59667. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  59668. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  59669. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  59670. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  59671. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  59672. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  59673. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  59674. if (excludedMesh === void 0) { excludedMesh = null; }
  59675. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  59676. if (collider._retry >= maximumRetry) {
  59677. finalPosition.copyFrom(position);
  59678. return;
  59679. }
  59680. // Check if this is a mesh else camera or -1
  59681. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  59682. collider._initialize(position, velocity, closeDistance);
  59683. // Check all meshes
  59684. for (var index = 0; index < this._scene.meshes.length; index++) {
  59685. var mesh = this._scene.meshes[index];
  59686. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  59687. mesh._checkCollision(collider);
  59688. }
  59689. }
  59690. if (!collider.collisionFound) {
  59691. position.addToRef(velocity, finalPosition);
  59692. return;
  59693. }
  59694. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  59695. collider._getResponse(position, velocity);
  59696. }
  59697. if (velocity.length() <= closeDistance) {
  59698. finalPosition.copyFrom(position);
  59699. return;
  59700. }
  59701. collider._retry++;
  59702. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  59703. };
  59704. return CollisionCoordinatorLegacy;
  59705. }());
  59706. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  59707. })(BABYLON || (BABYLON = {}));
  59708. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  59709. var BABYLON;
  59710. (function (BABYLON) {
  59711. /**
  59712. * A particle represents one of the element emitted by a particle system.
  59713. * This is mainly define by its coordinates, direction, velocity and age.
  59714. */
  59715. var Particle = /** @class */ (function () {
  59716. /**
  59717. * Creates a new instance Particle
  59718. * @param particleSystem the particle system the particle belongs to
  59719. */
  59720. function Particle(
  59721. /**
  59722. * The particle system the particle belongs to.
  59723. */
  59724. particleSystem) {
  59725. this.particleSystem = particleSystem;
  59726. /**
  59727. * The world position of the particle in the scene.
  59728. */
  59729. this.position = BABYLON.Vector3.Zero();
  59730. /**
  59731. * The world direction of the particle in the scene.
  59732. */
  59733. this.direction = BABYLON.Vector3.Zero();
  59734. /**
  59735. * The color of the particle.
  59736. */
  59737. this.color = new BABYLON.Color4(0, 0, 0, 0);
  59738. /**
  59739. * The color change of the particle per step.
  59740. */
  59741. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  59742. /**
  59743. * Defines how long will the life of the particle be.
  59744. */
  59745. this.lifeTime = 1.0;
  59746. /**
  59747. * The current age of the particle.
  59748. */
  59749. this.age = 0;
  59750. /**
  59751. * The current size of the particle.
  59752. */
  59753. this.size = 0;
  59754. /**
  59755. * The current scale of the particle.
  59756. */
  59757. this.scale = new BABYLON.Vector2(1, 1);
  59758. /**
  59759. * The current angle of the particle.
  59760. */
  59761. this.angle = 0;
  59762. /**
  59763. * Defines how fast is the angle changing.
  59764. */
  59765. this.angularSpeed = 0;
  59766. /**
  59767. * Defines the cell index used by the particle to be rendered from a sprite.
  59768. */
  59769. this.cellIndex = 0;
  59770. /** @hidden */
  59771. this._attachedSubEmitters = null;
  59772. /** @hidden */
  59773. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  59774. /** @hidden */
  59775. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  59776. /** @hidden */
  59777. this._currentSize1 = 0;
  59778. /** @hidden */
  59779. this._currentSize2 = 0;
  59780. /** @hidden */
  59781. this._currentAngularSpeed1 = 0;
  59782. /** @hidden */
  59783. this._currentAngularSpeed2 = 0;
  59784. /** @hidden */
  59785. this._currentVelocity1 = 0;
  59786. /** @hidden */
  59787. this._currentVelocity2 = 0;
  59788. /** @hidden */
  59789. this._currentLimitVelocity1 = 0;
  59790. /** @hidden */
  59791. this._currentLimitVelocity2 = 0;
  59792. /** @hidden */
  59793. this._currentDrag1 = 0;
  59794. /** @hidden */
  59795. this._currentDrag2 = 0;
  59796. this.id = Particle._Count++;
  59797. if (!this.particleSystem.isAnimationSheetEnabled) {
  59798. return;
  59799. }
  59800. this.updateCellInfoFromSystem();
  59801. }
  59802. Particle.prototype.updateCellInfoFromSystem = function () {
  59803. this.cellIndex = this.particleSystem.startSpriteCellID;
  59804. };
  59805. /**
  59806. * Defines how the sprite cell index is updated for the particle
  59807. */
  59808. Particle.prototype.updateCellIndex = function () {
  59809. var offsetAge = this.age;
  59810. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  59811. if (this.particleSystem.spriteRandomStartCell) {
  59812. if (this._randomCellOffset === undefined) {
  59813. this._randomCellOffset = Math.random() * this.lifeTime;
  59814. }
  59815. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  59816. changeSpeed = 1;
  59817. offsetAge = this._randomCellOffset;
  59818. }
  59819. else {
  59820. offsetAge += this._randomCellOffset;
  59821. }
  59822. }
  59823. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  59824. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  59825. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  59826. };
  59827. /** @hidden */
  59828. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  59829. if (subEmitter.particleSystem.emitter.position) {
  59830. var emitterMesh = subEmitter.particleSystem.emitter;
  59831. emitterMesh.position.copyFrom(this.position);
  59832. if (subEmitter.inheritDirection) {
  59833. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  59834. // Look at using Y as forward
  59835. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  59836. }
  59837. }
  59838. else {
  59839. var emitterPosition = subEmitter.particleSystem.emitter;
  59840. emitterPosition.copyFrom(this.position);
  59841. }
  59842. // Set inheritedVelocityOffset to be used when new particles are created
  59843. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  59844. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  59845. };
  59846. /** @hidden */
  59847. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  59848. var _this = this;
  59849. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  59850. this._attachedSubEmitters.forEach(function (subEmitter) {
  59851. _this._inheritParticleInfoToSubEmitter(subEmitter);
  59852. });
  59853. }
  59854. };
  59855. /** @hidden */
  59856. Particle.prototype._reset = function () {
  59857. this.age = 0;
  59858. this._currentColorGradient = null;
  59859. this._currentSizeGradient = null;
  59860. this._currentAngularSpeedGradient = null;
  59861. this._currentVelocityGradient = null;
  59862. this._currentLimitVelocityGradient = null;
  59863. this._currentDragGradient = null;
  59864. this.cellIndex = this.particleSystem.startSpriteCellID;
  59865. this._randomCellOffset = undefined;
  59866. };
  59867. /**
  59868. * Copy the properties of particle to another one.
  59869. * @param other the particle to copy the information to.
  59870. */
  59871. Particle.prototype.copyTo = function (other) {
  59872. other.position.copyFrom(this.position);
  59873. if (this._initialDirection) {
  59874. if (other._initialDirection) {
  59875. other._initialDirection.copyFrom(this._initialDirection);
  59876. }
  59877. else {
  59878. other._initialDirection = this._initialDirection.clone();
  59879. }
  59880. }
  59881. else {
  59882. other._initialDirection = null;
  59883. }
  59884. other.direction.copyFrom(this.direction);
  59885. other.color.copyFrom(this.color);
  59886. other.colorStep.copyFrom(this.colorStep);
  59887. other.lifeTime = this.lifeTime;
  59888. other.age = this.age;
  59889. other._randomCellOffset = this._randomCellOffset;
  59890. other.size = this.size;
  59891. other.scale.copyFrom(this.scale);
  59892. other.angle = this.angle;
  59893. other.angularSpeed = this.angularSpeed;
  59894. other.particleSystem = this.particleSystem;
  59895. other.cellIndex = this.cellIndex;
  59896. other.id = this.id;
  59897. other._attachedSubEmitters = this._attachedSubEmitters;
  59898. if (this._currentColorGradient) {
  59899. other._currentColorGradient = this._currentColorGradient;
  59900. other._currentColor1.copyFrom(this._currentColor1);
  59901. other._currentColor2.copyFrom(this._currentColor2);
  59902. }
  59903. if (this._currentSizeGradient) {
  59904. other._currentSizeGradient = this._currentSizeGradient;
  59905. other._currentSize1 = this._currentSize1;
  59906. other._currentSize2 = this._currentSize2;
  59907. }
  59908. if (this._currentAngularSpeedGradient) {
  59909. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  59910. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  59911. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  59912. }
  59913. if (this._currentVelocityGradient) {
  59914. other._currentVelocityGradient = this._currentVelocityGradient;
  59915. other._currentVelocity1 = this._currentVelocity1;
  59916. other._currentVelocity2 = this._currentVelocity2;
  59917. }
  59918. if (this._currentLimitVelocityGradient) {
  59919. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  59920. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  59921. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  59922. }
  59923. if (this._currentDragGradient) {
  59924. other._currentDragGradient = this._currentDragGradient;
  59925. other._currentDrag1 = this._currentDrag1;
  59926. other._currentDrag2 = this._currentDrag2;
  59927. }
  59928. if (this.particleSystem.isAnimationSheetEnabled) {
  59929. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  59930. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  59931. }
  59932. if (this.particleSystem.useRampGradients) {
  59933. other.remapData.copyFrom(this.remapData);
  59934. }
  59935. if (this._randomNoiseCoordinates1) {
  59936. if (other._randomNoiseCoordinates1) {
  59937. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  59938. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  59939. }
  59940. else {
  59941. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  59942. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  59943. }
  59944. }
  59945. };
  59946. Particle._Count = 0;
  59947. return Particle;
  59948. }());
  59949. BABYLON.Particle = Particle;
  59950. })(BABYLON || (BABYLON = {}));
  59951. //# sourceMappingURL=babylon.particle.js.map
  59952. var BABYLON;
  59953. (function (BABYLON) {
  59954. /**
  59955. * This represents the base class for particle system in Babylon.
  59956. * 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.
  59957. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  59958. * @example https://doc.babylonjs.com/babylon101/particles
  59959. */
  59960. var BaseParticleSystem = /** @class */ (function () {
  59961. /**
  59962. * Instantiates a particle system.
  59963. * 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.
  59964. * @param name The name of the particle system
  59965. */
  59966. function BaseParticleSystem(name) {
  59967. /**
  59968. * List of animations used by the particle system.
  59969. */
  59970. this.animations = [];
  59971. /**
  59972. * The rendering group used by the Particle system to chose when to render.
  59973. */
  59974. this.renderingGroupId = 0;
  59975. /**
  59976. * The emitter represents the Mesh or position we are attaching the particle system to.
  59977. */
  59978. this.emitter = null;
  59979. /**
  59980. * The maximum number of particles to emit per frame
  59981. */
  59982. this.emitRate = 10;
  59983. /**
  59984. * If you want to launch only a few particles at once, that can be done, as well.
  59985. */
  59986. this.manualEmitCount = -1;
  59987. /**
  59988. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  59989. */
  59990. this.updateSpeed = 0.01;
  59991. /**
  59992. * The amount of time the particle system is running (depends of the overall update speed).
  59993. */
  59994. this.targetStopDuration = 0;
  59995. /**
  59996. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  59997. */
  59998. this.disposeOnStop = false;
  59999. /**
  60000. * Minimum power of emitting particles.
  60001. */
  60002. this.minEmitPower = 1;
  60003. /**
  60004. * Maximum power of emitting particles.
  60005. */
  60006. this.maxEmitPower = 1;
  60007. /**
  60008. * Minimum life time of emitting particles.
  60009. */
  60010. this.minLifeTime = 1;
  60011. /**
  60012. * Maximum life time of emitting particles.
  60013. */
  60014. this.maxLifeTime = 1;
  60015. /**
  60016. * Minimum Size of emitting particles.
  60017. */
  60018. this.minSize = 1;
  60019. /**
  60020. * Maximum Size of emitting particles.
  60021. */
  60022. this.maxSize = 1;
  60023. /**
  60024. * Minimum scale of emitting particles on X axis.
  60025. */
  60026. this.minScaleX = 1;
  60027. /**
  60028. * Maximum scale of emitting particles on X axis.
  60029. */
  60030. this.maxScaleX = 1;
  60031. /**
  60032. * Minimum scale of emitting particles on Y axis.
  60033. */
  60034. this.minScaleY = 1;
  60035. /**
  60036. * Maximum scale of emitting particles on Y axis.
  60037. */
  60038. this.maxScaleY = 1;
  60039. /**
  60040. * Gets or sets the minimal initial rotation in radians.
  60041. */
  60042. this.minInitialRotation = 0;
  60043. /**
  60044. * Gets or sets the maximal initial rotation in radians.
  60045. */
  60046. this.maxInitialRotation = 0;
  60047. /**
  60048. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  60049. */
  60050. this.minAngularSpeed = 0;
  60051. /**
  60052. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  60053. */
  60054. this.maxAngularSpeed = 0;
  60055. /**
  60056. * The layer mask we are rendering the particles through.
  60057. */
  60058. this.layerMask = 0x0FFFFFFF;
  60059. /**
  60060. * This can help using your own shader to render the particle system.
  60061. * The according effect will be created
  60062. */
  60063. this.customShader = null;
  60064. /**
  60065. * By default particle system starts as soon as they are created. This prevents the
  60066. * automatic start to happen and let you decide when to start emitting particles.
  60067. */
  60068. this.preventAutoStart = false;
  60069. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  60070. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  60071. /**
  60072. * Callback triggered when the particle animation is ending.
  60073. */
  60074. this.onAnimationEnd = null;
  60075. /**
  60076. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  60077. */
  60078. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  60079. /**
  60080. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  60081. * to override the particles.
  60082. */
  60083. this.forceDepthWrite = false;
  60084. /** 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 */
  60085. this.preWarmCycles = 0;
  60086. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  60087. this.preWarmStepOffset = 1;
  60088. /**
  60089. * 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)
  60090. */
  60091. this.spriteCellChangeSpeed = 1;
  60092. /**
  60093. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  60094. */
  60095. this.startSpriteCellID = 0;
  60096. /**
  60097. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  60098. */
  60099. this.endSpriteCellID = 0;
  60100. /**
  60101. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  60102. */
  60103. this.spriteCellWidth = 0;
  60104. /**
  60105. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  60106. */
  60107. this.spriteCellHeight = 0;
  60108. /**
  60109. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  60110. */
  60111. this.spriteRandomStartCell = false;
  60112. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  60113. this.translationPivot = new BABYLON.Vector2(0, 0);
  60114. /**
  60115. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  60116. */
  60117. this.beginAnimationOnStart = false;
  60118. /**
  60119. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  60120. */
  60121. this.beginAnimationFrom = 0;
  60122. /**
  60123. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  60124. */
  60125. this.beginAnimationTo = 60;
  60126. /**
  60127. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  60128. */
  60129. this.beginAnimationLoop = false;
  60130. /**
  60131. * You can use gravity if you want to give an orientation to your particles.
  60132. */
  60133. this.gravity = BABYLON.Vector3.Zero();
  60134. this._colorGradients = null;
  60135. this._sizeGradients = null;
  60136. this._lifeTimeGradients = null;
  60137. this._angularSpeedGradients = null;
  60138. this._velocityGradients = null;
  60139. this._limitVelocityGradients = null;
  60140. this._dragGradients = null;
  60141. this._emitRateGradients = null;
  60142. this._startSizeGradients = null;
  60143. this._rampGradients = null;
  60144. this._colorRemapGradients = null;
  60145. this._alphaRemapGradients = null;
  60146. /**
  60147. * Defines the delay in milliseconds before starting the system (0 by default)
  60148. */
  60149. this.startDelay = 0;
  60150. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60151. this.limitVelocityDamping = 0.4;
  60152. /**
  60153. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60154. */
  60155. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60156. /**
  60157. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60158. */
  60159. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60160. /**
  60161. * Color the particle will have at the end of its lifetime
  60162. */
  60163. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60164. /**
  60165. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60166. */
  60167. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60168. /** @hidden */
  60169. this._isSubEmitter = false;
  60170. /**
  60171. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60172. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60173. */
  60174. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60175. this._isBillboardBased = true;
  60176. /**
  60177. * Local cache of defines for image processing.
  60178. */
  60179. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60180. this.id = name;
  60181. this.name = name;
  60182. }
  60183. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60184. /**
  60185. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60186. */
  60187. get: function () {
  60188. return this._isAnimationSheetEnabled;
  60189. },
  60190. set: function (value) {
  60191. if (this._isAnimationSheetEnabled == value) {
  60192. return;
  60193. }
  60194. this._isAnimationSheetEnabled = value;
  60195. this._reset();
  60196. },
  60197. enumerable: true,
  60198. configurable: true
  60199. });
  60200. /**
  60201. * Get hosting scene
  60202. * @returns the scene
  60203. */
  60204. BaseParticleSystem.prototype.getScene = function () {
  60205. return this._scene;
  60206. };
  60207. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60208. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60209. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60210. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60211. };
  60212. /**
  60213. * Gets the current list of drag gradients.
  60214. * You must use addDragGradient and removeDragGradient to udpate this list
  60215. * @returns the list of drag gradients
  60216. */
  60217. BaseParticleSystem.prototype.getDragGradients = function () {
  60218. return this._dragGradients;
  60219. };
  60220. /**
  60221. * Gets the current list of limit velocity gradients.
  60222. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60223. * @returns the list of limit velocity gradients
  60224. */
  60225. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60226. return this._limitVelocityGradients;
  60227. };
  60228. /**
  60229. * Gets the current list of color gradients.
  60230. * You must use addColorGradient and removeColorGradient to udpate this list
  60231. * @returns the list of color gradients
  60232. */
  60233. BaseParticleSystem.prototype.getColorGradients = function () {
  60234. return this._colorGradients;
  60235. };
  60236. /**
  60237. * Gets the current list of size gradients.
  60238. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60239. * @returns the list of size gradients
  60240. */
  60241. BaseParticleSystem.prototype.getSizeGradients = function () {
  60242. return this._sizeGradients;
  60243. };
  60244. /**
  60245. * Gets the current list of color remap gradients.
  60246. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60247. * @returns the list of color remap gradients
  60248. */
  60249. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60250. return this._colorRemapGradients;
  60251. };
  60252. /**
  60253. * Gets the current list of alpha remap gradients.
  60254. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60255. * @returns the list of alpha remap gradients
  60256. */
  60257. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60258. return this._alphaRemapGradients;
  60259. };
  60260. /**
  60261. * Gets the current list of life time gradients.
  60262. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60263. * @returns the list of life time gradients
  60264. */
  60265. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60266. return this._lifeTimeGradients;
  60267. };
  60268. /**
  60269. * Gets the current list of angular speed gradients.
  60270. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60271. * @returns the list of angular speed gradients
  60272. */
  60273. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60274. return this._angularSpeedGradients;
  60275. };
  60276. /**
  60277. * Gets the current list of velocity gradients.
  60278. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60279. * @returns the list of velocity gradients
  60280. */
  60281. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60282. return this._velocityGradients;
  60283. };
  60284. /**
  60285. * Gets the current list of start size gradients.
  60286. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60287. * @returns the list of start size gradients
  60288. */
  60289. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60290. return this._startSizeGradients;
  60291. };
  60292. /**
  60293. * Gets the current list of emit rate gradients.
  60294. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60295. * @returns the list of emit rate gradients
  60296. */
  60297. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60298. return this._emitRateGradients;
  60299. };
  60300. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60301. /**
  60302. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60303. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60304. */
  60305. get: function () {
  60306. if (this.particleEmitterType.direction1) {
  60307. return this.particleEmitterType.direction1;
  60308. }
  60309. return BABYLON.Vector3.Zero();
  60310. },
  60311. set: function (value) {
  60312. if (this.particleEmitterType.direction1) {
  60313. this.particleEmitterType.direction1 = value;
  60314. }
  60315. },
  60316. enumerable: true,
  60317. configurable: true
  60318. });
  60319. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60320. /**
  60321. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60322. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60323. */
  60324. get: function () {
  60325. if (this.particleEmitterType.direction2) {
  60326. return this.particleEmitterType.direction2;
  60327. }
  60328. return BABYLON.Vector3.Zero();
  60329. },
  60330. set: function (value) {
  60331. if (this.particleEmitterType.direction2) {
  60332. this.particleEmitterType.direction2 = value;
  60333. }
  60334. },
  60335. enumerable: true,
  60336. configurable: true
  60337. });
  60338. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60339. /**
  60340. * 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.
  60341. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60342. */
  60343. get: function () {
  60344. if (this.particleEmitterType.minEmitBox) {
  60345. return this.particleEmitterType.minEmitBox;
  60346. }
  60347. return BABYLON.Vector3.Zero();
  60348. },
  60349. set: function (value) {
  60350. if (this.particleEmitterType.minEmitBox) {
  60351. this.particleEmitterType.minEmitBox = value;
  60352. }
  60353. },
  60354. enumerable: true,
  60355. configurable: true
  60356. });
  60357. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60358. /**
  60359. * 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.
  60360. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60361. */
  60362. get: function () {
  60363. if (this.particleEmitterType.maxEmitBox) {
  60364. return this.particleEmitterType.maxEmitBox;
  60365. }
  60366. return BABYLON.Vector3.Zero();
  60367. },
  60368. set: function (value) {
  60369. if (this.particleEmitterType.maxEmitBox) {
  60370. this.particleEmitterType.maxEmitBox = value;
  60371. }
  60372. },
  60373. enumerable: true,
  60374. configurable: true
  60375. });
  60376. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60377. /**
  60378. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60379. */
  60380. get: function () {
  60381. return this._isBillboardBased;
  60382. },
  60383. set: function (value) {
  60384. if (this._isBillboardBased === value) {
  60385. return;
  60386. }
  60387. this._isBillboardBased = value;
  60388. this._reset();
  60389. },
  60390. enumerable: true,
  60391. configurable: true
  60392. });
  60393. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60394. /**
  60395. * Gets the image processing configuration used either in this material.
  60396. */
  60397. get: function () {
  60398. return this._imageProcessingConfiguration;
  60399. },
  60400. /**
  60401. * Sets the Default image processing configuration used either in the this material.
  60402. *
  60403. * If sets to null, the scene one is in use.
  60404. */
  60405. set: function (value) {
  60406. this._attachImageProcessingConfiguration(value);
  60407. },
  60408. enumerable: true,
  60409. configurable: true
  60410. });
  60411. /**
  60412. * Attaches a new image processing configuration to the Standard Material.
  60413. * @param configuration
  60414. */
  60415. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60416. if (configuration === this._imageProcessingConfiguration) {
  60417. return;
  60418. }
  60419. // Pick the scene configuration if needed.
  60420. if (!configuration) {
  60421. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60422. }
  60423. else {
  60424. this._imageProcessingConfiguration = configuration;
  60425. }
  60426. };
  60427. /** @hidden */
  60428. BaseParticleSystem.prototype._reset = function () {
  60429. };
  60430. /** @hidden */
  60431. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60432. if (!gradients) {
  60433. return this;
  60434. }
  60435. var index = 0;
  60436. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60437. var valueGradient = gradients_1[_i];
  60438. if (valueGradient.gradient === gradient) {
  60439. gradients.splice(index, 1);
  60440. break;
  60441. }
  60442. index++;
  60443. }
  60444. if (texture) {
  60445. texture.dispose();
  60446. }
  60447. return this;
  60448. };
  60449. /**
  60450. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60451. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60452. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60453. * @returns the emitter
  60454. */
  60455. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60456. var particleEmitter = new BABYLON.PointParticleEmitter();
  60457. particleEmitter.direction1 = direction1;
  60458. particleEmitter.direction2 = direction2;
  60459. this.particleEmitterType = particleEmitter;
  60460. return particleEmitter;
  60461. };
  60462. /**
  60463. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60464. * @param radius The radius of the hemisphere to emit from
  60465. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60466. * @returns the emitter
  60467. */
  60468. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60469. if (radius === void 0) { radius = 1; }
  60470. if (radiusRange === void 0) { radiusRange = 1; }
  60471. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60472. this.particleEmitterType = particleEmitter;
  60473. return particleEmitter;
  60474. };
  60475. /**
  60476. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60477. * @param radius The radius of the sphere to emit from
  60478. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60479. * @returns the emitter
  60480. */
  60481. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60482. if (radius === void 0) { radius = 1; }
  60483. if (radiusRange === void 0) { radiusRange = 1; }
  60484. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60485. this.particleEmitterType = particleEmitter;
  60486. return particleEmitter;
  60487. };
  60488. /**
  60489. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60490. * @param radius The radius of the sphere to emit from
  60491. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60492. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60493. * @returns the emitter
  60494. */
  60495. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60496. if (radius === void 0) { radius = 1; }
  60497. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60498. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60499. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60500. this.particleEmitterType = particleEmitter;
  60501. return particleEmitter;
  60502. };
  60503. /**
  60504. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60505. * @param radius The radius of the emission cylinder
  60506. * @param height The height of the emission cylinder
  60507. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60508. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60509. * @returns the emitter
  60510. */
  60511. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60512. if (radius === void 0) { radius = 1; }
  60513. if (height === void 0) { height = 1; }
  60514. if (radiusRange === void 0) { radiusRange = 1; }
  60515. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60516. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60517. this.particleEmitterType = particleEmitter;
  60518. return particleEmitter;
  60519. };
  60520. /**
  60521. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60522. * @param radius The radius of the cylinder to emit from
  60523. * @param height The height of the emission cylinder
  60524. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60525. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60526. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60527. * @returns the emitter
  60528. */
  60529. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60530. if (radius === void 0) { radius = 1; }
  60531. if (height === void 0) { height = 1; }
  60532. if (radiusRange === void 0) { radiusRange = 1; }
  60533. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60534. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60535. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60536. this.particleEmitterType = particleEmitter;
  60537. return particleEmitter;
  60538. };
  60539. /**
  60540. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60541. * @param radius The radius of the cone to emit from
  60542. * @param angle The base angle of the cone
  60543. * @returns the emitter
  60544. */
  60545. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60546. if (radius === void 0) { radius = 1; }
  60547. if (angle === void 0) { angle = Math.PI / 4; }
  60548. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60549. this.particleEmitterType = particleEmitter;
  60550. return particleEmitter;
  60551. };
  60552. /**
  60553. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60554. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60555. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60556. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60557. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60558. * @returns the emitter
  60559. */
  60560. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60561. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60562. this.particleEmitterType = particleEmitter;
  60563. this.direction1 = direction1;
  60564. this.direction2 = direction2;
  60565. this.minEmitBox = minEmitBox;
  60566. this.maxEmitBox = maxEmitBox;
  60567. return particleEmitter;
  60568. };
  60569. /**
  60570. * Source color is added to the destination color without alpha affecting the result
  60571. */
  60572. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60573. /**
  60574. * Blend current color and particle color using particle’s alpha
  60575. */
  60576. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60577. /**
  60578. * Add current color and particle color multiplied by particle’s alpha
  60579. */
  60580. BaseParticleSystem.BLENDMODE_ADD = 2;
  60581. /**
  60582. * Multiply current color with particle color
  60583. */
  60584. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60585. /**
  60586. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  60587. */
  60588. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  60589. return BaseParticleSystem;
  60590. }());
  60591. BABYLON.BaseParticleSystem = BaseParticleSystem;
  60592. })(BABYLON || (BABYLON = {}));
  60593. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  60594. var BABYLON;
  60595. (function (BABYLON) {
  60596. /**
  60597. * This represents a particle system in Babylon.
  60598. * 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.
  60599. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60600. * @example https://doc.babylonjs.com/babylon101/particles
  60601. */
  60602. var ParticleSystem = /** @class */ (function (_super) {
  60603. __extends(ParticleSystem, _super);
  60604. /**
  60605. * Instantiates a particle system.
  60606. * 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.
  60607. * @param name The name of the particle system
  60608. * @param capacity The max number of particles alive at the same time
  60609. * @param scene The scene the particle system belongs to
  60610. * @param customEffect a custom effect used to change the way particles are rendered by default
  60611. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60612. * @param epsilon Offset used to render the particles
  60613. */
  60614. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  60615. if (customEffect === void 0) { customEffect = null; }
  60616. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  60617. if (epsilon === void 0) { epsilon = 0.01; }
  60618. var _this = _super.call(this, name) || this;
  60619. /**
  60620. * @hidden
  60621. */
  60622. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  60623. /**
  60624. * An event triggered when the system is disposed
  60625. */
  60626. _this.onDisposeObservable = new BABYLON.Observable();
  60627. _this._particles = new Array();
  60628. _this._stockParticles = new Array();
  60629. _this._newPartsExcess = 0;
  60630. _this._vertexBuffers = {};
  60631. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  60632. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  60633. _this._scaledDirection = BABYLON.Vector3.Zero();
  60634. _this._scaledGravity = BABYLON.Vector3.Zero();
  60635. _this._currentRenderId = -1;
  60636. _this._useInstancing = false;
  60637. _this._started = false;
  60638. _this._stopped = false;
  60639. _this._actualFrame = 0;
  60640. /** @hidden */
  60641. _this._currentEmitRate1 = 0;
  60642. /** @hidden */
  60643. _this._currentEmitRate2 = 0;
  60644. /** @hidden */
  60645. _this._currentStartSize1 = 0;
  60646. /** @hidden */
  60647. _this._currentStartSize2 = 0;
  60648. _this._rawTextureWidth = 256;
  60649. _this._useRampGradients = false;
  60650. /**
  60651. * @hidden
  60652. * If the particle systems emitter should be disposed when the particle system is disposed
  60653. */
  60654. _this._disposeEmitterOnDispose = false;
  60655. // start of sub system methods
  60656. /**
  60657. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  60658. * Its lifetime will start back at 0.
  60659. */
  60660. _this.recycleParticle = function (particle) {
  60661. // move particle from activeParticle list to stock particles
  60662. var lastParticle = _this._particles.pop();
  60663. if (lastParticle !== particle) {
  60664. lastParticle.copyTo(particle);
  60665. }
  60666. _this._stockParticles.push(lastParticle);
  60667. };
  60668. _this._createParticle = function () {
  60669. var particle;
  60670. if (_this._stockParticles.length !== 0) {
  60671. particle = _this._stockParticles.pop();
  60672. particle._reset();
  60673. }
  60674. else {
  60675. particle = new BABYLON.Particle(_this);
  60676. }
  60677. // Attach emitters
  60678. if (_this._subEmitters && _this._subEmitters.length > 0) {
  60679. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  60680. particle._attachedSubEmitters = [];
  60681. subEmitters.forEach(function (subEmitter) {
  60682. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  60683. var newEmitter = subEmitter.clone();
  60684. particle._attachedSubEmitters.push(newEmitter);
  60685. newEmitter.particleSystem.start();
  60686. }
  60687. });
  60688. }
  60689. return particle;
  60690. };
  60691. _this._emitFromParticle = function (particle) {
  60692. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  60693. return;
  60694. }
  60695. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  60696. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  60697. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  60698. var subSystem = subEmitter.clone();
  60699. particle._inheritParticleInfoToSubEmitter(subSystem);
  60700. subSystem.particleSystem._rootParticleSystem = _this;
  60701. _this.activeSubSystems.push(subSystem.particleSystem);
  60702. subSystem.particleSystem.start();
  60703. }
  60704. });
  60705. };
  60706. _this._capacity = capacity;
  60707. _this._epsilon = epsilon;
  60708. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  60709. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  60710. // Setup the default processing configuration to the scene.
  60711. _this._attachImageProcessingConfiguration(null);
  60712. _this._customEffect = customEffect;
  60713. _this._scene.particleSystems.push(_this);
  60714. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  60715. _this._createIndexBuffer();
  60716. _this._createVertexBuffers();
  60717. // Default emitter type
  60718. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  60719. // Update
  60720. _this.updateFunction = function (particles) {
  60721. var noiseTextureSize = null;
  60722. var noiseTextureData = null;
  60723. if (_this.noiseTexture) { // We need to get texture data back to CPU
  60724. noiseTextureSize = _this.noiseTexture.getSize();
  60725. noiseTextureData = (_this.noiseTexture.getContent());
  60726. }
  60727. var _loop_1 = function () {
  60728. particle = particles[index];
  60729. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  60730. var previousAge = particle.age;
  60731. particle.age += scaledUpdateSpeed;
  60732. // Evaluate step to death
  60733. if (particle.age > particle.lifeTime) {
  60734. var diff = particle.age - previousAge;
  60735. var oldDiff = particle.lifeTime - previousAge;
  60736. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  60737. particle.age = particle.lifeTime;
  60738. }
  60739. var ratio = particle.age / particle.lifeTime;
  60740. // Color
  60741. if (_this._colorGradients && _this._colorGradients.length > 0) {
  60742. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  60743. if (currentGradient !== particle._currentColorGradient) {
  60744. particle._currentColor1.copyFrom(particle._currentColor2);
  60745. nextGradient.getColorToRef(particle._currentColor2);
  60746. particle._currentColorGradient = currentGradient;
  60747. }
  60748. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  60749. });
  60750. }
  60751. else {
  60752. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  60753. particle.color.addInPlace(_this._scaledColorStep);
  60754. if (particle.color.a < 0) {
  60755. particle.color.a = 0;
  60756. }
  60757. }
  60758. // Angular speed
  60759. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  60760. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  60761. if (currentGradient !== particle._currentAngularSpeedGradient) {
  60762. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  60763. particle._currentAngularSpeed2 = nextGradient.getFactor();
  60764. particle._currentAngularSpeedGradient = currentGradient;
  60765. }
  60766. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  60767. });
  60768. }
  60769. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  60770. // Direction
  60771. var directionScale = scaledUpdateSpeed;
  60772. /// Velocity
  60773. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  60774. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  60775. if (currentGradient !== particle._currentVelocityGradient) {
  60776. particle._currentVelocity1 = particle._currentVelocity2;
  60777. particle._currentVelocity2 = nextGradient.getFactor();
  60778. particle._currentVelocityGradient = currentGradient;
  60779. }
  60780. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  60781. });
  60782. }
  60783. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  60784. /// Limit velocity
  60785. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  60786. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  60787. if (currentGradient !== particle._currentLimitVelocityGradient) {
  60788. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  60789. particle._currentLimitVelocity2 = nextGradient.getFactor();
  60790. particle._currentLimitVelocityGradient = currentGradient;
  60791. }
  60792. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  60793. var currentVelocity = particle.direction.length();
  60794. if (currentVelocity > limitVelocity) {
  60795. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  60796. }
  60797. });
  60798. }
  60799. /// Drag
  60800. if (_this._dragGradients && _this._dragGradients.length > 0) {
  60801. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  60802. if (currentGradient !== particle._currentDragGradient) {
  60803. particle._currentDrag1 = particle._currentDrag2;
  60804. particle._currentDrag2 = nextGradient.getFactor();
  60805. particle._currentDragGradient = currentGradient;
  60806. }
  60807. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  60808. _this._scaledDirection.scaleInPlace(1.0 - drag);
  60809. });
  60810. }
  60811. particle.position.addInPlace(_this._scaledDirection);
  60812. // Noise
  60813. if (noiseTextureData && noiseTextureSize) {
  60814. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60815. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60816. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60817. var force = BABYLON.Tmp.Vector3[0];
  60818. var scaledForce = BABYLON.Tmp.Vector3[1];
  60819. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  60820. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  60821. particle.direction.addInPlace(scaledForce);
  60822. }
  60823. // Gravity
  60824. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  60825. particle.direction.addInPlace(_this._scaledGravity);
  60826. // Size
  60827. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  60828. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  60829. if (currentGradient !== particle._currentSizeGradient) {
  60830. particle._currentSize1 = particle._currentSize2;
  60831. particle._currentSize2 = nextGradient.getFactor();
  60832. particle._currentSizeGradient = currentGradient;
  60833. }
  60834. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  60835. });
  60836. }
  60837. // Remap data
  60838. if (_this._useRampGradients) {
  60839. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  60840. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  60841. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60842. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60843. particle.remapData.x = min;
  60844. particle.remapData.y = max - min;
  60845. });
  60846. }
  60847. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  60848. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  60849. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60850. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60851. particle.remapData.z = min;
  60852. particle.remapData.w = max - min;
  60853. });
  60854. }
  60855. }
  60856. if (_this._isAnimationSheetEnabled) {
  60857. particle.updateCellIndex();
  60858. }
  60859. // Update the position of the attached sub-emitters to match their attached particle
  60860. particle._inheritParticleInfoToSubEmitters();
  60861. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  60862. _this._emitFromParticle(particle);
  60863. if (particle._attachedSubEmitters) {
  60864. particle._attachedSubEmitters.forEach(function (subEmitter) {
  60865. subEmitter.particleSystem.disposeOnStop = true;
  60866. subEmitter.particleSystem.stop();
  60867. });
  60868. particle._attachedSubEmitters = null;
  60869. }
  60870. _this.recycleParticle(particle);
  60871. index--;
  60872. return "continue";
  60873. }
  60874. };
  60875. var particle;
  60876. for (var index = 0; index < particles.length; index++) {
  60877. _loop_1();
  60878. }
  60879. };
  60880. return _this;
  60881. }
  60882. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  60883. /**
  60884. * Sets a callback that will be triggered when the system is disposed
  60885. */
  60886. set: function (callback) {
  60887. if (this._onDisposeObserver) {
  60888. this.onDisposeObservable.remove(this._onDisposeObserver);
  60889. }
  60890. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  60891. },
  60892. enumerable: true,
  60893. configurable: true
  60894. });
  60895. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  60896. /** Gets or sets a boolean indicating that ramp gradients must be used
  60897. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  60898. */
  60899. get: function () {
  60900. return this._useRampGradients;
  60901. },
  60902. set: function (value) {
  60903. if (this._useRampGradients === value) {
  60904. return;
  60905. }
  60906. this._useRampGradients = value;
  60907. this._resetEffect();
  60908. },
  60909. enumerable: true,
  60910. configurable: true
  60911. });
  60912. Object.defineProperty(ParticleSystem.prototype, "particles", {
  60913. //end of Sub-emitter
  60914. /**
  60915. * Gets the current list of active particles
  60916. */
  60917. get: function () {
  60918. return this._particles;
  60919. },
  60920. enumerable: true,
  60921. configurable: true
  60922. });
  60923. /**
  60924. * Returns the string "ParticleSystem"
  60925. * @returns a string containing the class name
  60926. */
  60927. ParticleSystem.prototype.getClassName = function () {
  60928. return "ParticleSystem";
  60929. };
  60930. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  60931. var newGradient = new BABYLON.FactorGradient();
  60932. newGradient.gradient = gradient;
  60933. newGradient.factor1 = factor;
  60934. newGradient.factor2 = factor2;
  60935. factorGradients.push(newGradient);
  60936. factorGradients.sort(function (a, b) {
  60937. if (a.gradient < b.gradient) {
  60938. return -1;
  60939. }
  60940. else if (a.gradient > b.gradient) {
  60941. return 1;
  60942. }
  60943. return 0;
  60944. });
  60945. };
  60946. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  60947. if (!factorGradients) {
  60948. return;
  60949. }
  60950. var index = 0;
  60951. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  60952. var factorGradient = factorGradients_1[_i];
  60953. if (factorGradient.gradient === gradient) {
  60954. factorGradients.splice(index, 1);
  60955. break;
  60956. }
  60957. index++;
  60958. }
  60959. };
  60960. /**
  60961. * Adds a new life time gradient
  60962. * @param gradient defines the gradient to use (between 0 and 1)
  60963. * @param factor defines the life time factor to affect to the specified gradient
  60964. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60965. * @returns the current particle system
  60966. */
  60967. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  60968. if (!this._lifeTimeGradients) {
  60969. this._lifeTimeGradients = [];
  60970. }
  60971. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  60972. return this;
  60973. };
  60974. /**
  60975. * Remove a specific life time gradient
  60976. * @param gradient defines the gradient to remove
  60977. * @returns the current particle system
  60978. */
  60979. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  60980. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  60981. return this;
  60982. };
  60983. /**
  60984. * Adds a new size gradient
  60985. * @param gradient defines the gradient to use (between 0 and 1)
  60986. * @param factor defines the size factor to affect to the specified gradient
  60987. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60988. * @returns the current particle system
  60989. */
  60990. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  60991. if (!this._sizeGradients) {
  60992. this._sizeGradients = [];
  60993. }
  60994. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  60995. return this;
  60996. };
  60997. /**
  60998. * Remove a specific size gradient
  60999. * @param gradient defines the gradient to remove
  61000. * @returns the current particle system
  61001. */
  61002. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  61003. this._removeFactorGradient(this._sizeGradients, gradient);
  61004. return this;
  61005. };
  61006. /**
  61007. * Adds a new color remap gradient
  61008. * @param gradient defines the gradient to use (between 0 and 1)
  61009. * @param min defines the color remap minimal range
  61010. * @param max defines the color remap maximal range
  61011. * @returns the current particle system
  61012. */
  61013. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  61014. if (!this._colorRemapGradients) {
  61015. this._colorRemapGradients = [];
  61016. }
  61017. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  61018. return this;
  61019. };
  61020. /**
  61021. * Remove a specific color remap gradient
  61022. * @param gradient defines the gradient to remove
  61023. * @returns the current particle system
  61024. */
  61025. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  61026. this._removeFactorGradient(this._colorRemapGradients, gradient);
  61027. return this;
  61028. };
  61029. /**
  61030. * Adds a new alpha remap gradient
  61031. * @param gradient defines the gradient to use (between 0 and 1)
  61032. * @param min defines the alpha remap minimal range
  61033. * @param max defines the alpha remap maximal range
  61034. * @returns the current particle system
  61035. */
  61036. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  61037. if (!this._alphaRemapGradients) {
  61038. this._alphaRemapGradients = [];
  61039. }
  61040. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  61041. return this;
  61042. };
  61043. /**
  61044. * Remove a specific alpha remap gradient
  61045. * @param gradient defines the gradient to remove
  61046. * @returns the current particle system
  61047. */
  61048. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  61049. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  61050. return this;
  61051. };
  61052. /**
  61053. * Adds a new angular speed gradient
  61054. * @param gradient defines the gradient to use (between 0 and 1)
  61055. * @param factor defines the angular speed to affect to the specified gradient
  61056. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61057. * @returns the current particle system
  61058. */
  61059. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  61060. if (!this._angularSpeedGradients) {
  61061. this._angularSpeedGradients = [];
  61062. }
  61063. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  61064. return this;
  61065. };
  61066. /**
  61067. * Remove a specific angular speed gradient
  61068. * @param gradient defines the gradient to remove
  61069. * @returns the current particle system
  61070. */
  61071. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  61072. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  61073. return this;
  61074. };
  61075. /**
  61076. * Adds a new velocity gradient
  61077. * @param gradient defines the gradient to use (between 0 and 1)
  61078. * @param factor defines the velocity to affect to the specified gradient
  61079. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61080. * @returns the current particle system
  61081. */
  61082. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  61083. if (!this._velocityGradients) {
  61084. this._velocityGradients = [];
  61085. }
  61086. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  61087. return this;
  61088. };
  61089. /**
  61090. * Remove a specific velocity gradient
  61091. * @param gradient defines the gradient to remove
  61092. * @returns the current particle system
  61093. */
  61094. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  61095. this._removeFactorGradient(this._velocityGradients, gradient);
  61096. return this;
  61097. };
  61098. /**
  61099. * Adds a new limit velocity gradient
  61100. * @param gradient defines the gradient to use (between 0 and 1)
  61101. * @param factor defines the limit velocity value to affect to the specified gradient
  61102. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61103. * @returns the current particle system
  61104. */
  61105. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  61106. if (!this._limitVelocityGradients) {
  61107. this._limitVelocityGradients = [];
  61108. }
  61109. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  61110. return this;
  61111. };
  61112. /**
  61113. * Remove a specific limit velocity gradient
  61114. * @param gradient defines the gradient to remove
  61115. * @returns the current particle system
  61116. */
  61117. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  61118. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  61119. return this;
  61120. };
  61121. /**
  61122. * Adds a new drag gradient
  61123. * @param gradient defines the gradient to use (between 0 and 1)
  61124. * @param factor defines the drag value to affect to the specified gradient
  61125. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61126. * @returns the current particle system
  61127. */
  61128. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61129. if (!this._dragGradients) {
  61130. this._dragGradients = [];
  61131. }
  61132. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61133. return this;
  61134. };
  61135. /**
  61136. * Remove a specific drag gradient
  61137. * @param gradient defines the gradient to remove
  61138. * @returns the current particle system
  61139. */
  61140. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61141. this._removeFactorGradient(this._dragGradients, gradient);
  61142. return this;
  61143. };
  61144. /**
  61145. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61146. * @param gradient defines the gradient to use (between 0 and 1)
  61147. * @param factor defines the emit rate value to affect to the specified gradient
  61148. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61149. * @returns the current particle system
  61150. */
  61151. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61152. if (!this._emitRateGradients) {
  61153. this._emitRateGradients = [];
  61154. }
  61155. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61156. return this;
  61157. };
  61158. /**
  61159. * Remove a specific emit rate gradient
  61160. * @param gradient defines the gradient to remove
  61161. * @returns the current particle system
  61162. */
  61163. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61164. this._removeFactorGradient(this._emitRateGradients, gradient);
  61165. return this;
  61166. };
  61167. /**
  61168. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61169. * @param gradient defines the gradient to use (between 0 and 1)
  61170. * @param factor defines the start size value to affect to the specified gradient
  61171. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61172. * @returns the current particle system
  61173. */
  61174. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61175. if (!this._startSizeGradients) {
  61176. this._startSizeGradients = [];
  61177. }
  61178. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61179. return this;
  61180. };
  61181. /**
  61182. * Remove a specific start size gradient
  61183. * @param gradient defines the gradient to remove
  61184. * @returns the current particle system
  61185. */
  61186. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61187. this._removeFactorGradient(this._emitRateGradients, gradient);
  61188. return this;
  61189. };
  61190. ParticleSystem.prototype._createRampGradientTexture = function () {
  61191. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61192. return;
  61193. }
  61194. var data = new Uint8Array(this._rawTextureWidth * 4);
  61195. var tmpColor = BABYLON.Tmp.Color3[0];
  61196. for (var x = 0; x < this._rawTextureWidth; x++) {
  61197. var ratio = x / this._rawTextureWidth;
  61198. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61199. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61200. data[x * 4] = tmpColor.r * 255;
  61201. data[x * 4 + 1] = tmpColor.g * 255;
  61202. data[x * 4 + 2] = tmpColor.b * 255;
  61203. data[x * 4 + 3] = 255;
  61204. });
  61205. }
  61206. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61207. };
  61208. /**
  61209. * Gets the current list of ramp gradients.
  61210. * You must use addRampGradient and removeRampGradient to udpate this list
  61211. * @returns the list of ramp gradients
  61212. */
  61213. ParticleSystem.prototype.getRampGradients = function () {
  61214. return this._rampGradients;
  61215. };
  61216. /**
  61217. * Adds a new ramp gradient used to remap particle colors
  61218. * @param gradient defines the gradient to use (between 0 and 1)
  61219. * @param color defines the color to affect to the specified gradient
  61220. * @returns the current particle system
  61221. */
  61222. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61223. if (!this._rampGradients) {
  61224. this._rampGradients = [];
  61225. }
  61226. var rampGradient = new BABYLON.Color3Gradient();
  61227. rampGradient.gradient = gradient;
  61228. rampGradient.color = color;
  61229. this._rampGradients.push(rampGradient);
  61230. this._rampGradients.sort(function (a, b) {
  61231. if (a.gradient < b.gradient) {
  61232. return -1;
  61233. }
  61234. else if (a.gradient > b.gradient) {
  61235. return 1;
  61236. }
  61237. return 0;
  61238. });
  61239. if (this._rampGradientsTexture) {
  61240. this._rampGradientsTexture.dispose();
  61241. this._rampGradientsTexture = null;
  61242. }
  61243. this._createRampGradientTexture();
  61244. return this;
  61245. };
  61246. /**
  61247. * Remove a specific ramp gradient
  61248. * @param gradient defines the gradient to remove
  61249. * @returns the current particle system
  61250. */
  61251. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61252. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61253. this._rampGradientsTexture = null;
  61254. if (this._rampGradients && this._rampGradients.length > 0) {
  61255. this._createRampGradientTexture();
  61256. }
  61257. return this;
  61258. };
  61259. /**
  61260. * Adds a new color gradient
  61261. * @param gradient defines the gradient to use (between 0 and 1)
  61262. * @param color1 defines the color to affect to the specified gradient
  61263. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61264. * @returns this particle system
  61265. */
  61266. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61267. if (!this._colorGradients) {
  61268. this._colorGradients = [];
  61269. }
  61270. var colorGradient = new BABYLON.ColorGradient();
  61271. colorGradient.gradient = gradient;
  61272. colorGradient.color1 = color1;
  61273. colorGradient.color2 = color2;
  61274. this._colorGradients.push(colorGradient);
  61275. this._colorGradients.sort(function (a, b) {
  61276. if (a.gradient < b.gradient) {
  61277. return -1;
  61278. }
  61279. else if (a.gradient > b.gradient) {
  61280. return 1;
  61281. }
  61282. return 0;
  61283. });
  61284. return this;
  61285. };
  61286. /**
  61287. * Remove a specific color gradient
  61288. * @param gradient defines the gradient to remove
  61289. * @returns this particle system
  61290. */
  61291. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61292. if (!this._colorGradients) {
  61293. return this;
  61294. }
  61295. var index = 0;
  61296. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61297. var colorGradient = _a[_i];
  61298. if (colorGradient.gradient === gradient) {
  61299. this._colorGradients.splice(index, 1);
  61300. break;
  61301. }
  61302. index++;
  61303. }
  61304. return this;
  61305. };
  61306. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61307. u = Math.abs(u) * 0.5 + 0.5;
  61308. v = Math.abs(v) * 0.5 + 0.5;
  61309. var wrappedU = ((u * width) % width) | 0;
  61310. var wrappedV = ((v * height) % height) | 0;
  61311. var position = (wrappedU + wrappedV * width) * 4;
  61312. return pixels[position] / 255;
  61313. };
  61314. ParticleSystem.prototype._reset = function () {
  61315. this._resetEffect();
  61316. };
  61317. ParticleSystem.prototype._resetEffect = function () {
  61318. if (this._vertexBuffer) {
  61319. this._vertexBuffer.dispose();
  61320. this._vertexBuffer = null;
  61321. }
  61322. if (this._spriteBuffer) {
  61323. this._spriteBuffer.dispose();
  61324. this._spriteBuffer = null;
  61325. }
  61326. this._createVertexBuffers();
  61327. };
  61328. ParticleSystem.prototype._createVertexBuffers = function () {
  61329. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61330. if (this._isAnimationSheetEnabled) {
  61331. this._vertexBufferSize += 1;
  61332. }
  61333. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61334. this._vertexBufferSize += 3;
  61335. }
  61336. if (this._useRampGradients) {
  61337. this._vertexBufferSize += 4;
  61338. }
  61339. var engine = this._scene.getEngine();
  61340. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61341. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61342. var dataOffset = 0;
  61343. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61344. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61345. dataOffset += 3;
  61346. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61347. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61348. dataOffset += 4;
  61349. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61350. this._vertexBuffers["angle"] = options;
  61351. dataOffset += 1;
  61352. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61353. this._vertexBuffers["size"] = size;
  61354. dataOffset += 2;
  61355. if (this._isAnimationSheetEnabled) {
  61356. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61357. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61358. dataOffset += 1;
  61359. }
  61360. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61361. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61362. this._vertexBuffers["direction"] = directionBuffer;
  61363. dataOffset += 3;
  61364. }
  61365. if (this._useRampGradients) {
  61366. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61367. this._vertexBuffers["remapData"] = rampDataBuffer;
  61368. dataOffset += 4;
  61369. }
  61370. var offsets;
  61371. if (this._useInstancing) {
  61372. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61373. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61374. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61375. }
  61376. else {
  61377. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61378. dataOffset += 2;
  61379. }
  61380. this._vertexBuffers["offset"] = offsets;
  61381. };
  61382. ParticleSystem.prototype._createIndexBuffer = function () {
  61383. if (this._useInstancing) {
  61384. return;
  61385. }
  61386. var indices = [];
  61387. var index = 0;
  61388. for (var count = 0; count < this._capacity; count++) {
  61389. indices.push(index);
  61390. indices.push(index + 1);
  61391. indices.push(index + 2);
  61392. indices.push(index);
  61393. indices.push(index + 2);
  61394. indices.push(index + 3);
  61395. index += 4;
  61396. }
  61397. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61398. };
  61399. /**
  61400. * Gets the maximum number of particles active at the same time.
  61401. * @returns The max number of active particles.
  61402. */
  61403. ParticleSystem.prototype.getCapacity = function () {
  61404. return this._capacity;
  61405. };
  61406. /**
  61407. * Gets whether there are still active particles in the system.
  61408. * @returns True if it is alive, otherwise false.
  61409. */
  61410. ParticleSystem.prototype.isAlive = function () {
  61411. return this._alive;
  61412. };
  61413. /**
  61414. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61415. * @returns True if it has been started, otherwise false.
  61416. */
  61417. ParticleSystem.prototype.isStarted = function () {
  61418. return this._started;
  61419. };
  61420. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61421. var _this = this;
  61422. this._subEmitters = new Array();
  61423. if (this.subEmitters) {
  61424. this.subEmitters.forEach(function (subEmitter) {
  61425. if (subEmitter instanceof ParticleSystem) {
  61426. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61427. }
  61428. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61429. _this._subEmitters.push([subEmitter]);
  61430. }
  61431. else if (subEmitter instanceof Array) {
  61432. _this._subEmitters.push(subEmitter);
  61433. }
  61434. });
  61435. }
  61436. };
  61437. /**
  61438. * Starts the particle system and begins to emit
  61439. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61440. */
  61441. ParticleSystem.prototype.start = function (delay) {
  61442. var _this = this;
  61443. if (delay === void 0) { delay = this.startDelay; }
  61444. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61445. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61446. }
  61447. if (delay) {
  61448. setTimeout(function () {
  61449. _this.start(0);
  61450. }, delay);
  61451. return;
  61452. }
  61453. // Convert the subEmitters field to the constant type field _subEmitters
  61454. this._prepareSubEmitterInternalArray();
  61455. this._started = true;
  61456. this._stopped = false;
  61457. this._actualFrame = 0;
  61458. if (this._subEmitters && this._subEmitters.length != 0) {
  61459. this.activeSubSystems = new Array();
  61460. }
  61461. // Reset emit gradient so it acts the same on every start
  61462. if (this._emitRateGradients) {
  61463. if (this._emitRateGradients.length > 0) {
  61464. this._currentEmitRateGradient = this._emitRateGradients[0];
  61465. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61466. this._currentEmitRate2 = this._currentEmitRate1;
  61467. }
  61468. if (this._emitRateGradients.length > 1) {
  61469. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61470. }
  61471. }
  61472. // Reset start size gradient so it acts the same on every start
  61473. if (this._startSizeGradients) {
  61474. if (this._startSizeGradients.length > 0) {
  61475. this._currentStartSizeGradient = this._startSizeGradients[0];
  61476. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61477. this._currentStartSize2 = this._currentStartSize1;
  61478. }
  61479. if (this._startSizeGradients.length > 1) {
  61480. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61481. }
  61482. }
  61483. if (this.preWarmCycles) {
  61484. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61485. this.emitter.computeWorldMatrix(true);
  61486. }
  61487. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61488. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61489. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61490. setTimeout(function () {
  61491. for (var index = 0; index < _this.preWarmCycles; index++) {
  61492. _this.animate(true);
  61493. noiseTextureAsProcedural_1.render();
  61494. }
  61495. });
  61496. });
  61497. }
  61498. else {
  61499. for (var index = 0; index < this.preWarmCycles; index++) {
  61500. this.animate(true);
  61501. }
  61502. }
  61503. }
  61504. // Animations
  61505. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61506. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61507. }
  61508. };
  61509. /**
  61510. * Stops the particle system.
  61511. * @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.
  61512. */
  61513. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61514. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61515. this._stopped = true;
  61516. if (stopSubEmitters) {
  61517. this._stopSubEmitters();
  61518. }
  61519. };
  61520. // animation sheet
  61521. /**
  61522. * Remove all active particles
  61523. */
  61524. ParticleSystem.prototype.reset = function () {
  61525. this._stockParticles = [];
  61526. this._particles = [];
  61527. };
  61528. /**
  61529. * @hidden (for internal use only)
  61530. */
  61531. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61532. var offset = index * this._vertexBufferSize;
  61533. this._vertexData[offset++] = particle.position.x;
  61534. this._vertexData[offset++] = particle.position.y;
  61535. this._vertexData[offset++] = particle.position.z;
  61536. this._vertexData[offset++] = particle.color.r;
  61537. this._vertexData[offset++] = particle.color.g;
  61538. this._vertexData[offset++] = particle.color.b;
  61539. this._vertexData[offset++] = particle.color.a;
  61540. this._vertexData[offset++] = particle.angle;
  61541. this._vertexData[offset++] = particle.scale.x * particle.size;
  61542. this._vertexData[offset++] = particle.scale.y * particle.size;
  61543. if (this._isAnimationSheetEnabled) {
  61544. this._vertexData[offset++] = particle.cellIndex;
  61545. }
  61546. if (!this._isBillboardBased) {
  61547. if (particle._initialDirection) {
  61548. this._vertexData[offset++] = particle._initialDirection.x;
  61549. this._vertexData[offset++] = particle._initialDirection.y;
  61550. this._vertexData[offset++] = particle._initialDirection.z;
  61551. }
  61552. else {
  61553. this._vertexData[offset++] = particle.direction.x;
  61554. this._vertexData[offset++] = particle.direction.y;
  61555. this._vertexData[offset++] = particle.direction.z;
  61556. }
  61557. }
  61558. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61559. this._vertexData[offset++] = particle.direction.x;
  61560. this._vertexData[offset++] = particle.direction.y;
  61561. this._vertexData[offset++] = particle.direction.z;
  61562. }
  61563. if (this._useRampGradients) {
  61564. this._vertexData[offset++] = particle.remapData.x;
  61565. this._vertexData[offset++] = particle.remapData.y;
  61566. this._vertexData[offset++] = particle.remapData.z;
  61567. this._vertexData[offset++] = particle.remapData.w;
  61568. }
  61569. if (!this._useInstancing) {
  61570. if (this._isAnimationSheetEnabled) {
  61571. if (offsetX === 0) {
  61572. offsetX = this._epsilon;
  61573. }
  61574. else if (offsetX === 1) {
  61575. offsetX = 1 - this._epsilon;
  61576. }
  61577. if (offsetY === 0) {
  61578. offsetY = this._epsilon;
  61579. }
  61580. else if (offsetY === 1) {
  61581. offsetY = 1 - this._epsilon;
  61582. }
  61583. }
  61584. this._vertexData[offset++] = offsetX;
  61585. this._vertexData[offset++] = offsetY;
  61586. }
  61587. };
  61588. ParticleSystem.prototype._stopSubEmitters = function () {
  61589. if (!this.activeSubSystems) {
  61590. return;
  61591. }
  61592. this.activeSubSystems.forEach(function (subSystem) {
  61593. subSystem.stop(true);
  61594. });
  61595. this.activeSubSystems = new Array();
  61596. };
  61597. ParticleSystem.prototype._removeFromRoot = function () {
  61598. if (!this._rootParticleSystem) {
  61599. return;
  61600. }
  61601. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  61602. if (index !== -1) {
  61603. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  61604. }
  61605. this._rootParticleSystem = null;
  61606. };
  61607. // End of sub system methods
  61608. ParticleSystem.prototype._update = function (newParticles) {
  61609. var _this = this;
  61610. // Update current
  61611. this._alive = this._particles.length > 0;
  61612. if (this.emitter.position) {
  61613. var emitterMesh = this.emitter;
  61614. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  61615. }
  61616. else {
  61617. var emitterPosition = this.emitter;
  61618. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  61619. }
  61620. this.updateFunction(this._particles);
  61621. // Add new ones
  61622. var particle;
  61623. var _loop_2 = function () {
  61624. if (this_1._particles.length === this_1._capacity) {
  61625. return "break";
  61626. }
  61627. particle = this_1._createParticle();
  61628. this_1._particles.push(particle);
  61629. // Emitter
  61630. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  61631. if (this_1.startPositionFunction) {
  61632. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61633. }
  61634. else {
  61635. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61636. }
  61637. if (this_1.startDirectionFunction) {
  61638. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61639. }
  61640. else {
  61641. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61642. }
  61643. if (emitPower === 0) {
  61644. if (!particle._initialDirection) {
  61645. particle._initialDirection = particle.direction.clone();
  61646. }
  61647. else {
  61648. particle._initialDirection.copyFrom(particle.direction);
  61649. }
  61650. }
  61651. else {
  61652. particle._initialDirection = null;
  61653. }
  61654. particle.direction.scaleInPlace(emitPower);
  61655. // Life time
  61656. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  61657. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  61658. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  61659. var factorGradient1 = currentGradient;
  61660. var factorGradient2 = nextGradient;
  61661. var lifeTime1 = factorGradient1.getFactor();
  61662. var lifeTime2 = factorGradient2.getFactor();
  61663. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  61664. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  61665. });
  61666. }
  61667. else {
  61668. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  61669. }
  61670. // Size
  61671. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  61672. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  61673. }
  61674. else {
  61675. particle._currentSizeGradient = this_1._sizeGradients[0];
  61676. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  61677. particle.size = particle._currentSize1;
  61678. if (this_1._sizeGradients.length > 1) {
  61679. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  61680. }
  61681. else {
  61682. particle._currentSize2 = particle._currentSize1;
  61683. }
  61684. }
  61685. // Size and scale
  61686. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  61687. // Adjust scale by start size
  61688. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  61689. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  61690. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  61691. if (currentGradient !== _this._currentStartSizeGradient) {
  61692. _this._currentStartSize1 = _this._currentStartSize2;
  61693. _this._currentStartSize2 = nextGradient.getFactor();
  61694. _this._currentStartSizeGradient = currentGradient;
  61695. }
  61696. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  61697. particle.scale.scaleInPlace(value);
  61698. });
  61699. }
  61700. // Angle
  61701. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  61702. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  61703. }
  61704. else {
  61705. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  61706. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  61707. particle._currentAngularSpeed1 = particle.angularSpeed;
  61708. if (this_1._angularSpeedGradients.length > 1) {
  61709. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  61710. }
  61711. else {
  61712. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  61713. }
  61714. }
  61715. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  61716. // Velocity
  61717. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  61718. particle._currentVelocityGradient = this_1._velocityGradients[0];
  61719. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  61720. if (this_1._velocityGradients.length > 1) {
  61721. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  61722. }
  61723. else {
  61724. particle._currentVelocity2 = particle._currentVelocity1;
  61725. }
  61726. }
  61727. // Limit velocity
  61728. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  61729. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  61730. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  61731. if (this_1._limitVelocityGradients.length > 1) {
  61732. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  61733. }
  61734. else {
  61735. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  61736. }
  61737. }
  61738. // Drag
  61739. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  61740. particle._currentDragGradient = this_1._dragGradients[0];
  61741. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  61742. if (this_1._dragGradients.length > 1) {
  61743. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  61744. }
  61745. else {
  61746. particle._currentDrag2 = particle._currentDrag1;
  61747. }
  61748. }
  61749. // Color
  61750. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  61751. step = BABYLON.Scalar.RandomRange(0, 1.0);
  61752. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  61753. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  61754. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  61755. }
  61756. else {
  61757. particle._currentColorGradient = this_1._colorGradients[0];
  61758. particle._currentColorGradient.getColorToRef(particle.color);
  61759. particle._currentColor1.copyFrom(particle.color);
  61760. if (this_1._colorGradients.length > 1) {
  61761. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  61762. }
  61763. else {
  61764. particle._currentColor2.copyFrom(particle.color);
  61765. }
  61766. }
  61767. // Sheet
  61768. if (this_1._isAnimationSheetEnabled) {
  61769. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  61770. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  61771. }
  61772. // Inherited Velocity
  61773. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  61774. // Ramp
  61775. if (this_1._useRampGradients) {
  61776. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  61777. }
  61778. // Noise texture coordinates
  61779. if (this_1.noiseTexture) {
  61780. if (particle._randomNoiseCoordinates1) {
  61781. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  61782. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  61783. }
  61784. else {
  61785. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61786. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61787. }
  61788. }
  61789. // Update the position of the attached sub-emitters to match their attached particle
  61790. particle._inheritParticleInfoToSubEmitters();
  61791. };
  61792. var this_1 = this, step;
  61793. for (var index = 0; index < newParticles; index++) {
  61794. var state_1 = _loop_2();
  61795. if (state_1 === "break")
  61796. break;
  61797. }
  61798. };
  61799. /** @hidden */
  61800. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  61801. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61802. if (isBillboardBased === void 0) { isBillboardBased = false; }
  61803. if (useRampGradients === void 0) { useRampGradients = false; }
  61804. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  61805. if (isAnimationSheetEnabled) {
  61806. attributeNamesOrOptions.push("cellIndex");
  61807. }
  61808. if (!isBillboardBased) {
  61809. attributeNamesOrOptions.push("direction");
  61810. }
  61811. if (useRampGradients) {
  61812. attributeNamesOrOptions.push("remapData");
  61813. }
  61814. return attributeNamesOrOptions;
  61815. };
  61816. /** @hidden */
  61817. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  61818. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61819. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  61820. if (isAnimationSheetEnabled) {
  61821. effectCreationOption.push("particlesInfos");
  61822. }
  61823. return effectCreationOption;
  61824. };
  61825. /** @hidden */
  61826. ParticleSystem.prototype._getEffect = function (blendMode) {
  61827. if (this._customEffect) {
  61828. return this._customEffect;
  61829. }
  61830. var defines = [];
  61831. if (this._scene.clipPlane) {
  61832. defines.push("#define CLIPPLANE");
  61833. }
  61834. if (this._scene.clipPlane2) {
  61835. defines.push("#define CLIPPLANE2");
  61836. }
  61837. if (this._scene.clipPlane3) {
  61838. defines.push("#define CLIPPLANE3");
  61839. }
  61840. if (this._scene.clipPlane4) {
  61841. defines.push("#define CLIPPLANE4");
  61842. }
  61843. if (this._isAnimationSheetEnabled) {
  61844. defines.push("#define ANIMATESHEET");
  61845. }
  61846. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  61847. defines.push("#define BLENDMULTIPLYMODE");
  61848. }
  61849. if (this._useRampGradients) {
  61850. defines.push("#define RAMPGRADIENT");
  61851. }
  61852. if (this._isBillboardBased) {
  61853. defines.push("#define BILLBOARD");
  61854. switch (this.billboardMode) {
  61855. case ParticleSystem.BILLBOARDMODE_Y:
  61856. defines.push("#define BILLBOARDY");
  61857. break;
  61858. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  61859. defines.push("#define BILLBOARDSTRETCHED");
  61860. break;
  61861. case ParticleSystem.BILLBOARDMODE_ALL:
  61862. default:
  61863. break;
  61864. }
  61865. }
  61866. if (this._imageProcessingConfiguration) {
  61867. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  61868. defines.push(this._imageProcessingConfigurationDefines.toString());
  61869. }
  61870. // Effect
  61871. var join = defines.join("\n");
  61872. if (this._cachedDefines !== join) {
  61873. this._cachedDefines = join;
  61874. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  61875. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  61876. var samplers = ["diffuseSampler", "rampSampler"];
  61877. if (BABYLON.ImageProcessingConfiguration) {
  61878. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  61879. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  61880. }
  61881. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  61882. }
  61883. return this._effect;
  61884. };
  61885. /**
  61886. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  61887. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  61888. */
  61889. ParticleSystem.prototype.animate = function (preWarmOnly) {
  61890. var _this = this;
  61891. if (preWarmOnly === void 0) { preWarmOnly = false; }
  61892. if (!this._started) {
  61893. return;
  61894. }
  61895. if (!preWarmOnly) {
  61896. // Check
  61897. if (!this.isReady()) {
  61898. return;
  61899. }
  61900. if (this._currentRenderId === this._scene.getFrameId()) {
  61901. return;
  61902. }
  61903. this._currentRenderId = this._scene.getFrameId();
  61904. }
  61905. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  61906. // Determine the number of particles we need to create
  61907. var newParticles;
  61908. if (this.manualEmitCount > -1) {
  61909. newParticles = this.manualEmitCount;
  61910. this._newPartsExcess = 0;
  61911. this.manualEmitCount = 0;
  61912. }
  61913. else {
  61914. var rate_1 = this.emitRate;
  61915. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  61916. var ratio = this._actualFrame / this.targetStopDuration;
  61917. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  61918. if (currentGradient !== _this._currentEmitRateGradient) {
  61919. _this._currentEmitRate1 = _this._currentEmitRate2;
  61920. _this._currentEmitRate2 = nextGradient.getFactor();
  61921. _this._currentEmitRateGradient = currentGradient;
  61922. }
  61923. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  61924. });
  61925. }
  61926. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  61927. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  61928. }
  61929. if (this._newPartsExcess > 1.0) {
  61930. newParticles += this._newPartsExcess >> 0;
  61931. this._newPartsExcess -= this._newPartsExcess >> 0;
  61932. }
  61933. this._alive = false;
  61934. if (!this._stopped) {
  61935. this._actualFrame += this._scaledUpdateSpeed;
  61936. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  61937. this.stop();
  61938. }
  61939. }
  61940. else {
  61941. newParticles = 0;
  61942. }
  61943. this._update(newParticles);
  61944. // Stopped?
  61945. if (this._stopped) {
  61946. if (!this._alive) {
  61947. this._started = false;
  61948. if (this.onAnimationEnd) {
  61949. this.onAnimationEnd();
  61950. }
  61951. if (this.disposeOnStop) {
  61952. this._scene._toBeDisposed.push(this);
  61953. }
  61954. }
  61955. }
  61956. if (!preWarmOnly) {
  61957. // Update VBO
  61958. var offset = 0;
  61959. for (var index = 0; index < this._particles.length; index++) {
  61960. var particle = this._particles[index];
  61961. this._appendParticleVertices(offset, particle);
  61962. offset += this._useInstancing ? 1 : 4;
  61963. }
  61964. if (this._vertexBuffer) {
  61965. this._vertexBuffer.update(this._vertexData);
  61966. }
  61967. }
  61968. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  61969. this.stop();
  61970. }
  61971. };
  61972. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  61973. this._appendParticleVertex(offset++, particle, 0, 0);
  61974. if (!this._useInstancing) {
  61975. this._appendParticleVertex(offset++, particle, 1, 0);
  61976. this._appendParticleVertex(offset++, particle, 1, 1);
  61977. this._appendParticleVertex(offset++, particle, 0, 1);
  61978. }
  61979. };
  61980. /**
  61981. * Rebuilds the particle system.
  61982. */
  61983. ParticleSystem.prototype.rebuild = function () {
  61984. this._createIndexBuffer();
  61985. if (this._vertexBuffer) {
  61986. this._vertexBuffer._rebuild();
  61987. }
  61988. };
  61989. /**
  61990. * Is this system ready to be used/rendered
  61991. * @return true if the system is ready
  61992. */
  61993. ParticleSystem.prototype.isReady = function () {
  61994. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  61995. return false;
  61996. }
  61997. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  61998. if (!this._getEffect(this.blendMode).isReady()) {
  61999. return false;
  62000. }
  62001. }
  62002. else {
  62003. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  62004. return false;
  62005. }
  62006. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  62007. return false;
  62008. }
  62009. }
  62010. return true;
  62011. };
  62012. ParticleSystem.prototype._render = function (blendMode) {
  62013. var effect = this._getEffect(blendMode);
  62014. var engine = this._scene.getEngine();
  62015. // Render
  62016. engine.enableEffect(effect);
  62017. var viewMatrix = this._scene.getViewMatrix();
  62018. effect.setTexture("diffuseSampler", this.particleTexture);
  62019. effect.setMatrix("view", viewMatrix);
  62020. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  62021. if (this._isAnimationSheetEnabled && this.particleTexture) {
  62022. var baseSize = this.particleTexture.getBaseSize();
  62023. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  62024. }
  62025. effect.setVector2("translationPivot", this.translationPivot);
  62026. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  62027. if (this._isBillboardBased) {
  62028. var camera = this._scene.activeCamera;
  62029. effect.setVector3("eyePosition", camera.globalPosition);
  62030. }
  62031. if (this._rampGradientsTexture) {
  62032. effect.setTexture("rampSampler", this._rampGradientsTexture);
  62033. }
  62034. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  62035. var invView = viewMatrix.clone();
  62036. invView.invert();
  62037. effect.setMatrix("invView", invView);
  62038. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  62039. }
  62040. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  62041. // image processing
  62042. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  62043. this._imageProcessingConfiguration.bind(effect);
  62044. }
  62045. // Draw order
  62046. switch (blendMode) {
  62047. case ParticleSystem.BLENDMODE_ADD:
  62048. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  62049. break;
  62050. case ParticleSystem.BLENDMODE_ONEONE:
  62051. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  62052. break;
  62053. case ParticleSystem.BLENDMODE_STANDARD:
  62054. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  62055. break;
  62056. case ParticleSystem.BLENDMODE_MULTIPLY:
  62057. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  62058. break;
  62059. }
  62060. if (this._useInstancing) {
  62061. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  62062. }
  62063. else {
  62064. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  62065. }
  62066. return this._particles.length;
  62067. };
  62068. /**
  62069. * Renders the particle system in its current state.
  62070. * @returns the current number of particles
  62071. */
  62072. ParticleSystem.prototype.render = function () {
  62073. // Check
  62074. if (!this.isReady() || !this._particles.length) {
  62075. return 0;
  62076. }
  62077. var engine = this._scene.getEngine();
  62078. engine.setState(false);
  62079. if (this.forceDepthWrite) {
  62080. engine.setDepthWrite(true);
  62081. }
  62082. var outparticles = 0;
  62083. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62084. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  62085. }
  62086. outparticles = this._render(this.blendMode);
  62087. engine.unbindInstanceAttributes();
  62088. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  62089. return outparticles;
  62090. };
  62091. /**
  62092. * Disposes the particle system and free the associated resources
  62093. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62094. */
  62095. ParticleSystem.prototype.dispose = function (disposeTexture) {
  62096. if (disposeTexture === void 0) { disposeTexture = true; }
  62097. if (this._vertexBuffer) {
  62098. this._vertexBuffer.dispose();
  62099. this._vertexBuffer = null;
  62100. }
  62101. if (this._spriteBuffer) {
  62102. this._spriteBuffer.dispose();
  62103. this._spriteBuffer = null;
  62104. }
  62105. if (this._indexBuffer) {
  62106. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  62107. this._indexBuffer = null;
  62108. }
  62109. if (disposeTexture && this.particleTexture) {
  62110. this.particleTexture.dispose();
  62111. this.particleTexture = null;
  62112. }
  62113. if (disposeTexture && this.noiseTexture) {
  62114. this.noiseTexture.dispose();
  62115. this.noiseTexture = null;
  62116. }
  62117. if (this._rampGradientsTexture) {
  62118. this._rampGradientsTexture.dispose();
  62119. this._rampGradientsTexture = null;
  62120. }
  62121. this._removeFromRoot();
  62122. if (this._subEmitters && this._subEmitters.length) {
  62123. for (var index = 0; index < this._subEmitters.length; index++) {
  62124. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  62125. var subEmitter = _a[_i];
  62126. subEmitter.dispose();
  62127. }
  62128. }
  62129. this._subEmitters = [];
  62130. this.subEmitters = [];
  62131. }
  62132. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62133. this.emitter.dispose(true);
  62134. }
  62135. // Remove from scene
  62136. var index = this._scene.particleSystems.indexOf(this);
  62137. if (index > -1) {
  62138. this._scene.particleSystems.splice(index, 1);
  62139. }
  62140. this._scene._activeParticleSystems.dispose();
  62141. // Callback
  62142. this.onDisposeObservable.notifyObservers(this);
  62143. this.onDisposeObservable.clear();
  62144. this.reset();
  62145. };
  62146. // Clone
  62147. /**
  62148. * Clones the particle system.
  62149. * @param name The name of the cloned object
  62150. * @param newEmitter The new emitter to use
  62151. * @returns the cloned particle system
  62152. */
  62153. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62154. var custom = null;
  62155. var program = null;
  62156. if (this.customShader != null) {
  62157. program = this.customShader;
  62158. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62159. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62160. }
  62161. else if (this._customEffect) {
  62162. custom = this._customEffect;
  62163. }
  62164. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62165. result.customShader = program;
  62166. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62167. if (newEmitter === undefined) {
  62168. newEmitter = this.emitter;
  62169. }
  62170. result.noiseTexture = this.noiseTexture;
  62171. result.emitter = newEmitter;
  62172. if (this.particleTexture) {
  62173. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62174. }
  62175. // Clone gradients
  62176. if (this._colorGradients) {
  62177. this._colorGradients.forEach(function (v) {
  62178. result.addColorGradient(v.gradient, v.color1, v.color2);
  62179. });
  62180. }
  62181. if (this._dragGradients) {
  62182. this._dragGradients.forEach(function (v) {
  62183. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62184. });
  62185. }
  62186. if (this._angularSpeedGradients) {
  62187. this._angularSpeedGradients.forEach(function (v) {
  62188. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62189. });
  62190. }
  62191. if (this._emitRateGradients) {
  62192. this._emitRateGradients.forEach(function (v) {
  62193. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62194. });
  62195. }
  62196. if (this._lifeTimeGradients) {
  62197. this._lifeTimeGradients.forEach(function (v) {
  62198. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62199. });
  62200. }
  62201. if (this._limitVelocityGradients) {
  62202. this._limitVelocityGradients.forEach(function (v) {
  62203. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62204. });
  62205. }
  62206. if (this._sizeGradients) {
  62207. this._sizeGradients.forEach(function (v) {
  62208. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62209. });
  62210. }
  62211. if (this._startSizeGradients) {
  62212. this._startSizeGradients.forEach(function (v) {
  62213. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62214. });
  62215. }
  62216. if (this._velocityGradients) {
  62217. this._velocityGradients.forEach(function (v) {
  62218. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62219. });
  62220. }
  62221. if (this._rampGradients) {
  62222. this._rampGradients.forEach(function (v) {
  62223. result.addRampGradient(v.gradient, v.color);
  62224. });
  62225. }
  62226. if (this._colorRemapGradients) {
  62227. this._colorRemapGradients.forEach(function (v) {
  62228. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62229. });
  62230. }
  62231. if (this._alphaRemapGradients) {
  62232. this._alphaRemapGradients.forEach(function (v) {
  62233. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62234. });
  62235. }
  62236. if (!this.preventAutoStart) {
  62237. result.start();
  62238. }
  62239. return result;
  62240. };
  62241. /**
  62242. * Serializes the particle system to a JSON object.
  62243. * @returns the JSON object
  62244. */
  62245. ParticleSystem.prototype.serialize = function () {
  62246. var serializationObject = {};
  62247. ParticleSystem._Serialize(serializationObject, this);
  62248. serializationObject.textureMask = this.textureMask.asArray();
  62249. serializationObject.customShader = this.customShader;
  62250. serializationObject.preventAutoStart = this.preventAutoStart;
  62251. // SubEmitters
  62252. if (this.subEmitters) {
  62253. serializationObject.subEmitters = [];
  62254. if (!this._subEmitters) {
  62255. this._prepareSubEmitterInternalArray();
  62256. }
  62257. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62258. var subs = _a[_i];
  62259. var cell = [];
  62260. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62261. var sub = subs_1[_b];
  62262. cell.push(sub.serialize());
  62263. }
  62264. serializationObject.subEmitters.push(cell);
  62265. }
  62266. }
  62267. return serializationObject;
  62268. };
  62269. /** @hidden */
  62270. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62271. serializationObject.name = particleSystem.name;
  62272. serializationObject.id = particleSystem.id;
  62273. serializationObject.capacity = particleSystem.getCapacity();
  62274. // Emitter
  62275. if (particleSystem.emitter.position) {
  62276. var emitterMesh = particleSystem.emitter;
  62277. serializationObject.emitterId = emitterMesh.id;
  62278. }
  62279. else {
  62280. var emitterPosition = particleSystem.emitter;
  62281. serializationObject.emitter = emitterPosition.asArray();
  62282. }
  62283. // Emitter
  62284. if (particleSystem.particleEmitterType) {
  62285. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62286. }
  62287. if (particleSystem.particleTexture) {
  62288. serializationObject.textureName = particleSystem.particleTexture.name;
  62289. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62290. }
  62291. // Animations
  62292. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62293. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62294. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62295. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62296. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62297. // Particle system
  62298. serializationObject.startDelay = particleSystem.startDelay;
  62299. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62300. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62301. serializationObject.billboardMode = particleSystem.billboardMode;
  62302. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62303. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62304. serializationObject.minSize = particleSystem.minSize;
  62305. serializationObject.maxSize = particleSystem.maxSize;
  62306. serializationObject.minScaleX = particleSystem.minScaleX;
  62307. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62308. serializationObject.minScaleY = particleSystem.minScaleY;
  62309. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62310. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62311. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62312. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62313. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62314. serializationObject.emitRate = particleSystem.emitRate;
  62315. serializationObject.gravity = particleSystem.gravity.asArray();
  62316. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62317. serializationObject.color1 = particleSystem.color1.asArray();
  62318. serializationObject.color2 = particleSystem.color2.asArray();
  62319. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62320. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62321. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62322. serializationObject.blendMode = particleSystem.blendMode;
  62323. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62324. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62325. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62326. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62327. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62328. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62329. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62330. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62331. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62332. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62333. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62334. var colorGradients = particleSystem.getColorGradients();
  62335. if (colorGradients) {
  62336. serializationObject.colorGradients = [];
  62337. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62338. var colorGradient = colorGradients_1[_i];
  62339. var serializedGradient = {
  62340. gradient: colorGradient.gradient,
  62341. color1: colorGradient.color1.asArray()
  62342. };
  62343. if (colorGradient.color2) {
  62344. serializedGradient.color2 = colorGradient.color2.asArray();
  62345. }
  62346. serializationObject.colorGradients.push(serializedGradient);
  62347. }
  62348. }
  62349. var rampGradients = particleSystem.getRampGradients();
  62350. if (rampGradients) {
  62351. serializationObject.rampGradients = [];
  62352. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62353. var rampGradient = rampGradients_1[_a];
  62354. var serializedGradient = {
  62355. gradient: rampGradient.gradient,
  62356. color: rampGradient.color.asArray()
  62357. };
  62358. serializationObject.rampGradients.push(serializedGradient);
  62359. }
  62360. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62361. }
  62362. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62363. if (colorRemapGradients) {
  62364. serializationObject.colorRemapGradients = [];
  62365. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62366. var colorRemapGradient = colorRemapGradients_1[_b];
  62367. var serializedGradient = {
  62368. gradient: colorRemapGradient.gradient,
  62369. factor1: colorRemapGradient.factor1
  62370. };
  62371. if (colorRemapGradient.factor2 !== undefined) {
  62372. serializedGradient.factor2 = colorRemapGradient.factor2;
  62373. }
  62374. serializationObject.colorRemapGradients.push(serializedGradient);
  62375. }
  62376. }
  62377. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62378. if (alphaRemapGradients) {
  62379. serializationObject.alphaRemapGradients = [];
  62380. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62381. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62382. var serializedGradient = {
  62383. gradient: alphaRemapGradient.gradient,
  62384. factor1: alphaRemapGradient.factor1
  62385. };
  62386. if (alphaRemapGradient.factor2 !== undefined) {
  62387. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62388. }
  62389. serializationObject.alphaRemapGradients.push(serializedGradient);
  62390. }
  62391. }
  62392. var sizeGradients = particleSystem.getSizeGradients();
  62393. if (sizeGradients) {
  62394. serializationObject.sizeGradients = [];
  62395. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62396. var sizeGradient = sizeGradients_1[_d];
  62397. var serializedGradient = {
  62398. gradient: sizeGradient.gradient,
  62399. factor1: sizeGradient.factor1
  62400. };
  62401. if (sizeGradient.factor2 !== undefined) {
  62402. serializedGradient.factor2 = sizeGradient.factor2;
  62403. }
  62404. serializationObject.sizeGradients.push(serializedGradient);
  62405. }
  62406. }
  62407. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62408. if (angularSpeedGradients) {
  62409. serializationObject.angularSpeedGradients = [];
  62410. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62411. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62412. var serializedGradient = {
  62413. gradient: angularSpeedGradient.gradient,
  62414. factor1: angularSpeedGradient.factor1
  62415. };
  62416. if (angularSpeedGradient.factor2 !== undefined) {
  62417. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62418. }
  62419. serializationObject.angularSpeedGradients.push(serializedGradient);
  62420. }
  62421. }
  62422. var velocityGradients = particleSystem.getVelocityGradients();
  62423. if (velocityGradients) {
  62424. serializationObject.velocityGradients = [];
  62425. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62426. var velocityGradient = velocityGradients_1[_f];
  62427. var serializedGradient = {
  62428. gradient: velocityGradient.gradient,
  62429. factor1: velocityGradient.factor1
  62430. };
  62431. if (velocityGradient.factor2 !== undefined) {
  62432. serializedGradient.factor2 = velocityGradient.factor2;
  62433. }
  62434. serializationObject.velocityGradients.push(serializedGradient);
  62435. }
  62436. }
  62437. var dragGradients = particleSystem.getDragGradients();
  62438. if (dragGradients) {
  62439. serializationObject.dragyGradients = [];
  62440. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62441. var dragGradient = dragGradients_1[_g];
  62442. var serializedGradient = {
  62443. gradient: dragGradient.gradient,
  62444. factor1: dragGradient.factor1
  62445. };
  62446. if (dragGradient.factor2 !== undefined) {
  62447. serializedGradient.factor2 = dragGradient.factor2;
  62448. }
  62449. serializationObject.dragGradients.push(serializedGradient);
  62450. }
  62451. }
  62452. var emitRateGradients = particleSystem.getEmitRateGradients();
  62453. if (emitRateGradients) {
  62454. serializationObject.emitRateGradients = [];
  62455. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62456. var emitRateGradient = emitRateGradients_1[_h];
  62457. var serializedGradient = {
  62458. gradient: emitRateGradient.gradient,
  62459. factor1: emitRateGradient.factor1
  62460. };
  62461. if (emitRateGradient.factor2 !== undefined) {
  62462. serializedGradient.factor2 = emitRateGradient.factor2;
  62463. }
  62464. serializationObject.emitRateGradients.push(serializedGradient);
  62465. }
  62466. }
  62467. var startSizeGradients = particleSystem.getStartSizeGradients();
  62468. if (startSizeGradients) {
  62469. serializationObject.startSizeGradients = [];
  62470. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62471. var startSizeGradient = startSizeGradients_1[_j];
  62472. var serializedGradient = {
  62473. gradient: startSizeGradient.gradient,
  62474. factor1: startSizeGradient.factor1
  62475. };
  62476. if (startSizeGradient.factor2 !== undefined) {
  62477. serializedGradient.factor2 = startSizeGradient.factor2;
  62478. }
  62479. serializationObject.startSizeGradients.push(serializedGradient);
  62480. }
  62481. }
  62482. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62483. if (lifeTimeGradients) {
  62484. serializationObject.lifeTimeGradients = [];
  62485. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62486. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62487. var serializedGradient = {
  62488. gradient: lifeTimeGradient.gradient,
  62489. factor1: lifeTimeGradient.factor1
  62490. };
  62491. if (lifeTimeGradient.factor2 !== undefined) {
  62492. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62493. }
  62494. serializationObject.lifeTimeGradients.push(serializedGradient);
  62495. }
  62496. }
  62497. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62498. if (limitVelocityGradients) {
  62499. serializationObject.limitVelocityGradients = [];
  62500. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62501. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62502. var serializedGradient = {
  62503. gradient: limitVelocityGradient.gradient,
  62504. factor1: limitVelocityGradient.factor1
  62505. };
  62506. if (limitVelocityGradient.factor2 !== undefined) {
  62507. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62508. }
  62509. serializationObject.limitVelocityGradients.push(serializedGradient);
  62510. }
  62511. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62512. }
  62513. if (particleSystem.noiseTexture) {
  62514. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62515. }
  62516. };
  62517. /** @hidden */
  62518. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62519. // Texture
  62520. if (parsedParticleSystem.textureName) {
  62521. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62522. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62523. }
  62524. // Emitter
  62525. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62526. particleSystem.emitter = BABYLON.Vector3.Zero();
  62527. }
  62528. else if (parsedParticleSystem.emitterId) {
  62529. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62530. }
  62531. else {
  62532. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62533. }
  62534. // Misc.
  62535. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62536. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62537. }
  62538. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62539. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62540. }
  62541. if (parsedParticleSystem.billboardMode !== undefined) {
  62542. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62543. }
  62544. // Animations
  62545. if (parsedParticleSystem.animations) {
  62546. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62547. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62548. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62549. }
  62550. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62551. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62552. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62553. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62554. }
  62555. if (parsedParticleSystem.autoAnimate) {
  62556. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62557. }
  62558. // Particle system
  62559. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62560. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62561. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62562. particleSystem.minSize = parsedParticleSystem.minSize;
  62563. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62564. if (parsedParticleSystem.minScaleX) {
  62565. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62566. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62567. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62568. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62569. }
  62570. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62571. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62572. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62573. }
  62574. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62575. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62576. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62577. }
  62578. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62579. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62580. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62581. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62582. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62583. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62584. if (parsedParticleSystem.noiseStrength) {
  62585. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62586. }
  62587. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  62588. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  62589. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  62590. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  62591. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  62592. particleSystem.blendMode = parsedParticleSystem.blendMode;
  62593. if (parsedParticleSystem.colorGradients) {
  62594. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  62595. var colorGradient = _a[_i];
  62596. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  62597. }
  62598. }
  62599. if (parsedParticleSystem.rampGradients) {
  62600. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  62601. var rampGradient = _c[_b];
  62602. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  62603. }
  62604. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  62605. }
  62606. if (parsedParticleSystem.colorRemapGradients) {
  62607. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  62608. var colorRemapGradient = _e[_d];
  62609. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  62610. }
  62611. }
  62612. if (parsedParticleSystem.alphaRemapGradients) {
  62613. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  62614. var alphaRemapGradient = _g[_f];
  62615. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  62616. }
  62617. }
  62618. if (parsedParticleSystem.sizeGradients) {
  62619. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  62620. var sizeGradient = _j[_h];
  62621. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62622. }
  62623. }
  62624. if (parsedParticleSystem.sizeGradients) {
  62625. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  62626. var sizeGradient = _l[_k];
  62627. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62628. }
  62629. }
  62630. if (parsedParticleSystem.angularSpeedGradients) {
  62631. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  62632. var angularSpeedGradient = _o[_m];
  62633. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  62634. }
  62635. }
  62636. if (parsedParticleSystem.velocityGradients) {
  62637. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  62638. var velocityGradient = _q[_p];
  62639. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  62640. }
  62641. }
  62642. if (parsedParticleSystem.dragGradients) {
  62643. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  62644. var dragGradient = _s[_r];
  62645. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  62646. }
  62647. }
  62648. if (parsedParticleSystem.emitRateGradients) {
  62649. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  62650. var emitRateGradient = _u[_t];
  62651. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  62652. }
  62653. }
  62654. if (parsedParticleSystem.startSizeGradients) {
  62655. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  62656. var startSizeGradient = _w[_v];
  62657. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  62658. }
  62659. }
  62660. if (parsedParticleSystem.lifeTimeGradients) {
  62661. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  62662. var lifeTimeGradient = _y[_x];
  62663. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  62664. }
  62665. }
  62666. if (parsedParticleSystem.limitVelocityGradients) {
  62667. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  62668. var limitVelocityGradient = _0[_z];
  62669. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  62670. }
  62671. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  62672. }
  62673. if (parsedParticleSystem.noiseTexture) {
  62674. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  62675. }
  62676. // Emitter
  62677. var emitterType;
  62678. if (parsedParticleSystem.particleEmitterType) {
  62679. switch (parsedParticleSystem.particleEmitterType.type) {
  62680. case "SphereParticleEmitter":
  62681. emitterType = new BABYLON.SphereParticleEmitter();
  62682. break;
  62683. case "SphereDirectedParticleEmitter":
  62684. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  62685. break;
  62686. case "ConeEmitter":
  62687. case "ConeParticleEmitter":
  62688. emitterType = new BABYLON.ConeParticleEmitter();
  62689. break;
  62690. case "CylinderParticleEmitter":
  62691. emitterType = new BABYLON.CylinderParticleEmitter();
  62692. break;
  62693. case "HemisphericParticleEmitter":
  62694. emitterType = new BABYLON.HemisphericParticleEmitter();
  62695. break;
  62696. case "BoxEmitter":
  62697. case "BoxParticleEmitter":
  62698. default:
  62699. emitterType = new BABYLON.BoxParticleEmitter();
  62700. break;
  62701. }
  62702. emitterType.parse(parsedParticleSystem.particleEmitterType);
  62703. }
  62704. else {
  62705. emitterType = new BABYLON.BoxParticleEmitter();
  62706. emitterType.parse(parsedParticleSystem);
  62707. }
  62708. particleSystem.particleEmitterType = emitterType;
  62709. // Animation sheet
  62710. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  62711. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  62712. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  62713. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  62714. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  62715. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  62716. };
  62717. /**
  62718. * Parses a JSON object to create a particle system.
  62719. * @param parsedParticleSystem The JSON object to parse
  62720. * @param scene The scene to create the particle system in
  62721. * @param rootUrl The root url to use to load external dependencies like texture
  62722. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62723. * @returns the Parsed particle system
  62724. */
  62725. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  62726. if (doNotStart === void 0) { doNotStart = false; }
  62727. var name = parsedParticleSystem.name;
  62728. var custom = null;
  62729. var program = null;
  62730. if (parsedParticleSystem.customShader) {
  62731. program = parsedParticleSystem.customShader;
  62732. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62733. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62734. }
  62735. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  62736. particleSystem.customShader = program;
  62737. if (parsedParticleSystem.id) {
  62738. particleSystem.id = parsedParticleSystem.id;
  62739. }
  62740. // SubEmitters
  62741. if (parsedParticleSystem.subEmitters) {
  62742. particleSystem.subEmitters = [];
  62743. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  62744. var cell = _a[_i];
  62745. var cellArray = [];
  62746. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  62747. var sub = cell_1[_b];
  62748. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  62749. }
  62750. particleSystem.subEmitters.push(cellArray);
  62751. }
  62752. }
  62753. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  62754. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  62755. // Auto start
  62756. if (parsedParticleSystem.preventAutoStart) {
  62757. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  62758. }
  62759. if (!doNotStart && !particleSystem.preventAutoStart) {
  62760. particleSystem.start();
  62761. }
  62762. return particleSystem;
  62763. };
  62764. /**
  62765. * Billboard mode will only apply to Y axis
  62766. */
  62767. ParticleSystem.BILLBOARDMODE_Y = 2;
  62768. /**
  62769. * Billboard mode will apply to all axes
  62770. */
  62771. ParticleSystem.BILLBOARDMODE_ALL = 7;
  62772. /**
  62773. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  62774. */
  62775. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  62776. return ParticleSystem;
  62777. }(BABYLON.BaseParticleSystem));
  62778. BABYLON.ParticleSystem = ParticleSystem;
  62779. })(BABYLON || (BABYLON = {}));
  62780. //# sourceMappingURL=babylon.particleSystem.js.map
  62781. var BABYLON;
  62782. (function (BABYLON) {
  62783. /**
  62784. * Particle emitter emitting particles from the inside of a box.
  62785. * It emits the particles randomly between 2 given directions.
  62786. */
  62787. var BoxParticleEmitter = /** @class */ (function () {
  62788. /**
  62789. * Creates a new instance BoxParticleEmitter
  62790. */
  62791. function BoxParticleEmitter() {
  62792. /**
  62793. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62794. */
  62795. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  62796. /**
  62797. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62798. */
  62799. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  62800. /**
  62801. * 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.
  62802. */
  62803. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  62804. /**
  62805. * 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.
  62806. */
  62807. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  62808. }
  62809. /**
  62810. * Called by the particle System when the direction is computed for the created particle.
  62811. * @param worldMatrix is the world matrix of the particle system
  62812. * @param directionToUpdate is the direction vector to update with the result
  62813. * @param particle is the particle we are computed the direction for
  62814. */
  62815. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62816. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  62817. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  62818. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  62819. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  62820. };
  62821. /**
  62822. * Called by the particle System when the position is computed for the created particle.
  62823. * @param worldMatrix is the world matrix of the particle system
  62824. * @param positionToUpdate is the position vector to update with the result
  62825. * @param particle is the particle we are computed the position for
  62826. */
  62827. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62828. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  62829. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  62830. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  62831. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  62832. };
  62833. /**
  62834. * Clones the current emitter and returns a copy of it
  62835. * @returns the new emitter
  62836. */
  62837. BoxParticleEmitter.prototype.clone = function () {
  62838. var newOne = new BoxParticleEmitter();
  62839. BABYLON.Tools.DeepCopy(this, newOne);
  62840. return newOne;
  62841. };
  62842. /**
  62843. * Called by the GPUParticleSystem to setup the update shader
  62844. * @param effect defines the update shader
  62845. */
  62846. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  62847. effect.setVector3("direction1", this.direction1);
  62848. effect.setVector3("direction2", this.direction2);
  62849. effect.setVector3("minEmitBox", this.minEmitBox);
  62850. effect.setVector3("maxEmitBox", this.maxEmitBox);
  62851. };
  62852. /**
  62853. * Returns a string to use to update the GPU particles update shader
  62854. * @returns a string containng the defines string
  62855. */
  62856. BoxParticleEmitter.prototype.getEffectDefines = function () {
  62857. return "#define BOXEMITTER";
  62858. };
  62859. /**
  62860. * Returns the string "BoxParticleEmitter"
  62861. * @returns a string containing the class name
  62862. */
  62863. BoxParticleEmitter.prototype.getClassName = function () {
  62864. return "BoxParticleEmitter";
  62865. };
  62866. /**
  62867. * Serializes the particle system to a JSON object.
  62868. * @returns the JSON object
  62869. */
  62870. BoxParticleEmitter.prototype.serialize = function () {
  62871. var serializationObject = {};
  62872. serializationObject.type = this.getClassName();
  62873. serializationObject.direction1 = this.direction1.asArray();
  62874. serializationObject.direction2 = this.direction2.asArray();
  62875. serializationObject.minEmitBox = this.minEmitBox.asArray();
  62876. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  62877. return serializationObject;
  62878. };
  62879. /**
  62880. * Parse properties from a JSON object
  62881. * @param serializationObject defines the JSON object
  62882. */
  62883. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  62884. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  62885. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  62886. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  62887. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  62888. };
  62889. return BoxParticleEmitter;
  62890. }());
  62891. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  62892. })(BABYLON || (BABYLON = {}));
  62893. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  62894. var BABYLON;
  62895. (function (BABYLON) {
  62896. /**
  62897. * Particle emitter emitting particles from the inside of a cylinder.
  62898. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  62899. */
  62900. var CylinderParticleEmitter = /** @class */ (function () {
  62901. /**
  62902. * Creates a new instance CylinderParticleEmitter
  62903. * @param radius the radius of the emission cylinder (1 by default)
  62904. * @param height the height of the emission cylinder (1 by default)
  62905. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62906. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  62907. */
  62908. function CylinderParticleEmitter(
  62909. /**
  62910. * The radius of the emission cylinder.
  62911. */
  62912. radius,
  62913. /**
  62914. * The height of the emission cylinder.
  62915. */
  62916. height,
  62917. /**
  62918. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  62919. */
  62920. radiusRange,
  62921. /**
  62922. * How much to randomize the particle direction [0-1].
  62923. */
  62924. directionRandomizer) {
  62925. if (radius === void 0) { radius = 1; }
  62926. if (height === void 0) { height = 1; }
  62927. if (radiusRange === void 0) { radiusRange = 1; }
  62928. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62929. this.radius = radius;
  62930. this.height = height;
  62931. this.radiusRange = radiusRange;
  62932. this.directionRandomizer = directionRandomizer;
  62933. }
  62934. /**
  62935. * Called by the particle System when the direction is computed for the created particle.
  62936. * @param worldMatrix is the world matrix of the particle system
  62937. * @param directionToUpdate is the direction vector to update with the result
  62938. * @param particle is the particle we are computed the direction for
  62939. */
  62940. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62941. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62942. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  62943. var angle = Math.atan2(direction.x, direction.z);
  62944. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  62945. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  62946. direction.x = Math.sin(angle);
  62947. direction.z = Math.cos(angle);
  62948. direction.normalize();
  62949. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62950. };
  62951. /**
  62952. * Called by the particle System when the position is computed for the created particle.
  62953. * @param worldMatrix is the world matrix of the particle system
  62954. * @param positionToUpdate is the position vector to update with the result
  62955. * @param particle is the particle we are computed the position for
  62956. */
  62957. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62958. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  62959. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  62960. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  62961. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  62962. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  62963. var xPos = positionRadius * Math.cos(angle);
  62964. var zPos = positionRadius * Math.sin(angle);
  62965. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  62966. };
  62967. /**
  62968. * Clones the current emitter and returns a copy of it
  62969. * @returns the new emitter
  62970. */
  62971. CylinderParticleEmitter.prototype.clone = function () {
  62972. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  62973. BABYLON.Tools.DeepCopy(this, newOne);
  62974. return newOne;
  62975. };
  62976. /**
  62977. * Called by the GPUParticleSystem to setup the update shader
  62978. * @param effect defines the update shader
  62979. */
  62980. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  62981. effect.setFloat("radius", this.radius);
  62982. effect.setFloat("height", this.height);
  62983. effect.setFloat("radiusRange", this.radiusRange);
  62984. effect.setFloat("directionRandomizer", this.directionRandomizer);
  62985. };
  62986. /**
  62987. * Returns a string to use to update the GPU particles update shader
  62988. * @returns a string containng the defines string
  62989. */
  62990. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  62991. return "#define CYLINDEREMITTER";
  62992. };
  62993. /**
  62994. * Returns the string "CylinderParticleEmitter"
  62995. * @returns a string containing the class name
  62996. */
  62997. CylinderParticleEmitter.prototype.getClassName = function () {
  62998. return "CylinderParticleEmitter";
  62999. };
  63000. /**
  63001. * Serializes the particle system to a JSON object.
  63002. * @returns the JSON object
  63003. */
  63004. CylinderParticleEmitter.prototype.serialize = function () {
  63005. var serializationObject = {};
  63006. serializationObject.type = this.getClassName();
  63007. serializationObject.radius = this.radius;
  63008. serializationObject.height = this.height;
  63009. serializationObject.radiusRange = this.radiusRange;
  63010. serializationObject.directionRandomizer = this.directionRandomizer;
  63011. return serializationObject;
  63012. };
  63013. /**
  63014. * Parse properties from a JSON object
  63015. * @param serializationObject defines the JSON object
  63016. */
  63017. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  63018. this.radius = serializationObject.radius;
  63019. this.height = serializationObject.height;
  63020. this.radiusRange = serializationObject.radiusRange;
  63021. this.directionRandomizer = serializationObject.directionRandomizer;
  63022. };
  63023. return CylinderParticleEmitter;
  63024. }());
  63025. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  63026. /**
  63027. * Particle emitter emitting particles from the inside of a cylinder.
  63028. * It emits the particles randomly between two vectors.
  63029. */
  63030. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  63031. __extends(CylinderDirectedParticleEmitter, _super);
  63032. /**
  63033. * Creates a new instance CylinderDirectedParticleEmitter
  63034. * @param radius the radius of the emission cylinder (1 by default)
  63035. * @param height the height of the emission cylinder (1 by default)
  63036. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63037. * @param direction1 the min limit of the emission direction (up vector by default)
  63038. * @param direction2 the max limit of the emission direction (up vector by default)
  63039. */
  63040. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  63041. /**
  63042. * The min limit of the emission direction.
  63043. */
  63044. direction1,
  63045. /**
  63046. * The max limit of the emission direction.
  63047. */
  63048. direction2) {
  63049. if (radius === void 0) { radius = 1; }
  63050. if (height === void 0) { height = 1; }
  63051. if (radiusRange === void 0) { radiusRange = 1; }
  63052. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63053. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63054. var _this = _super.call(this, radius, height, radiusRange) || this;
  63055. _this.direction1 = direction1;
  63056. _this.direction2 = direction2;
  63057. return _this;
  63058. }
  63059. /**
  63060. * Called by the particle System when the direction is computed for the created particle.
  63061. * @param worldMatrix is the world matrix of the particle system
  63062. * @param directionToUpdate is the direction vector to update with the result
  63063. * @param particle is the particle we are computed the direction for
  63064. */
  63065. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63066. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63067. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63068. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63069. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63070. };
  63071. /**
  63072. * Clones the current emitter and returns a copy of it
  63073. * @returns the new emitter
  63074. */
  63075. CylinderDirectedParticleEmitter.prototype.clone = function () {
  63076. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  63077. BABYLON.Tools.DeepCopy(this, newOne);
  63078. return newOne;
  63079. };
  63080. /**
  63081. * Called by the GPUParticleSystem to setup the update shader
  63082. * @param effect defines the update shader
  63083. */
  63084. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63085. effect.setFloat("radius", this.radius);
  63086. effect.setFloat("height", this.height);
  63087. effect.setFloat("radiusRange", this.radiusRange);
  63088. effect.setVector3("direction1", this.direction1);
  63089. effect.setVector3("direction2", this.direction2);
  63090. };
  63091. /**
  63092. * Returns a string to use to update the GPU particles update shader
  63093. * @returns a string containng the defines string
  63094. */
  63095. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63096. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  63097. };
  63098. /**
  63099. * Returns the string "CylinderDirectedParticleEmitter"
  63100. * @returns a string containing the class name
  63101. */
  63102. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  63103. return "CylinderDirectedParticleEmitter";
  63104. };
  63105. /**
  63106. * Serializes the particle system to a JSON object.
  63107. * @returns the JSON object
  63108. */
  63109. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  63110. var serializationObject = _super.prototype.serialize.call(this);
  63111. serializationObject.direction1 = this.direction1.asArray();
  63112. serializationObject.direction2 = this.direction2.asArray();
  63113. return serializationObject;
  63114. };
  63115. /**
  63116. * Parse properties from a JSON object
  63117. * @param serializationObject defines the JSON object
  63118. */
  63119. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63120. _super.prototype.parse.call(this, serializationObject);
  63121. this.direction1.copyFrom(serializationObject.direction1);
  63122. this.direction2.copyFrom(serializationObject.direction2);
  63123. };
  63124. return CylinderDirectedParticleEmitter;
  63125. }(CylinderParticleEmitter));
  63126. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  63127. })(BABYLON || (BABYLON = {}));
  63128. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  63129. var BABYLON;
  63130. (function (BABYLON) {
  63131. /**
  63132. * Particle emitter emitting particles from the inside of a cone.
  63133. * It emits the particles alongside the cone volume from the base to the particle.
  63134. * The emission direction might be randomized.
  63135. */
  63136. var ConeParticleEmitter = /** @class */ (function () {
  63137. /**
  63138. * Creates a new instance ConeParticleEmitter
  63139. * @param radius the radius of the emission cone (1 by default)
  63140. * @param angles the cone base angle (PI by default)
  63141. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63142. */
  63143. function ConeParticleEmitter(radius, angle,
  63144. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63145. directionRandomizer) {
  63146. if (radius === void 0) { radius = 1; }
  63147. if (angle === void 0) { angle = Math.PI; }
  63148. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63149. this.directionRandomizer = directionRandomizer;
  63150. /**
  63151. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63152. */
  63153. this.radiusRange = 1;
  63154. /**
  63155. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63156. */
  63157. this.heightRange = 1;
  63158. /**
  63159. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63160. */
  63161. this.emitFromSpawnPointOnly = false;
  63162. this.angle = angle;
  63163. this.radius = radius;
  63164. }
  63165. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63166. /**
  63167. * Gets or sets the radius of the emission cone
  63168. */
  63169. get: function () {
  63170. return this._radius;
  63171. },
  63172. set: function (value) {
  63173. this._radius = value;
  63174. this._buildHeight();
  63175. },
  63176. enumerable: true,
  63177. configurable: true
  63178. });
  63179. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63180. /**
  63181. * Gets or sets the angle of the emission cone
  63182. */
  63183. get: function () {
  63184. return this._angle;
  63185. },
  63186. set: function (value) {
  63187. this._angle = value;
  63188. this._buildHeight();
  63189. },
  63190. enumerable: true,
  63191. configurable: true
  63192. });
  63193. ConeParticleEmitter.prototype._buildHeight = function () {
  63194. if (this._angle !== 0) {
  63195. this._height = this._radius / Math.tan(this._angle / 2);
  63196. }
  63197. else {
  63198. this._height = 1;
  63199. }
  63200. };
  63201. /**
  63202. * Called by the particle System when the direction is computed for the created particle.
  63203. * @param worldMatrix is the world matrix of the particle system
  63204. * @param directionToUpdate is the direction vector to update with the result
  63205. * @param particle is the particle we are computed the direction for
  63206. */
  63207. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63208. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63209. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63210. }
  63211. else {
  63212. // measure the direction Vector from the emitter to the particle.
  63213. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63214. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63215. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63216. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63217. direction.x += randX;
  63218. direction.y += randY;
  63219. direction.z += randZ;
  63220. direction.normalize();
  63221. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63222. }
  63223. };
  63224. /**
  63225. * Called by the particle System when the position is computed for the created particle.
  63226. * @param worldMatrix is the world matrix of the particle system
  63227. * @param positionToUpdate is the position vector to update with the result
  63228. * @param particle is the particle we are computed the position for
  63229. */
  63230. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63231. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63232. var h;
  63233. if (!this.emitFromSpawnPointOnly) {
  63234. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63235. // Better distribution in a cone at normal angles.
  63236. h = 1 - h * h;
  63237. }
  63238. else {
  63239. h = 0.0001;
  63240. }
  63241. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63242. radius = radius * h;
  63243. var randX = radius * Math.sin(s);
  63244. var randZ = radius * Math.cos(s);
  63245. var randY = h * this._height;
  63246. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63247. };
  63248. /**
  63249. * Clones the current emitter and returns a copy of it
  63250. * @returns the new emitter
  63251. */
  63252. ConeParticleEmitter.prototype.clone = function () {
  63253. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63254. BABYLON.Tools.DeepCopy(this, newOne);
  63255. return newOne;
  63256. };
  63257. /**
  63258. * Called by the GPUParticleSystem to setup the update shader
  63259. * @param effect defines the update shader
  63260. */
  63261. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63262. effect.setFloat2("radius", this._radius, this.radiusRange);
  63263. effect.setFloat("coneAngle", this._angle);
  63264. effect.setFloat2("height", this._height, this.heightRange);
  63265. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63266. };
  63267. /**
  63268. * Returns a string to use to update the GPU particles update shader
  63269. * @returns a string containng the defines string
  63270. */
  63271. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63272. var defines = "#define CONEEMITTER";
  63273. if (this.emitFromSpawnPointOnly) {
  63274. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63275. }
  63276. return defines;
  63277. };
  63278. /**
  63279. * Returns the string "ConeParticleEmitter"
  63280. * @returns a string containing the class name
  63281. */
  63282. ConeParticleEmitter.prototype.getClassName = function () {
  63283. return "ConeParticleEmitter";
  63284. };
  63285. /**
  63286. * Serializes the particle system to a JSON object.
  63287. * @returns the JSON object
  63288. */
  63289. ConeParticleEmitter.prototype.serialize = function () {
  63290. var serializationObject = {};
  63291. serializationObject.type = this.getClassName();
  63292. serializationObject.radius = this._radius;
  63293. serializationObject.angle = this._angle;
  63294. serializationObject.directionRandomizer = this.directionRandomizer;
  63295. return serializationObject;
  63296. };
  63297. /**
  63298. * Parse properties from a JSON object
  63299. * @param serializationObject defines the JSON object
  63300. */
  63301. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63302. this.radius = serializationObject.radius;
  63303. this.angle = serializationObject.angle;
  63304. this.directionRandomizer = serializationObject.directionRandomizer;
  63305. };
  63306. return ConeParticleEmitter;
  63307. }());
  63308. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63309. })(BABYLON || (BABYLON = {}));
  63310. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63311. var BABYLON;
  63312. (function (BABYLON) {
  63313. /**
  63314. * Particle emitter emitting particles from the inside of a sphere.
  63315. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63316. */
  63317. var SphereParticleEmitter = /** @class */ (function () {
  63318. /**
  63319. * Creates a new instance SphereParticleEmitter
  63320. * @param radius the radius of the emission sphere (1 by default)
  63321. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63322. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63323. */
  63324. function SphereParticleEmitter(
  63325. /**
  63326. * The radius of the emission sphere.
  63327. */
  63328. radius,
  63329. /**
  63330. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63331. */
  63332. radiusRange,
  63333. /**
  63334. * How much to randomize the particle direction [0-1].
  63335. */
  63336. directionRandomizer) {
  63337. if (radius === void 0) { radius = 1; }
  63338. if (radiusRange === void 0) { radiusRange = 1; }
  63339. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63340. this.radius = radius;
  63341. this.radiusRange = radiusRange;
  63342. this.directionRandomizer = directionRandomizer;
  63343. }
  63344. /**
  63345. * Called by the particle System when the direction is computed for the created particle.
  63346. * @param worldMatrix is the world matrix of the particle system
  63347. * @param directionToUpdate is the direction vector to update with the result
  63348. * @param particle is the particle we are computed the direction for
  63349. */
  63350. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63351. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63352. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63353. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63354. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63355. direction.x += randX;
  63356. direction.y += randY;
  63357. direction.z += randZ;
  63358. direction.normalize();
  63359. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63360. };
  63361. /**
  63362. * Called by the particle System when the position is computed for the created particle.
  63363. * @param worldMatrix is the world matrix of the particle system
  63364. * @param positionToUpdate is the position vector to update with the result
  63365. * @param particle is the particle we are computed the position for
  63366. */
  63367. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63368. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63369. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63370. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63371. var theta = Math.acos(2 * v - 1);
  63372. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63373. var randY = randRadius * Math.cos(theta);
  63374. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63375. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63376. };
  63377. /**
  63378. * Clones the current emitter and returns a copy of it
  63379. * @returns the new emitter
  63380. */
  63381. SphereParticleEmitter.prototype.clone = function () {
  63382. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63383. BABYLON.Tools.DeepCopy(this, newOne);
  63384. return newOne;
  63385. };
  63386. /**
  63387. * Called by the GPUParticleSystem to setup the update shader
  63388. * @param effect defines the update shader
  63389. */
  63390. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63391. effect.setFloat("radius", this.radius);
  63392. effect.setFloat("radiusRange", this.radiusRange);
  63393. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63394. };
  63395. /**
  63396. * Returns a string to use to update the GPU particles update shader
  63397. * @returns a string containng the defines string
  63398. */
  63399. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63400. return "#define SPHEREEMITTER";
  63401. };
  63402. /**
  63403. * Returns the string "SphereParticleEmitter"
  63404. * @returns a string containing the class name
  63405. */
  63406. SphereParticleEmitter.prototype.getClassName = function () {
  63407. return "SphereParticleEmitter";
  63408. };
  63409. /**
  63410. * Serializes the particle system to a JSON object.
  63411. * @returns the JSON object
  63412. */
  63413. SphereParticleEmitter.prototype.serialize = function () {
  63414. var serializationObject = {};
  63415. serializationObject.type = this.getClassName();
  63416. serializationObject.radius = this.radius;
  63417. serializationObject.radiusRange = this.radiusRange;
  63418. serializationObject.directionRandomizer = this.directionRandomizer;
  63419. return serializationObject;
  63420. };
  63421. /**
  63422. * Parse properties from a JSON object
  63423. * @param serializationObject defines the JSON object
  63424. */
  63425. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63426. this.radius = serializationObject.radius;
  63427. this.radiusRange = serializationObject.radiusRange;
  63428. this.directionRandomizer = serializationObject.directionRandomizer;
  63429. };
  63430. return SphereParticleEmitter;
  63431. }());
  63432. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63433. /**
  63434. * Particle emitter emitting particles from the inside of a sphere.
  63435. * It emits the particles randomly between two vectors.
  63436. */
  63437. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63438. __extends(SphereDirectedParticleEmitter, _super);
  63439. /**
  63440. * Creates a new instance SphereDirectedParticleEmitter
  63441. * @param radius the radius of the emission sphere (1 by default)
  63442. * @param direction1 the min limit of the emission direction (up vector by default)
  63443. * @param direction2 the max limit of the emission direction (up vector by default)
  63444. */
  63445. function SphereDirectedParticleEmitter(radius,
  63446. /**
  63447. * The min limit of the emission direction.
  63448. */
  63449. direction1,
  63450. /**
  63451. * The max limit of the emission direction.
  63452. */
  63453. direction2) {
  63454. if (radius === void 0) { radius = 1; }
  63455. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63456. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63457. var _this = _super.call(this, radius) || this;
  63458. _this.direction1 = direction1;
  63459. _this.direction2 = direction2;
  63460. return _this;
  63461. }
  63462. /**
  63463. * Called by the particle System when the direction is computed for the created particle.
  63464. * @param worldMatrix is the world matrix of the particle system
  63465. * @param directionToUpdate is the direction vector to update with the result
  63466. * @param particle is the particle we are computed the direction for
  63467. */
  63468. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63469. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63470. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63471. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63472. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63473. };
  63474. /**
  63475. * Clones the current emitter and returns a copy of it
  63476. * @returns the new emitter
  63477. */
  63478. SphereDirectedParticleEmitter.prototype.clone = function () {
  63479. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63480. BABYLON.Tools.DeepCopy(this, newOne);
  63481. return newOne;
  63482. };
  63483. /**
  63484. * Called by the GPUParticleSystem to setup the update shader
  63485. * @param effect defines the update shader
  63486. */
  63487. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63488. effect.setFloat("radius", this.radius);
  63489. effect.setFloat("radiusRange", this.radiusRange);
  63490. effect.setVector3("direction1", this.direction1);
  63491. effect.setVector3("direction2", this.direction2);
  63492. };
  63493. /**
  63494. * Returns a string to use to update the GPU particles update shader
  63495. * @returns a string containng the defines string
  63496. */
  63497. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63498. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63499. };
  63500. /**
  63501. * Returns the string "SphereDirectedParticleEmitter"
  63502. * @returns a string containing the class name
  63503. */
  63504. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63505. return "SphereDirectedParticleEmitter";
  63506. };
  63507. /**
  63508. * Serializes the particle system to a JSON object.
  63509. * @returns the JSON object
  63510. */
  63511. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63512. var serializationObject = _super.prototype.serialize.call(this);
  63513. serializationObject.direction1 = this.direction1.asArray();
  63514. serializationObject.direction2 = this.direction2.asArray();
  63515. return serializationObject;
  63516. };
  63517. /**
  63518. * Parse properties from a JSON object
  63519. * @param serializationObject defines the JSON object
  63520. */
  63521. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63522. _super.prototype.parse.call(this, serializationObject);
  63523. this.direction1.copyFrom(serializationObject.direction1);
  63524. this.direction2.copyFrom(serializationObject.direction2);
  63525. };
  63526. return SphereDirectedParticleEmitter;
  63527. }(SphereParticleEmitter));
  63528. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63529. })(BABYLON || (BABYLON = {}));
  63530. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63531. var BABYLON;
  63532. (function (BABYLON) {
  63533. /**
  63534. * Particle emitter emitting particles from the inside of a hemisphere.
  63535. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63536. */
  63537. var HemisphericParticleEmitter = /** @class */ (function () {
  63538. /**
  63539. * Creates a new instance HemisphericParticleEmitter
  63540. * @param radius the radius of the emission hemisphere (1 by default)
  63541. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63542. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63543. */
  63544. function HemisphericParticleEmitter(
  63545. /**
  63546. * The radius of the emission hemisphere.
  63547. */
  63548. radius,
  63549. /**
  63550. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63551. */
  63552. radiusRange,
  63553. /**
  63554. * How much to randomize the particle direction [0-1].
  63555. */
  63556. directionRandomizer) {
  63557. if (radius === void 0) { radius = 1; }
  63558. if (radiusRange === void 0) { radiusRange = 1; }
  63559. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63560. this.radius = radius;
  63561. this.radiusRange = radiusRange;
  63562. this.directionRandomizer = directionRandomizer;
  63563. }
  63564. /**
  63565. * Called by the particle System when the direction is computed for the created particle.
  63566. * @param worldMatrix is the world matrix of the particle system
  63567. * @param directionToUpdate is the direction vector to update with the result
  63568. * @param particle is the particle we are computed the direction for
  63569. */
  63570. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63571. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63572. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63573. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63574. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63575. direction.x += randX;
  63576. direction.y += randY;
  63577. direction.z += randZ;
  63578. direction.normalize();
  63579. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63580. };
  63581. /**
  63582. * Called by the particle System when the position is computed for the created particle.
  63583. * @param worldMatrix is the world matrix of the particle system
  63584. * @param positionToUpdate is the position vector to update with the result
  63585. * @param particle is the particle we are computed the position for
  63586. */
  63587. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63588. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63589. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63590. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63591. var theta = Math.acos(2 * v - 1);
  63592. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63593. var randY = randRadius * Math.cos(theta);
  63594. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63595. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  63596. };
  63597. /**
  63598. * Clones the current emitter and returns a copy of it
  63599. * @returns the new emitter
  63600. */
  63601. HemisphericParticleEmitter.prototype.clone = function () {
  63602. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  63603. BABYLON.Tools.DeepCopy(this, newOne);
  63604. return newOne;
  63605. };
  63606. /**
  63607. * Called by the GPUParticleSystem to setup the update shader
  63608. * @param effect defines the update shader
  63609. */
  63610. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  63611. effect.setFloat("radius", this.radius);
  63612. effect.setFloat("radiusRange", this.radiusRange);
  63613. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63614. };
  63615. /**
  63616. * Returns a string to use to update the GPU particles update shader
  63617. * @returns a string containng the defines string
  63618. */
  63619. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  63620. return "#define HEMISPHERICEMITTER";
  63621. };
  63622. /**
  63623. * Returns the string "HemisphericParticleEmitter"
  63624. * @returns a string containing the class name
  63625. */
  63626. HemisphericParticleEmitter.prototype.getClassName = function () {
  63627. return "HemisphericParticleEmitter";
  63628. };
  63629. /**
  63630. * Serializes the particle system to a JSON object.
  63631. * @returns the JSON object
  63632. */
  63633. HemisphericParticleEmitter.prototype.serialize = function () {
  63634. var serializationObject = {};
  63635. serializationObject.type = this.getClassName();
  63636. serializationObject.radius = this.radius;
  63637. serializationObject.radiusRange = this.radiusRange;
  63638. serializationObject.directionRandomizer = this.directionRandomizer;
  63639. return serializationObject;
  63640. };
  63641. /**
  63642. * Parse properties from a JSON object
  63643. * @param serializationObject defines the JSON object
  63644. */
  63645. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  63646. this.radius = serializationObject.radius;
  63647. this.radiusRange = serializationObject.radiusRange;
  63648. this.directionRandomizer = serializationObject.directionRandomizer;
  63649. };
  63650. return HemisphericParticleEmitter;
  63651. }());
  63652. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  63653. })(BABYLON || (BABYLON = {}));
  63654. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  63655. var BABYLON;
  63656. (function (BABYLON) {
  63657. /**
  63658. * Particle emitter emitting particles from a point.
  63659. * It emits the particles randomly between 2 given directions.
  63660. */
  63661. var PointParticleEmitter = /** @class */ (function () {
  63662. /**
  63663. * Creates a new instance PointParticleEmitter
  63664. */
  63665. function PointParticleEmitter() {
  63666. /**
  63667. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63668. */
  63669. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63670. /**
  63671. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63672. */
  63673. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63674. }
  63675. /**
  63676. * Called by the particle System when the direction is computed for the created particle.
  63677. * @param worldMatrix is the world matrix of the particle system
  63678. * @param directionToUpdate is the direction vector to update with the result
  63679. * @param particle is the particle we are computed the direction for
  63680. */
  63681. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63682. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63683. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63684. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63685. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63686. };
  63687. /**
  63688. * Called by the particle System when the position is computed for the created particle.
  63689. * @param worldMatrix is the world matrix of the particle system
  63690. * @param positionToUpdate is the position vector to update with the result
  63691. * @param particle is the particle we are computed the position for
  63692. */
  63693. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63694. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  63695. };
  63696. /**
  63697. * Clones the current emitter and returns a copy of it
  63698. * @returns the new emitter
  63699. */
  63700. PointParticleEmitter.prototype.clone = function () {
  63701. var newOne = new PointParticleEmitter();
  63702. BABYLON.Tools.DeepCopy(this, newOne);
  63703. return newOne;
  63704. };
  63705. /**
  63706. * Called by the GPUParticleSystem to setup the update shader
  63707. * @param effect defines the update shader
  63708. */
  63709. PointParticleEmitter.prototype.applyToShader = function (effect) {
  63710. effect.setVector3("direction1", this.direction1);
  63711. effect.setVector3("direction2", this.direction2);
  63712. };
  63713. /**
  63714. * Returns a string to use to update the GPU particles update shader
  63715. * @returns a string containng the defines string
  63716. */
  63717. PointParticleEmitter.prototype.getEffectDefines = function () {
  63718. return "#define POINTEMITTER";
  63719. };
  63720. /**
  63721. * Returns the string "PointParticleEmitter"
  63722. * @returns a string containing the class name
  63723. */
  63724. PointParticleEmitter.prototype.getClassName = function () {
  63725. return "PointParticleEmitter";
  63726. };
  63727. /**
  63728. * Serializes the particle system to a JSON object.
  63729. * @returns the JSON object
  63730. */
  63731. PointParticleEmitter.prototype.serialize = function () {
  63732. var serializationObject = {};
  63733. serializationObject.type = this.getClassName();
  63734. serializationObject.direction1 = this.direction1.asArray();
  63735. serializationObject.direction2 = this.direction2.asArray();
  63736. return serializationObject;
  63737. };
  63738. /**
  63739. * Parse properties from a JSON object
  63740. * @param serializationObject defines the JSON object
  63741. */
  63742. PointParticleEmitter.prototype.parse = function (serializationObject) {
  63743. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63744. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63745. };
  63746. return PointParticleEmitter;
  63747. }());
  63748. BABYLON.PointParticleEmitter = PointParticleEmitter;
  63749. })(BABYLON || (BABYLON = {}));
  63750. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  63751. var BABYLON;
  63752. (function (BABYLON) {
  63753. // Adds the parsers to the scene parsers.
  63754. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  63755. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  63756. if (!individualParser) {
  63757. return;
  63758. }
  63759. // Particles Systems
  63760. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  63761. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  63762. var parsedParticleSystem = parsedData.particleSystems[index];
  63763. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  63764. }
  63765. }
  63766. });
  63767. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  63768. if (parsedParticleSystem.activeParticleCount) {
  63769. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63770. return ps;
  63771. }
  63772. else {
  63773. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63774. return ps;
  63775. }
  63776. });
  63777. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  63778. if (uniformsNames === void 0) { uniformsNames = []; }
  63779. if (samplers === void 0) { samplers = []; }
  63780. if (defines === void 0) { defines = ""; }
  63781. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  63782. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  63783. if (defines.indexOf(" BILLBOARD") === -1) {
  63784. defines += "\n#define BILLBOARD\n";
  63785. }
  63786. if (samplers.indexOf("diffuseSampler") === -1) {
  63787. samplers.push("diffuseSampler");
  63788. }
  63789. return this.createEffect({
  63790. vertex: "particles",
  63791. fragmentElement: fragmentName
  63792. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  63793. };
  63794. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  63795. var results = new Array();
  63796. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63797. var particleSystem = this.getScene().particleSystems[index];
  63798. if (particleSystem.emitter === this) {
  63799. results.push(particleSystem);
  63800. }
  63801. }
  63802. return results;
  63803. };
  63804. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  63805. var results = new Array();
  63806. var descendants = this.getDescendants();
  63807. descendants.push(this);
  63808. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63809. var particleSystem = this.getScene().particleSystems[index];
  63810. var emitter = particleSystem.emitter;
  63811. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  63812. results.push(particleSystem);
  63813. }
  63814. }
  63815. return results;
  63816. };
  63817. })(BABYLON || (BABYLON = {}));
  63818. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  63819. var BABYLON;
  63820. (function (BABYLON) {
  63821. /**
  63822. * Type of sub emitter
  63823. */
  63824. var SubEmitterType;
  63825. (function (SubEmitterType) {
  63826. /**
  63827. * Attached to the particle over it's lifetime
  63828. */
  63829. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  63830. /**
  63831. * Created when the particle dies
  63832. */
  63833. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  63834. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  63835. /**
  63836. * Sub emitter class used to emit particles from an existing particle
  63837. */
  63838. var SubEmitter = /** @class */ (function () {
  63839. /**
  63840. * Creates a sub emitter
  63841. * @param particleSystem the particle system to be used by the sub emitter
  63842. */
  63843. function SubEmitter(
  63844. /**
  63845. * the particle system to be used by the sub emitter
  63846. */
  63847. particleSystem) {
  63848. this.particleSystem = particleSystem;
  63849. /**
  63850. * Type of the submitter (Default: END)
  63851. */
  63852. this.type = SubEmitterType.END;
  63853. /**
  63854. * 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)
  63855. * Note: This only is supported when using an emitter of type Mesh
  63856. */
  63857. this.inheritDirection = false;
  63858. /**
  63859. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  63860. */
  63861. this.inheritedVelocityAmount = 0;
  63862. // Create mesh as emitter to support rotation
  63863. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  63864. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  63865. }
  63866. // Automatically dispose of subemitter when system is disposed
  63867. particleSystem.onDisposeObservable.add(function () {
  63868. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  63869. particleSystem.emitter.dispose();
  63870. }
  63871. });
  63872. }
  63873. /**
  63874. * Clones the sub emitter
  63875. * @returns the cloned sub emitter
  63876. */
  63877. SubEmitter.prototype.clone = function () {
  63878. // Clone particle system
  63879. var emitter = this.particleSystem.emitter;
  63880. if (!emitter) {
  63881. emitter = new BABYLON.Vector3();
  63882. }
  63883. else if (emitter instanceof BABYLON.Vector3) {
  63884. emitter = emitter.clone();
  63885. }
  63886. else if (emitter instanceof BABYLON.AbstractMesh) {
  63887. emitter = new BABYLON.Mesh("", emitter.getScene());
  63888. emitter.isVisible = false;
  63889. }
  63890. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  63891. // Clone properties
  63892. clone.type = this.type;
  63893. clone.inheritDirection = this.inheritDirection;
  63894. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63895. clone.particleSystem._disposeEmitterOnDispose = true;
  63896. clone.particleSystem.disposeOnStop = true;
  63897. return clone;
  63898. };
  63899. /**
  63900. * Serialize current object to a JSON object
  63901. * @returns the serialized object
  63902. */
  63903. SubEmitter.prototype.serialize = function () {
  63904. var serializationObject = {};
  63905. serializationObject.type = this.type;
  63906. serializationObject.inheritDirection = this.inheritDirection;
  63907. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63908. serializationObject.particleSystem = this.particleSystem.serialize();
  63909. return serializationObject;
  63910. };
  63911. /**
  63912. * Creates a new SubEmitter from a serialized JSON version
  63913. * @param serializationObject defines the JSON object to read from
  63914. * @param scene defines the hosting scene
  63915. * @param rootUrl defines the rootUrl for data loading
  63916. * @returns a new SubEmitter
  63917. */
  63918. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  63919. var system = serializationObject.particleSystem;
  63920. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  63921. subEmitter.type = serializationObject.type;
  63922. subEmitter.inheritDirection = serializationObject.inheritDirection;
  63923. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  63924. subEmitter.particleSystem._isSubEmitter = true;
  63925. return subEmitter;
  63926. };
  63927. /** Release associated resources */
  63928. SubEmitter.prototype.dispose = function () {
  63929. this.particleSystem.dispose();
  63930. };
  63931. return SubEmitter;
  63932. }());
  63933. BABYLON.SubEmitter = SubEmitter;
  63934. })(BABYLON || (BABYLON = {}));
  63935. //# sourceMappingURL=babylon.subEmitter.js.map
  63936. var BABYLON;
  63937. (function (BABYLON) {
  63938. /**
  63939. * 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.
  63940. *
  63941. * This returned material effects how the mesh will look based on the code in the shaders.
  63942. *
  63943. * @see http://doc.babylonjs.com/how_to/shader_material
  63944. */
  63945. var ShaderMaterial = /** @class */ (function (_super) {
  63946. __extends(ShaderMaterial, _super);
  63947. /**
  63948. * Instantiate a new shader material.
  63949. * 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.
  63950. * This returned material effects how the mesh will look based on the code in the shaders.
  63951. * @see http://doc.babylonjs.com/how_to/shader_material
  63952. * @param name Define the name of the material in the scene
  63953. * @param scene Define the scene the material belongs to
  63954. * @param shaderPath Defines the route to the shader code in one of three ways:
  63955. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  63956. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  63957. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  63958. * @param options Define the options used to create the shader
  63959. */
  63960. function ShaderMaterial(name, scene, shaderPath, options) {
  63961. if (options === void 0) { options = {}; }
  63962. var _this = _super.call(this, name, scene) || this;
  63963. _this._textures = {};
  63964. _this._textureArrays = {};
  63965. _this._floats = {};
  63966. _this._ints = {};
  63967. _this._floatsArrays = {};
  63968. _this._colors3 = {};
  63969. _this._colors3Arrays = {};
  63970. _this._colors4 = {};
  63971. _this._vectors2 = {};
  63972. _this._vectors3 = {};
  63973. _this._vectors4 = {};
  63974. _this._matrices = {};
  63975. _this._matrices3x3 = {};
  63976. _this._matrices2x2 = {};
  63977. _this._vectors2Arrays = {};
  63978. _this._vectors3Arrays = {};
  63979. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  63980. _this._shaderPath = shaderPath;
  63981. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  63982. return _this;
  63983. }
  63984. /**
  63985. * Gets the current class name of the material e.g. "ShaderMaterial"
  63986. * Mainly use in serialization.
  63987. * @returns the class name
  63988. */
  63989. ShaderMaterial.prototype.getClassName = function () {
  63990. return "ShaderMaterial";
  63991. };
  63992. /**
  63993. * Specifies if the material will require alpha blending
  63994. * @returns a boolean specifying if alpha blending is needed
  63995. */
  63996. ShaderMaterial.prototype.needAlphaBlending = function () {
  63997. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  63998. };
  63999. /**
  64000. * Specifies if this material should be rendered in alpha test mode
  64001. * @returns a boolean specifying if an alpha test is needed.
  64002. */
  64003. ShaderMaterial.prototype.needAlphaTesting = function () {
  64004. return this._options.needAlphaTesting;
  64005. };
  64006. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  64007. if (this._options.uniforms.indexOf(uniformName) === -1) {
  64008. this._options.uniforms.push(uniformName);
  64009. }
  64010. };
  64011. /**
  64012. * Set a texture in the shader.
  64013. * @param name Define the name of the uniform samplers as defined in the shader
  64014. * @param texture Define the texture to bind to this sampler
  64015. * @return the material itself allowing "fluent" like uniform updates
  64016. */
  64017. ShaderMaterial.prototype.setTexture = function (name, texture) {
  64018. if (this._options.samplers.indexOf(name) === -1) {
  64019. this._options.samplers.push(name);
  64020. }
  64021. this._textures[name] = texture;
  64022. return this;
  64023. };
  64024. /**
  64025. * Set a texture array in the shader.
  64026. * @param name Define the name of the uniform sampler array as defined in the shader
  64027. * @param textures Define the list of textures to bind to this sampler
  64028. * @return the material itself allowing "fluent" like uniform updates
  64029. */
  64030. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  64031. if (this._options.samplers.indexOf(name) === -1) {
  64032. this._options.samplers.push(name);
  64033. }
  64034. this._checkUniform(name);
  64035. this._textureArrays[name] = textures;
  64036. return this;
  64037. };
  64038. /**
  64039. * Set a float in the shader.
  64040. * @param name Define the name of the uniform as defined in the shader
  64041. * @param value Define the value to give to the uniform
  64042. * @return the material itself allowing "fluent" like uniform updates
  64043. */
  64044. ShaderMaterial.prototype.setFloat = function (name, value) {
  64045. this._checkUniform(name);
  64046. this._floats[name] = value;
  64047. return this;
  64048. };
  64049. /**
  64050. * Set a int in the shader.
  64051. * @param name Define the name of the uniform as defined in the shader
  64052. * @param value Define the value to give to the uniform
  64053. * @return the material itself allowing "fluent" like uniform updates
  64054. */
  64055. ShaderMaterial.prototype.setInt = function (name, value) {
  64056. this._checkUniform(name);
  64057. this._ints[name] = value;
  64058. return this;
  64059. };
  64060. /**
  64061. * Set an array of floats in the shader.
  64062. * @param name Define the name of the uniform as defined in the shader
  64063. * @param value Define the value to give to the uniform
  64064. * @return the material itself allowing "fluent" like uniform updates
  64065. */
  64066. ShaderMaterial.prototype.setFloats = function (name, value) {
  64067. this._checkUniform(name);
  64068. this._floatsArrays[name] = value;
  64069. return this;
  64070. };
  64071. /**
  64072. * Set a vec3 in the shader from a Color3.
  64073. * @param name Define the name of the uniform as defined in the shader
  64074. * @param value Define the value to give to the uniform
  64075. * @return the material itself allowing "fluent" like uniform updates
  64076. */
  64077. ShaderMaterial.prototype.setColor3 = function (name, value) {
  64078. this._checkUniform(name);
  64079. this._colors3[name] = value;
  64080. return this;
  64081. };
  64082. /**
  64083. * Set a vec3 array in the shader from a Color3 array.
  64084. * @param name Define the name of the uniform as defined in the shader
  64085. * @param value Define the value to give to the uniform
  64086. * @return the material itself allowing "fluent" like uniform updates
  64087. */
  64088. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  64089. this._checkUniform(name);
  64090. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  64091. color.toArray(arr, arr.length);
  64092. return arr;
  64093. }, []);
  64094. return this;
  64095. };
  64096. /**
  64097. * Set a vec4 in the shader from a Color4.
  64098. * @param name Define the name of the uniform as defined in the shader
  64099. * @param value Define the value to give to the uniform
  64100. * @return the material itself allowing "fluent" like uniform updates
  64101. */
  64102. ShaderMaterial.prototype.setColor4 = function (name, value) {
  64103. this._checkUniform(name);
  64104. this._colors4[name] = value;
  64105. return this;
  64106. };
  64107. /**
  64108. * Set a vec2 in the shader from a Vector2.
  64109. * @param name Define the name of the uniform as defined in the shader
  64110. * @param value Define the value to give to the uniform
  64111. * @return the material itself allowing "fluent" like uniform updates
  64112. */
  64113. ShaderMaterial.prototype.setVector2 = function (name, value) {
  64114. this._checkUniform(name);
  64115. this._vectors2[name] = value;
  64116. return this;
  64117. };
  64118. /**
  64119. * Set a vec3 in the shader from a Vector3.
  64120. * @param name Define the name of the uniform as defined in the shader
  64121. * @param value Define the value to give to the uniform
  64122. * @return the material itself allowing "fluent" like uniform updates
  64123. */
  64124. ShaderMaterial.prototype.setVector3 = function (name, value) {
  64125. this._checkUniform(name);
  64126. this._vectors3[name] = value;
  64127. return this;
  64128. };
  64129. /**
  64130. * Set a vec4 in the shader from a Vector4.
  64131. * @param name Define the name of the uniform as defined in the shader
  64132. * @param value Define the value to give to the uniform
  64133. * @return the material itself allowing "fluent" like uniform updates
  64134. */
  64135. ShaderMaterial.prototype.setVector4 = function (name, value) {
  64136. this._checkUniform(name);
  64137. this._vectors4[name] = value;
  64138. return this;
  64139. };
  64140. /**
  64141. * Set a mat4 in the shader from a Matrix.
  64142. * @param name Define the name of the uniform as defined in the shader
  64143. * @param value Define the value to give to the uniform
  64144. * @return the material itself allowing "fluent" like uniform updates
  64145. */
  64146. ShaderMaterial.prototype.setMatrix = function (name, value) {
  64147. this._checkUniform(name);
  64148. this._matrices[name] = value;
  64149. return this;
  64150. };
  64151. /**
  64152. * Set a mat3 in the shader from a Float32Array.
  64153. * @param name Define the name of the uniform as defined in the shader
  64154. * @param value Define the value to give to the uniform
  64155. * @return the material itself allowing "fluent" like uniform updates
  64156. */
  64157. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  64158. this._checkUniform(name);
  64159. this._matrices3x3[name] = value;
  64160. return this;
  64161. };
  64162. /**
  64163. * Set a mat2 in the shader from a Float32Array.
  64164. * @param name Define the name of the uniform as defined in the shader
  64165. * @param value Define the value to give to the uniform
  64166. * @return the material itself allowing "fluent" like uniform updates
  64167. */
  64168. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  64169. this._checkUniform(name);
  64170. this._matrices2x2[name] = value;
  64171. return this;
  64172. };
  64173. /**
  64174. * Set a vec2 array in the shader from a number array.
  64175. * @param name Define the name of the uniform as defined in the shader
  64176. * @param value Define the value to give to the uniform
  64177. * @return the material itself allowing "fluent" like uniform updates
  64178. */
  64179. ShaderMaterial.prototype.setArray2 = function (name, value) {
  64180. this._checkUniform(name);
  64181. this._vectors2Arrays[name] = value;
  64182. return this;
  64183. };
  64184. /**
  64185. * Set a vec3 array in the shader from a number array.
  64186. * @param name Define the name of the uniform as defined in the shader
  64187. * @param value Define the value to give to the uniform
  64188. * @return the material itself allowing "fluent" like uniform updates
  64189. */
  64190. ShaderMaterial.prototype.setArray3 = function (name, value) {
  64191. this._checkUniform(name);
  64192. this._vectors3Arrays[name] = value;
  64193. return this;
  64194. };
  64195. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64196. if (!mesh) {
  64197. return true;
  64198. }
  64199. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64200. return false;
  64201. }
  64202. return false;
  64203. };
  64204. /**
  64205. * Checks if the material is ready to render the requested mesh
  64206. * @param mesh Define the mesh to render
  64207. * @param useInstances Define whether or not the material is used with instances
  64208. * @returns true if ready, otherwise false
  64209. */
  64210. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64211. var scene = this.getScene();
  64212. var engine = scene.getEngine();
  64213. if (!this.checkReadyOnEveryCall) {
  64214. if (this._renderId === scene.getRenderId()) {
  64215. if (this._checkCache(scene, mesh, useInstances)) {
  64216. return true;
  64217. }
  64218. }
  64219. }
  64220. // Instances
  64221. var defines = [];
  64222. var attribs = [];
  64223. var fallbacks = new BABYLON.EffectFallbacks();
  64224. for (var index = 0; index < this._options.defines.length; index++) {
  64225. defines.push(this._options.defines[index]);
  64226. }
  64227. for (var index = 0; index < this._options.attributes.length; index++) {
  64228. attribs.push(this._options.attributes[index]);
  64229. }
  64230. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64231. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64232. defines.push("#define VERTEXCOLOR");
  64233. }
  64234. if (useInstances) {
  64235. defines.push("#define INSTANCES");
  64236. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64237. }
  64238. // Bones
  64239. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64240. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64241. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64242. if (mesh.numBoneInfluencers > 4) {
  64243. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64244. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64245. }
  64246. var skeleton = mesh.skeleton;
  64247. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64248. fallbacks.addCPUSkinningFallback(0, mesh);
  64249. if (skeleton.isUsingTextureForMatrices) {
  64250. defines.push("#define BONETEXTURE");
  64251. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64252. this._options.uniforms.push("boneTextureWidth");
  64253. }
  64254. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64255. this._options.samplers.push("boneSampler");
  64256. }
  64257. }
  64258. else {
  64259. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64260. if (this._options.uniforms.indexOf("mBones") === -1) {
  64261. this._options.uniforms.push("mBones");
  64262. }
  64263. }
  64264. }
  64265. else {
  64266. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64267. }
  64268. // Textures
  64269. for (var name in this._textures) {
  64270. if (!this._textures[name].isReady()) {
  64271. return false;
  64272. }
  64273. }
  64274. // Alpha test
  64275. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64276. defines.push("#define ALPHATEST");
  64277. }
  64278. var previousEffect = this._effect;
  64279. var join = defines.join("\n");
  64280. this._effect = engine.createEffect(this._shaderPath, {
  64281. attributes: attribs,
  64282. uniformsNames: this._options.uniforms,
  64283. uniformBuffersNames: this._options.uniformBuffers,
  64284. samplers: this._options.samplers,
  64285. defines: join,
  64286. fallbacks: fallbacks,
  64287. onCompiled: this.onCompiled,
  64288. onError: this.onError
  64289. }, engine);
  64290. if (!this._effect.isReady()) {
  64291. return false;
  64292. }
  64293. if (previousEffect !== this._effect) {
  64294. scene.resetCachedMaterial();
  64295. }
  64296. this._renderId = scene.getRenderId();
  64297. return true;
  64298. };
  64299. /**
  64300. * Binds the world matrix to the material
  64301. * @param world defines the world transformation matrix
  64302. */
  64303. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64304. var scene = this.getScene();
  64305. if (!this._effect) {
  64306. return;
  64307. }
  64308. if (this._options.uniforms.indexOf("world") !== -1) {
  64309. this._effect.setMatrix("world", world);
  64310. }
  64311. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64312. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64313. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64314. }
  64315. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64316. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64317. }
  64318. };
  64319. /**
  64320. * Binds the material to the mesh
  64321. * @param world defines the world transformation matrix
  64322. * @param mesh defines the mesh to bind the material to
  64323. */
  64324. ShaderMaterial.prototype.bind = function (world, mesh) {
  64325. // Std values
  64326. this.bindOnlyWorldMatrix(world);
  64327. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64328. if (this._options.uniforms.indexOf("view") !== -1) {
  64329. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64330. }
  64331. if (this._options.uniforms.indexOf("projection") !== -1) {
  64332. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64333. }
  64334. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64335. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64336. }
  64337. // Bones
  64338. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64339. var name;
  64340. // Texture
  64341. for (name in this._textures) {
  64342. this._effect.setTexture(name, this._textures[name]);
  64343. }
  64344. // Texture arrays
  64345. for (name in this._textureArrays) {
  64346. this._effect.setTextureArray(name, this._textureArrays[name]);
  64347. }
  64348. // Int
  64349. for (name in this._ints) {
  64350. this._effect.setInt(name, this._ints[name]);
  64351. }
  64352. // Float
  64353. for (name in this._floats) {
  64354. this._effect.setFloat(name, this._floats[name]);
  64355. }
  64356. // Floats
  64357. for (name in this._floatsArrays) {
  64358. this._effect.setArray(name, this._floatsArrays[name]);
  64359. }
  64360. // Color3
  64361. for (name in this._colors3) {
  64362. this._effect.setColor3(name, this._colors3[name]);
  64363. }
  64364. for (name in this._colors3Arrays) {
  64365. this._effect.setArray3(name, this._colors3Arrays[name]);
  64366. }
  64367. // Color4
  64368. for (name in this._colors4) {
  64369. var color = this._colors4[name];
  64370. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64371. }
  64372. // Vector2
  64373. for (name in this._vectors2) {
  64374. this._effect.setVector2(name, this._vectors2[name]);
  64375. }
  64376. // Vector3
  64377. for (name in this._vectors3) {
  64378. this._effect.setVector3(name, this._vectors3[name]);
  64379. }
  64380. // Vector4
  64381. for (name in this._vectors4) {
  64382. this._effect.setVector4(name, this._vectors4[name]);
  64383. }
  64384. // Matrix
  64385. for (name in this._matrices) {
  64386. this._effect.setMatrix(name, this._matrices[name]);
  64387. }
  64388. // Matrix 3x3
  64389. for (name in this._matrices3x3) {
  64390. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64391. }
  64392. // Matrix 2x2
  64393. for (name in this._matrices2x2) {
  64394. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64395. }
  64396. // Vector2Array
  64397. for (name in this._vectors2Arrays) {
  64398. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64399. }
  64400. // Vector3Array
  64401. for (name in this._vectors3Arrays) {
  64402. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64403. }
  64404. }
  64405. this._afterBind(mesh);
  64406. };
  64407. /**
  64408. * Gets the active textures from the material
  64409. * @returns an array of textures
  64410. */
  64411. ShaderMaterial.prototype.getActiveTextures = function () {
  64412. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64413. for (var name in this._textures) {
  64414. activeTextures.push(this._textures[name]);
  64415. }
  64416. for (var name in this._textureArrays) {
  64417. var array = this._textureArrays[name];
  64418. for (var index = 0; index < array.length; index++) {
  64419. activeTextures.push(array[index]);
  64420. }
  64421. }
  64422. return activeTextures;
  64423. };
  64424. /**
  64425. * Specifies if the material uses a texture
  64426. * @param texture defines the texture to check against the material
  64427. * @returns a boolean specifying if the material uses the texture
  64428. */
  64429. ShaderMaterial.prototype.hasTexture = function (texture) {
  64430. if (_super.prototype.hasTexture.call(this, texture)) {
  64431. return true;
  64432. }
  64433. for (var name in this._textures) {
  64434. if (this._textures[name] === texture) {
  64435. return true;
  64436. }
  64437. }
  64438. for (var name in this._textureArrays) {
  64439. var array = this._textureArrays[name];
  64440. for (var index = 0; index < array.length; index++) {
  64441. if (array[index] === texture) {
  64442. return true;
  64443. }
  64444. }
  64445. }
  64446. return false;
  64447. };
  64448. /**
  64449. * Makes a duplicate of the material, and gives it a new name
  64450. * @param name defines the new name for the duplicated material
  64451. * @returns the cloned material
  64452. */
  64453. ShaderMaterial.prototype.clone = function (name) {
  64454. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64455. return newShaderMaterial;
  64456. };
  64457. /**
  64458. * Disposes the material
  64459. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64460. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64461. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64462. */
  64463. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64464. if (forceDisposeTextures) {
  64465. var name;
  64466. for (name in this._textures) {
  64467. this._textures[name].dispose();
  64468. }
  64469. for (name in this._textureArrays) {
  64470. var array = this._textureArrays[name];
  64471. for (var index = 0; index < array.length; index++) {
  64472. array[index].dispose();
  64473. }
  64474. }
  64475. }
  64476. this._textures = {};
  64477. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  64478. };
  64479. /**
  64480. * Serializes this material in a JSON representation
  64481. * @returns the serialized material object
  64482. */
  64483. ShaderMaterial.prototype.serialize = function () {
  64484. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64485. serializationObject.customType = "BABYLON.ShaderMaterial";
  64486. serializationObject.options = this._options;
  64487. serializationObject.shaderPath = this._shaderPath;
  64488. var name;
  64489. // Texture
  64490. serializationObject.textures = {};
  64491. for (name in this._textures) {
  64492. serializationObject.textures[name] = this._textures[name].serialize();
  64493. }
  64494. // Texture arrays
  64495. serializationObject.textureArrays = {};
  64496. for (name in this._textureArrays) {
  64497. serializationObject.textureArrays[name] = [];
  64498. var array = this._textureArrays[name];
  64499. for (var index = 0; index < array.length; index++) {
  64500. serializationObject.textureArrays[name].push(array[index].serialize());
  64501. }
  64502. }
  64503. // Float
  64504. serializationObject.floats = {};
  64505. for (name in this._floats) {
  64506. serializationObject.floats[name] = this._floats[name];
  64507. }
  64508. // Float s
  64509. serializationObject.FloatArrays = {};
  64510. for (name in this._floatsArrays) {
  64511. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64512. }
  64513. // Color3
  64514. serializationObject.colors3 = {};
  64515. for (name in this._colors3) {
  64516. serializationObject.colors3[name] = this._colors3[name].asArray();
  64517. }
  64518. // Color3 array
  64519. serializationObject.colors3Arrays = {};
  64520. for (name in this._colors3Arrays) {
  64521. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64522. }
  64523. // Color4
  64524. serializationObject.colors4 = {};
  64525. for (name in this._colors4) {
  64526. serializationObject.colors4[name] = this._colors4[name].asArray();
  64527. }
  64528. // Vector2
  64529. serializationObject.vectors2 = {};
  64530. for (name in this._vectors2) {
  64531. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64532. }
  64533. // Vector3
  64534. serializationObject.vectors3 = {};
  64535. for (name in this._vectors3) {
  64536. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64537. }
  64538. // Vector4
  64539. serializationObject.vectors4 = {};
  64540. for (name in this._vectors4) {
  64541. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64542. }
  64543. // Matrix
  64544. serializationObject.matrices = {};
  64545. for (name in this._matrices) {
  64546. serializationObject.matrices[name] = this._matrices[name].asArray();
  64547. }
  64548. // Matrix 3x3
  64549. serializationObject.matrices3x3 = {};
  64550. for (name in this._matrices3x3) {
  64551. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64552. }
  64553. // Matrix 2x2
  64554. serializationObject.matrices2x2 = {};
  64555. for (name in this._matrices2x2) {
  64556. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64557. }
  64558. // Vector2Array
  64559. serializationObject.vectors2Arrays = {};
  64560. for (name in this._vectors2Arrays) {
  64561. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64562. }
  64563. // Vector3Array
  64564. serializationObject.vectors3Arrays = {};
  64565. for (name in this._vectors3Arrays) {
  64566. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64567. }
  64568. return serializationObject;
  64569. };
  64570. /**
  64571. * Creates a shader material from parsed shader material data
  64572. * @param source defines the JSON represnetation of the material
  64573. * @param scene defines the hosting scene
  64574. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64575. * @returns a new material
  64576. */
  64577. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64578. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64579. var name;
  64580. // Texture
  64581. for (name in source.textures) {
  64582. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64583. }
  64584. // Texture arrays
  64585. for (name in source.textureArrays) {
  64586. var array = source.textureArrays[name];
  64587. var textureArray = new Array();
  64588. for (var index = 0; index < array.length; index++) {
  64589. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  64590. }
  64591. material.setTextureArray(name, textureArray);
  64592. }
  64593. // Float
  64594. for (name in source.floats) {
  64595. material.setFloat(name, source.floats[name]);
  64596. }
  64597. // Float s
  64598. for (name in source.floatsArrays) {
  64599. material.setFloats(name, source.floatsArrays[name]);
  64600. }
  64601. // Color3
  64602. for (name in source.colors3) {
  64603. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  64604. }
  64605. // Color3 arrays
  64606. for (name in source.colors3Arrays) {
  64607. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  64608. if (i % 3 === 0) {
  64609. arr.push([num]);
  64610. }
  64611. else {
  64612. arr[arr.length - 1].push(num);
  64613. }
  64614. return arr;
  64615. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  64616. material.setColor3Array(name, colors);
  64617. }
  64618. // Color4
  64619. for (name in source.colors4) {
  64620. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  64621. }
  64622. // Vector2
  64623. for (name in source.vectors2) {
  64624. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  64625. }
  64626. // Vector3
  64627. for (name in source.vectors3) {
  64628. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  64629. }
  64630. // Vector4
  64631. for (name in source.vectors4) {
  64632. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  64633. }
  64634. // Matrix
  64635. for (name in source.matrices) {
  64636. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  64637. }
  64638. // Matrix 3x3
  64639. for (name in source.matrices3x3) {
  64640. material.setMatrix3x3(name, source.matrices3x3[name]);
  64641. }
  64642. // Matrix 2x2
  64643. for (name in source.matrices2x2) {
  64644. material.setMatrix2x2(name, source.matrices2x2[name]);
  64645. }
  64646. // Vector2Array
  64647. for (name in source.vectors2Arrays) {
  64648. material.setArray2(name, source.vectors2Arrays[name]);
  64649. }
  64650. // Vector3Array
  64651. for (name in source.vectors3Arrays) {
  64652. material.setArray3(name, source.vectors3Arrays[name]);
  64653. }
  64654. return material;
  64655. };
  64656. return ShaderMaterial;
  64657. }(BABYLON.Material));
  64658. BABYLON.ShaderMaterial = ShaderMaterial;
  64659. })(BABYLON || (BABYLON = {}));
  64660. //# sourceMappingURL=babylon.shaderMaterial.js.map
  64661. var BABYLON;
  64662. (function (BABYLON) {
  64663. /**
  64664. * Mesh representing the gorund
  64665. */
  64666. var GroundMesh = /** @class */ (function (_super) {
  64667. __extends(GroundMesh, _super);
  64668. function GroundMesh(name, scene) {
  64669. var _this = _super.call(this, name, scene) || this;
  64670. /** If octree should be generated */
  64671. _this.generateOctree = false;
  64672. return _this;
  64673. }
  64674. /**
  64675. * "GroundMesh"
  64676. * @returns "GroundMesh"
  64677. */
  64678. GroundMesh.prototype.getClassName = function () {
  64679. return "GroundMesh";
  64680. };
  64681. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  64682. /**
  64683. * The minimum of x and y subdivisions
  64684. */
  64685. get: function () {
  64686. return Math.min(this._subdivisionsX, this._subdivisionsY);
  64687. },
  64688. enumerable: true,
  64689. configurable: true
  64690. });
  64691. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  64692. /**
  64693. * X subdivisions
  64694. */
  64695. get: function () {
  64696. return this._subdivisionsX;
  64697. },
  64698. enumerable: true,
  64699. configurable: true
  64700. });
  64701. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  64702. /**
  64703. * Y subdivisions
  64704. */
  64705. get: function () {
  64706. return this._subdivisionsY;
  64707. },
  64708. enumerable: true,
  64709. configurable: true
  64710. });
  64711. /**
  64712. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  64713. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  64714. * @param chunksCount the number of subdivisions for x and y
  64715. * @param octreeBlocksSize (Default: 32)
  64716. */
  64717. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  64718. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  64719. this._subdivisionsX = chunksCount;
  64720. this._subdivisionsY = chunksCount;
  64721. this.subdivide(chunksCount);
  64722. // Call the octree system optimization if it is defined.
  64723. var thisAsAny = this;
  64724. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  64725. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  64726. }
  64727. };
  64728. /**
  64729. * Returns a height (y) value in the Worl system :
  64730. * the ground altitude at the coordinates (x, z) expressed in the World system.
  64731. * @param x x coordinate
  64732. * @param z z coordinate
  64733. * @returns the ground y position if (x, z) are outside the ground surface.
  64734. */
  64735. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  64736. var world = this.getWorldMatrix();
  64737. var invMat = BABYLON.Tmp.Matrix[5];
  64738. world.invertToRef(invMat);
  64739. var tmpVect = BABYLON.Tmp.Vector3[8];
  64740. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  64741. x = tmpVect.x;
  64742. z = tmpVect.z;
  64743. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64744. return this.position.y;
  64745. }
  64746. if (!this._heightQuads || this._heightQuads.length == 0) {
  64747. this._initHeightQuads();
  64748. this._computeHeightQuads();
  64749. }
  64750. var facet = this._getFacetAt(x, z);
  64751. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  64752. // return y in the World system
  64753. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  64754. return tmpVect.y;
  64755. };
  64756. /**
  64757. * Returns a normalized vector (Vector3) orthogonal to the ground
  64758. * at the ground coordinates (x, z) expressed in the World system.
  64759. * @param x x coordinate
  64760. * @param z z coordinate
  64761. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  64762. */
  64763. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  64764. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  64765. this.getNormalAtCoordinatesToRef(x, z, normal);
  64766. return normal;
  64767. };
  64768. /**
  64769. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  64770. * at the ground coordinates (x, z) expressed in the World system.
  64771. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  64772. * @param x x coordinate
  64773. * @param z z coordinate
  64774. * @param ref vector to store the result
  64775. * @returns the GroundMesh.
  64776. */
  64777. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  64778. var world = this.getWorldMatrix();
  64779. var tmpMat = BABYLON.Tmp.Matrix[5];
  64780. world.invertToRef(tmpMat);
  64781. var tmpVect = BABYLON.Tmp.Vector3[8];
  64782. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  64783. x = tmpVect.x;
  64784. z = tmpVect.z;
  64785. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64786. return this;
  64787. }
  64788. if (!this._heightQuads || this._heightQuads.length == 0) {
  64789. this._initHeightQuads();
  64790. this._computeHeightQuads();
  64791. }
  64792. var facet = this._getFacetAt(x, z);
  64793. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  64794. return this;
  64795. };
  64796. /**
  64797. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  64798. * if the ground has been updated.
  64799. * This can be used in the render loop.
  64800. * @returns the GroundMesh.
  64801. */
  64802. GroundMesh.prototype.updateCoordinateHeights = function () {
  64803. if (!this._heightQuads || this._heightQuads.length == 0) {
  64804. this._initHeightQuads();
  64805. }
  64806. this._computeHeightQuads();
  64807. return this;
  64808. };
  64809. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  64810. GroundMesh.prototype._getFacetAt = function (x, z) {
  64811. // retrieve col and row from x, z coordinates in the ground local system
  64812. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  64813. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  64814. var quad = this._heightQuads[row * this._subdivisionsX + col];
  64815. var facet;
  64816. if (z < quad.slope.x * x + quad.slope.y) {
  64817. facet = quad.facet1;
  64818. }
  64819. else {
  64820. facet = quad.facet2;
  64821. }
  64822. return facet;
  64823. };
  64824. // Creates and populates the heightMap array with "facet" elements :
  64825. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  64826. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64827. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64828. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64829. // Returns the GroundMesh.
  64830. GroundMesh.prototype._initHeightQuads = function () {
  64831. var subdivisionsX = this._subdivisionsX;
  64832. var subdivisionsY = this._subdivisionsY;
  64833. this._heightQuads = new Array();
  64834. for (var row = 0; row < subdivisionsY; row++) {
  64835. for (var col = 0; col < subdivisionsX; col++) {
  64836. 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) };
  64837. this._heightQuads[row * subdivisionsX + col] = quad;
  64838. }
  64839. }
  64840. return this;
  64841. };
  64842. // Compute each quad element values and update the the heightMap array :
  64843. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64844. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64845. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64846. // Returns the GroundMesh.
  64847. GroundMesh.prototype._computeHeightQuads = function () {
  64848. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  64849. if (!positions) {
  64850. return this;
  64851. }
  64852. var v1 = BABYLON.Tmp.Vector3[3];
  64853. var v2 = BABYLON.Tmp.Vector3[2];
  64854. var v3 = BABYLON.Tmp.Vector3[1];
  64855. var v4 = BABYLON.Tmp.Vector3[0];
  64856. var v1v2 = BABYLON.Tmp.Vector3[4];
  64857. var v1v3 = BABYLON.Tmp.Vector3[5];
  64858. var v1v4 = BABYLON.Tmp.Vector3[6];
  64859. var norm1 = BABYLON.Tmp.Vector3[7];
  64860. var norm2 = BABYLON.Tmp.Vector3[8];
  64861. var i = 0;
  64862. var j = 0;
  64863. var k = 0;
  64864. var cd = 0; // 2D slope coefficient : z = cd * x + h
  64865. var h = 0;
  64866. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  64867. var d2 = 0;
  64868. var subdivisionsX = this._subdivisionsX;
  64869. var subdivisionsY = this._subdivisionsY;
  64870. for (var row = 0; row < subdivisionsY; row++) {
  64871. for (var col = 0; col < subdivisionsX; col++) {
  64872. i = col * 3;
  64873. j = row * (subdivisionsX + 1) * 3;
  64874. k = (row + 1) * (subdivisionsX + 1) * 3;
  64875. v1.x = positions[j + i];
  64876. v1.y = positions[j + i + 1];
  64877. v1.z = positions[j + i + 2];
  64878. v2.x = positions[j + i + 3];
  64879. v2.y = positions[j + i + 4];
  64880. v2.z = positions[j + i + 5];
  64881. v3.x = positions[k + i];
  64882. v3.y = positions[k + i + 1];
  64883. v3.z = positions[k + i + 2];
  64884. v4.x = positions[k + i + 3];
  64885. v4.y = positions[k + i + 4];
  64886. v4.z = positions[k + i + 5];
  64887. // 2D slope V1V4
  64888. cd = (v4.z - v1.z) / (v4.x - v1.x);
  64889. h = v1.z - cd * v1.x; // v1 belongs to the slope
  64890. // facet equations :
  64891. // we compute each facet normal vector
  64892. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  64893. // we compute the value d by applying the equation to v1 which belongs to the plane
  64894. // then we store the facet equation in a Vector4
  64895. v2.subtractToRef(v1, v1v2);
  64896. v3.subtractToRef(v1, v1v3);
  64897. v4.subtractToRef(v1, v1v4);
  64898. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  64899. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  64900. norm1.normalize();
  64901. norm2.normalize();
  64902. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  64903. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  64904. var quad = this._heightQuads[row * subdivisionsX + col];
  64905. quad.slope.copyFromFloats(cd, h);
  64906. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  64907. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  64908. }
  64909. }
  64910. return this;
  64911. };
  64912. /**
  64913. * Serializes this ground mesh
  64914. * @param serializationObject object to write serialization to
  64915. */
  64916. GroundMesh.prototype.serialize = function (serializationObject) {
  64917. _super.prototype.serialize.call(this, serializationObject);
  64918. serializationObject.subdivisionsX = this._subdivisionsX;
  64919. serializationObject.subdivisionsY = this._subdivisionsY;
  64920. serializationObject.minX = this._minX;
  64921. serializationObject.maxX = this._maxX;
  64922. serializationObject.minZ = this._minZ;
  64923. serializationObject.maxZ = this._maxZ;
  64924. serializationObject.width = this._width;
  64925. serializationObject.height = this._height;
  64926. };
  64927. /**
  64928. * Parses a serialized ground mesh
  64929. * @param parsedMesh the serialized mesh
  64930. * @param scene the scene to create the ground mesh in
  64931. * @returns the created ground mesh
  64932. */
  64933. GroundMesh.Parse = function (parsedMesh, scene) {
  64934. var result = new GroundMesh(parsedMesh.name, scene);
  64935. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  64936. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  64937. result._minX = parsedMesh.minX;
  64938. result._maxX = parsedMesh.maxX;
  64939. result._minZ = parsedMesh.minZ;
  64940. result._maxZ = parsedMesh.maxZ;
  64941. result._width = parsedMesh.width;
  64942. result._height = parsedMesh.height;
  64943. return result;
  64944. };
  64945. return GroundMesh;
  64946. }(BABYLON.Mesh));
  64947. BABYLON.GroundMesh = GroundMesh;
  64948. })(BABYLON || (BABYLON = {}));
  64949. //# sourceMappingURL=babylon.groundMesh.js.map
  64950. var BABYLON;
  64951. (function (BABYLON) {
  64952. /**
  64953. * Creates an instance based on a source mesh.
  64954. */
  64955. var InstancedMesh = /** @class */ (function (_super) {
  64956. __extends(InstancedMesh, _super);
  64957. function InstancedMesh(name, source) {
  64958. var _this = _super.call(this, name, source.getScene()) || this;
  64959. /** @hidden */
  64960. _this._indexInSourceMeshInstanceArray = -1;
  64961. source.addInstance(_this);
  64962. _this._sourceMesh = source;
  64963. _this.position.copyFrom(source.position);
  64964. _this.rotation.copyFrom(source.rotation);
  64965. _this.scaling.copyFrom(source.scaling);
  64966. if (source.rotationQuaternion) {
  64967. _this.rotationQuaternion = source.rotationQuaternion.clone();
  64968. }
  64969. _this.infiniteDistance = source.infiniteDistance;
  64970. _this.setPivotMatrix(source.getPivotMatrix());
  64971. _this.refreshBoundingInfo();
  64972. _this._syncSubMeshes();
  64973. return _this;
  64974. }
  64975. /**
  64976. * Returns the string "InstancedMesh".
  64977. */
  64978. InstancedMesh.prototype.getClassName = function () {
  64979. return "InstancedMesh";
  64980. };
  64981. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  64982. // Methods
  64983. /**
  64984. * If the source mesh receives shadows
  64985. */
  64986. get: function () {
  64987. return this._sourceMesh.receiveShadows;
  64988. },
  64989. enumerable: true,
  64990. configurable: true
  64991. });
  64992. Object.defineProperty(InstancedMesh.prototype, "material", {
  64993. /**
  64994. * The material of the source mesh
  64995. */
  64996. get: function () {
  64997. return this._sourceMesh.material;
  64998. },
  64999. enumerable: true,
  65000. configurable: true
  65001. });
  65002. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  65003. /**
  65004. * Visibility of the source mesh
  65005. */
  65006. get: function () {
  65007. return this._sourceMesh.visibility;
  65008. },
  65009. enumerable: true,
  65010. configurable: true
  65011. });
  65012. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  65013. /**
  65014. * Skeleton of the source mesh
  65015. */
  65016. get: function () {
  65017. return this._sourceMesh.skeleton;
  65018. },
  65019. enumerable: true,
  65020. configurable: true
  65021. });
  65022. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  65023. /**
  65024. * Rendering ground id of the source mesh
  65025. */
  65026. get: function () {
  65027. return this._sourceMesh.renderingGroupId;
  65028. },
  65029. set: function (value) {
  65030. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  65031. return;
  65032. }
  65033. //no-op with warning
  65034. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  65035. },
  65036. enumerable: true,
  65037. configurable: true
  65038. });
  65039. /**
  65040. * Returns the total number of vertices (integer).
  65041. */
  65042. InstancedMesh.prototype.getTotalVertices = function () {
  65043. return this._sourceMesh.getTotalVertices();
  65044. };
  65045. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  65046. /**
  65047. * The source mesh of the instance
  65048. */
  65049. get: function () {
  65050. return this._sourceMesh;
  65051. },
  65052. enumerable: true,
  65053. configurable: true
  65054. });
  65055. /**
  65056. * Is this node ready to be used/rendered
  65057. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  65058. * @return {boolean} is it ready
  65059. */
  65060. InstancedMesh.prototype.isReady = function (completeCheck) {
  65061. if (completeCheck === void 0) { completeCheck = false; }
  65062. return this._sourceMesh.isReady(completeCheck, true);
  65063. };
  65064. /**
  65065. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  65066. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  65067. * @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.
  65068. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  65069. */
  65070. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  65071. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  65072. };
  65073. /**
  65074. * Sets the vertex data of the mesh geometry for the requested `kind`.
  65075. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  65076. * The `data` are either a numeric array either a Float32Array.
  65077. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  65078. * 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).
  65079. * Note that a new underlying VertexBuffer object is created each call.
  65080. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65081. *
  65082. * Possible `kind` values :
  65083. * - BABYLON.VertexBuffer.PositionKind
  65084. * - BABYLON.VertexBuffer.UVKind
  65085. * - BABYLON.VertexBuffer.UV2Kind
  65086. * - BABYLON.VertexBuffer.UV3Kind
  65087. * - BABYLON.VertexBuffer.UV4Kind
  65088. * - BABYLON.VertexBuffer.UV5Kind
  65089. * - BABYLON.VertexBuffer.UV6Kind
  65090. * - BABYLON.VertexBuffer.ColorKind
  65091. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65092. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65093. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65094. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65095. *
  65096. * Returns the Mesh.
  65097. */
  65098. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  65099. if (this.sourceMesh) {
  65100. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  65101. }
  65102. return this.sourceMesh;
  65103. };
  65104. /**
  65105. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  65106. * If the mesh has no geometry, it is simply returned as it is.
  65107. * The `data` are either a numeric array either a Float32Array.
  65108. * No new underlying VertexBuffer object is created.
  65109. * 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.
  65110. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  65111. *
  65112. * Possible `kind` values :
  65113. * - BABYLON.VertexBuffer.PositionKind
  65114. * - BABYLON.VertexBuffer.UVKind
  65115. * - BABYLON.VertexBuffer.UV2Kind
  65116. * - BABYLON.VertexBuffer.UV3Kind
  65117. * - BABYLON.VertexBuffer.UV4Kind
  65118. * - BABYLON.VertexBuffer.UV5Kind
  65119. * - BABYLON.VertexBuffer.UV6Kind
  65120. * - BABYLON.VertexBuffer.ColorKind
  65121. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65122. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65123. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65124. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65125. *
  65126. * Returns the Mesh.
  65127. */
  65128. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65129. if (this.sourceMesh) {
  65130. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65131. }
  65132. return this.sourceMesh;
  65133. };
  65134. /**
  65135. * Sets the mesh indices.
  65136. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65137. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65138. * This method creates a new index buffer each call.
  65139. * Returns the Mesh.
  65140. */
  65141. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65142. if (totalVertices === void 0) { totalVertices = null; }
  65143. if (this.sourceMesh) {
  65144. this.sourceMesh.setIndices(indices, totalVertices);
  65145. }
  65146. return this.sourceMesh;
  65147. };
  65148. /**
  65149. * Boolean : True if the mesh owns the requested kind of data.
  65150. */
  65151. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65152. return this._sourceMesh.isVerticesDataPresent(kind);
  65153. };
  65154. /**
  65155. * Returns an array of indices (IndicesArray).
  65156. */
  65157. InstancedMesh.prototype.getIndices = function () {
  65158. return this._sourceMesh.getIndices();
  65159. };
  65160. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65161. get: function () {
  65162. return this._sourceMesh._positions;
  65163. },
  65164. enumerable: true,
  65165. configurable: true
  65166. });
  65167. /**
  65168. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  65169. * This means the mesh underlying bounding box and sphere are recomputed.
  65170. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  65171. * @returns the current mesh
  65172. */
  65173. InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  65174. if (applySkeleton === void 0) { applySkeleton = false; }
  65175. if (this._boundingInfo && this._boundingInfo.isLocked) {
  65176. return this;
  65177. }
  65178. var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;
  65179. this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);
  65180. return this;
  65181. };
  65182. /** @hidden */
  65183. InstancedMesh.prototype._preActivate = function () {
  65184. if (this._currentLOD) {
  65185. this._currentLOD._preActivate();
  65186. }
  65187. return this;
  65188. };
  65189. /** @hidden */
  65190. InstancedMesh.prototype._activate = function (renderId) {
  65191. if (this._currentLOD) {
  65192. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65193. }
  65194. return this;
  65195. };
  65196. /**
  65197. * Returns the current associated LOD AbstractMesh.
  65198. */
  65199. InstancedMesh.prototype.getLOD = function (camera) {
  65200. if (!camera) {
  65201. return this;
  65202. }
  65203. var boundingInfo = this.getBoundingInfo();
  65204. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65205. if (this._currentLOD === this.sourceMesh) {
  65206. return this;
  65207. }
  65208. return this._currentLOD;
  65209. };
  65210. /** @hidden */
  65211. InstancedMesh.prototype._syncSubMeshes = function () {
  65212. this.releaseSubMeshes();
  65213. if (this._sourceMesh.subMeshes) {
  65214. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65215. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65216. }
  65217. }
  65218. return this;
  65219. };
  65220. /** @hidden */
  65221. InstancedMesh.prototype._generatePointsArray = function () {
  65222. return this._sourceMesh._generatePointsArray();
  65223. };
  65224. /**
  65225. * Creates a new InstancedMesh from the current mesh.
  65226. * - name (string) : the cloned mesh name
  65227. * - newParent (optional Node) : the optional Node to parent the clone to.
  65228. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65229. *
  65230. * Returns the clone.
  65231. */
  65232. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65233. var result = this._sourceMesh.createInstance(name);
  65234. // Deep copy
  65235. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65236. // Bounding info
  65237. this.refreshBoundingInfo();
  65238. // Parent
  65239. if (newParent) {
  65240. result.parent = newParent;
  65241. }
  65242. if (!doNotCloneChildren) {
  65243. // Children
  65244. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65245. var mesh = this.getScene().meshes[index];
  65246. if (mesh.parent === this) {
  65247. mesh.clone(mesh.name, result);
  65248. }
  65249. }
  65250. }
  65251. result.computeWorldMatrix(true);
  65252. return result;
  65253. };
  65254. /**
  65255. * Disposes the InstancedMesh.
  65256. * Returns nothing.
  65257. */
  65258. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65259. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65260. // Remove from mesh
  65261. this._sourceMesh.removeInstance(this);
  65262. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65263. };
  65264. return InstancedMesh;
  65265. }(BABYLON.AbstractMesh));
  65266. BABYLON.InstancedMesh = InstancedMesh;
  65267. })(BABYLON || (BABYLON = {}));
  65268. //# sourceMappingURL=babylon.instancedMesh.js.map
  65269. var BABYLON;
  65270. (function (BABYLON) {
  65271. /**
  65272. * Line mesh
  65273. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65274. */
  65275. var LinesMesh = /** @class */ (function (_super) {
  65276. __extends(LinesMesh, _super);
  65277. /**
  65278. * Creates a new LinesMesh
  65279. * @param name defines the name
  65280. * @param scene defines the hosting scene
  65281. * @param parent defines the parent mesh if any
  65282. * @param source defines the optional source LinesMesh used to clone data from
  65283. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65284. * When false, achieved by calling a clone(), also passing False.
  65285. * This will make creation of children, recursive.
  65286. * @param useVertexColor defines if this LinesMesh supports vertex color
  65287. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65288. */
  65289. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65290. /**
  65291. * If vertex color should be applied to the mesh
  65292. */
  65293. useVertexColor,
  65294. /**
  65295. * If vertex alpha should be applied to the mesh
  65296. */
  65297. useVertexAlpha) {
  65298. if (scene === void 0) { scene = null; }
  65299. if (parent === void 0) { parent = null; }
  65300. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65301. _this.useVertexColor = useVertexColor;
  65302. _this.useVertexAlpha = useVertexAlpha;
  65303. /**
  65304. * Color of the line (Default: White)
  65305. */
  65306. _this.color = new BABYLON.Color3(1, 1, 1);
  65307. /**
  65308. * Alpha of the line (Default: 1)
  65309. */
  65310. _this.alpha = 1;
  65311. if (source) {
  65312. _this.color = source.color.clone();
  65313. _this.alpha = source.alpha;
  65314. _this.useVertexColor = source.useVertexColor;
  65315. _this.useVertexAlpha = source.useVertexAlpha;
  65316. }
  65317. _this._intersectionThreshold = 0.1;
  65318. var defines = [];
  65319. var options = {
  65320. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65321. uniforms: ["world", "viewProjection"],
  65322. needAlphaBlending: true,
  65323. defines: defines
  65324. };
  65325. if (useVertexAlpha === false) {
  65326. options.needAlphaBlending = false;
  65327. }
  65328. if (!useVertexColor) {
  65329. options.uniforms.push("color");
  65330. }
  65331. else {
  65332. options.defines.push("#define VERTEXCOLOR");
  65333. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65334. }
  65335. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65336. return _this;
  65337. }
  65338. Object.defineProperty(LinesMesh.prototype, "intersectionThreshold", {
  65339. /**
  65340. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  65341. * This margin is expressed in world space coordinates, so its value may vary.
  65342. * Default value is 0.1
  65343. * @returns the intersection Threshold value.
  65344. */
  65345. get: function () {
  65346. return this._intersectionThreshold;
  65347. },
  65348. /**
  65349. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  65350. * This margin is expressed in world space coordinates, so its value may vary.
  65351. */
  65352. set: function (value) {
  65353. if (this._intersectionThreshold === value) {
  65354. return;
  65355. }
  65356. this._intersectionThreshold = value;
  65357. },
  65358. enumerable: true,
  65359. configurable: true
  65360. });
  65361. /**
  65362. * Returns the string "LineMesh"
  65363. */
  65364. LinesMesh.prototype.getClassName = function () {
  65365. return "LinesMesh";
  65366. };
  65367. Object.defineProperty(LinesMesh.prototype, "material", {
  65368. /**
  65369. * @hidden
  65370. */
  65371. get: function () {
  65372. return this._colorShader;
  65373. },
  65374. /**
  65375. * @hidden
  65376. */
  65377. set: function (value) {
  65378. // Do nothing
  65379. },
  65380. enumerable: true,
  65381. configurable: true
  65382. });
  65383. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65384. /**
  65385. * @hidden
  65386. */
  65387. get: function () {
  65388. return false;
  65389. },
  65390. enumerable: true,
  65391. configurable: true
  65392. });
  65393. /** @hidden */
  65394. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65395. if (!this._geometry) {
  65396. return this;
  65397. }
  65398. // VBOs
  65399. this._geometry._bind(this._colorShader.getEffect());
  65400. // Color
  65401. if (!this.useVertexColor) {
  65402. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65403. }
  65404. return this;
  65405. };
  65406. /** @hidden */
  65407. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65408. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65409. return this;
  65410. }
  65411. var engine = this.getScene().getEngine();
  65412. // Draw order
  65413. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65414. return this;
  65415. };
  65416. /**
  65417. * Disposes of the line mesh
  65418. * @param doNotRecurse If children should be disposed
  65419. */
  65420. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65421. this._colorShader.dispose(false, false, true);
  65422. _super.prototype.dispose.call(this, doNotRecurse);
  65423. };
  65424. /**
  65425. * Returns a new LineMesh object cloned from the current one.
  65426. */
  65427. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65428. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65429. };
  65430. return LinesMesh;
  65431. }(BABYLON.Mesh));
  65432. BABYLON.LinesMesh = LinesMesh;
  65433. })(BABYLON || (BABYLON = {}));
  65434. //# sourceMappingURL=babylon.linesMesh.js.map
  65435. var BABYLON;
  65436. (function (BABYLON) {
  65437. /**
  65438. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65439. * The underlying implementation relies on an associative array to ensure the best performances.
  65440. * The value can be anything including 'null' but except 'undefined'
  65441. */
  65442. var StringDictionary = /** @class */ (function () {
  65443. function StringDictionary() {
  65444. this._count = 0;
  65445. this._data = {};
  65446. }
  65447. /**
  65448. * This will clear this dictionary and copy the content from the 'source' one.
  65449. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65450. * @param source the dictionary to take the content from and copy to this dictionary
  65451. */
  65452. StringDictionary.prototype.copyFrom = function (source) {
  65453. var _this = this;
  65454. this.clear();
  65455. source.forEach(function (t, v) { return _this.add(t, v); });
  65456. };
  65457. /**
  65458. * Get a value based from its key
  65459. * @param key the given key to get the matching value from
  65460. * @return the value if found, otherwise undefined is returned
  65461. */
  65462. StringDictionary.prototype.get = function (key) {
  65463. var val = this._data[key];
  65464. if (val !== undefined) {
  65465. return val;
  65466. }
  65467. return undefined;
  65468. };
  65469. /**
  65470. * Get a value from its key or add it if it doesn't exist.
  65471. * This method will ensure you that a given key/data will be present in the dictionary.
  65472. * @param key the given key to get the matching value from
  65473. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65474. * The factory will only be invoked if there's no data for the given key.
  65475. * @return the value corresponding to the key.
  65476. */
  65477. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65478. var val = this.get(key);
  65479. if (val !== undefined) {
  65480. return val;
  65481. }
  65482. val = factory(key);
  65483. if (val) {
  65484. this.add(key, val);
  65485. }
  65486. return val;
  65487. };
  65488. /**
  65489. * Get a value from its key if present in the dictionary otherwise add it
  65490. * @param key the key to get the value from
  65491. * @param val if there's no such key/value pair in the dictionary add it with this value
  65492. * @return the value corresponding to the key
  65493. */
  65494. StringDictionary.prototype.getOrAdd = function (key, val) {
  65495. var curVal = this.get(key);
  65496. if (curVal !== undefined) {
  65497. return curVal;
  65498. }
  65499. this.add(key, val);
  65500. return val;
  65501. };
  65502. /**
  65503. * Check if there's a given key in the dictionary
  65504. * @param key the key to check for
  65505. * @return true if the key is present, false otherwise
  65506. */
  65507. StringDictionary.prototype.contains = function (key) {
  65508. return this._data[key] !== undefined;
  65509. };
  65510. /**
  65511. * Add a new key and its corresponding value
  65512. * @param key the key to add
  65513. * @param value the value corresponding to the key
  65514. * @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
  65515. */
  65516. StringDictionary.prototype.add = function (key, value) {
  65517. if (this._data[key] !== undefined) {
  65518. return false;
  65519. }
  65520. this._data[key] = value;
  65521. ++this._count;
  65522. return true;
  65523. };
  65524. /**
  65525. * Update a specific value associated to a key
  65526. * @param key defines the key to use
  65527. * @param value defines the value to store
  65528. * @returns true if the value was updated (or false if the key was not found)
  65529. */
  65530. StringDictionary.prototype.set = function (key, value) {
  65531. if (this._data[key] === undefined) {
  65532. return false;
  65533. }
  65534. this._data[key] = value;
  65535. return true;
  65536. };
  65537. /**
  65538. * Get the element of the given key and remove it from the dictionary
  65539. * @param key defines the key to search
  65540. * @returns the value associated with the key or null if not found
  65541. */
  65542. StringDictionary.prototype.getAndRemove = function (key) {
  65543. var val = this.get(key);
  65544. if (val !== undefined) {
  65545. delete this._data[key];
  65546. --this._count;
  65547. return val;
  65548. }
  65549. return null;
  65550. };
  65551. /**
  65552. * Remove a key/value from the dictionary.
  65553. * @param key the key to remove
  65554. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65555. */
  65556. StringDictionary.prototype.remove = function (key) {
  65557. if (this.contains(key)) {
  65558. delete this._data[key];
  65559. --this._count;
  65560. return true;
  65561. }
  65562. return false;
  65563. };
  65564. /**
  65565. * Clear the whole content of the dictionary
  65566. */
  65567. StringDictionary.prototype.clear = function () {
  65568. this._data = {};
  65569. this._count = 0;
  65570. };
  65571. Object.defineProperty(StringDictionary.prototype, "count", {
  65572. /**
  65573. * Gets the current count
  65574. */
  65575. get: function () {
  65576. return this._count;
  65577. },
  65578. enumerable: true,
  65579. configurable: true
  65580. });
  65581. /**
  65582. * Execute a callback on each key/val of the dictionary.
  65583. * Note that you can remove any element in this dictionary in the callback implementation
  65584. * @param callback the callback to execute on a given key/value pair
  65585. */
  65586. StringDictionary.prototype.forEach = function (callback) {
  65587. for (var cur in this._data) {
  65588. var val = this._data[cur];
  65589. callback(cur, val);
  65590. }
  65591. };
  65592. /**
  65593. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65594. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65595. * Note that you can remove any element in this dictionary in the callback implementation
  65596. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65597. * @returns the first item
  65598. */
  65599. StringDictionary.prototype.first = function (callback) {
  65600. for (var cur in this._data) {
  65601. var val = this._data[cur];
  65602. var res = callback(cur, val);
  65603. if (res) {
  65604. return res;
  65605. }
  65606. }
  65607. return null;
  65608. };
  65609. return StringDictionary;
  65610. }());
  65611. BABYLON.StringDictionary = StringDictionary;
  65612. })(BABYLON || (BABYLON = {}));
  65613. //# sourceMappingURL=babylon.stringDictionary.js.map
  65614. var BABYLON;
  65615. (function (BABYLON) {
  65616. var Debug;
  65617. (function (Debug) {
  65618. /**
  65619. * Class used to render a debug view of a given skeleton
  65620. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  65621. */
  65622. var SkeletonViewer = /** @class */ (function () {
  65623. /**
  65624. * Creates a new SkeletonViewer
  65625. * @param skeleton defines the skeleton to render
  65626. * @param mesh defines the mesh attached to the skeleton
  65627. * @param scene defines the hosting scene
  65628. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  65629. * @param renderingGroupId defines the rendering group id to use with the viewer
  65630. * @param utilityLayerRenderer defines an optional utility layer to render the helper on
  65631. */
  65632. function SkeletonViewer(
  65633. /** defines the skeleton to render */
  65634. skeleton,
  65635. /** defines the mesh attached to the skeleton */
  65636. mesh, scene,
  65637. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  65638. autoUpdateBonesMatrices,
  65639. /** defines the rendering group id to use with the viewer */
  65640. renderingGroupId,
  65641. /** defines an optional utility layer to render the helper on */
  65642. utilityLayerRenderer) {
  65643. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  65644. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  65645. this.skeleton = skeleton;
  65646. this.mesh = mesh;
  65647. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  65648. this.renderingGroupId = renderingGroupId;
  65649. this.utilityLayerRenderer = utilityLayerRenderer;
  65650. /** Gets or sets the color used to render the skeleton */
  65651. this.color = BABYLON.Color3.White();
  65652. this._debugLines = new Array();
  65653. this._isEnabled = false;
  65654. this._scene = scene;
  65655. this.update();
  65656. this._renderFunction = this.update.bind(this);
  65657. }
  65658. Object.defineProperty(SkeletonViewer.prototype, "debugMesh", {
  65659. /**
  65660. * Returns the mesh used to render the bones
  65661. */
  65662. get: function () {
  65663. return this._debugMesh;
  65664. },
  65665. enumerable: true,
  65666. configurable: true
  65667. });
  65668. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  65669. get: function () {
  65670. return this._isEnabled;
  65671. },
  65672. /** Gets or sets a boolean indicating if the viewer is enabled */
  65673. set: function (value) {
  65674. if (this._isEnabled === value) {
  65675. return;
  65676. }
  65677. this._isEnabled = value;
  65678. if (value) {
  65679. this._scene.registerBeforeRender(this._renderFunction);
  65680. }
  65681. else {
  65682. this._scene.unregisterBeforeRender(this._renderFunction);
  65683. }
  65684. },
  65685. enumerable: true,
  65686. configurable: true
  65687. });
  65688. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  65689. if (x === void 0) { x = 0; }
  65690. if (y === void 0) { y = 0; }
  65691. if (z === void 0) { z = 0; }
  65692. var tmat = BABYLON.Tmp.Matrix[0];
  65693. var parentBone = bone.getParent();
  65694. tmat.copyFrom(bone.getLocalMatrix());
  65695. if (x !== 0 || y !== 0 || z !== 0) {
  65696. var tmat2 = BABYLON.Tmp.Matrix[1];
  65697. BABYLON.Matrix.IdentityToRef(tmat2);
  65698. tmat2.setTranslationFromFloats(x, y, z);
  65699. tmat2.multiplyToRef(tmat, tmat);
  65700. }
  65701. if (parentBone) {
  65702. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  65703. }
  65704. tmat.multiplyToRef(meshMat, tmat);
  65705. position.x = tmat.m[12];
  65706. position.y = tmat.m[13];
  65707. position.z = tmat.m[14];
  65708. };
  65709. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  65710. var len = bones.length;
  65711. var meshPos = this.mesh.position;
  65712. for (var i = 0; i < len; i++) {
  65713. var bone = bones[i];
  65714. var points = this._debugLines[i];
  65715. if (!points) {
  65716. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65717. this._debugLines[i] = points;
  65718. }
  65719. this._getBonePosition(points[0], bone, meshMat);
  65720. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  65721. points[0].subtractInPlace(meshPos);
  65722. points[1].subtractInPlace(meshPos);
  65723. }
  65724. };
  65725. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  65726. var len = bones.length;
  65727. var boneNum = 0;
  65728. var meshPos = this.mesh.position;
  65729. for (var i = len - 1; i >= 0; i--) {
  65730. var childBone = bones[i];
  65731. var parentBone = childBone.getParent();
  65732. if (!parentBone) {
  65733. continue;
  65734. }
  65735. var points = this._debugLines[boneNum];
  65736. if (!points) {
  65737. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65738. this._debugLines[boneNum] = points;
  65739. }
  65740. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  65741. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  65742. points[0].subtractInPlace(meshPos);
  65743. points[1].subtractInPlace(meshPos);
  65744. boneNum++;
  65745. }
  65746. };
  65747. /** Update the viewer to sync with current skeleton state */
  65748. SkeletonViewer.prototype.update = function () {
  65749. if (this.autoUpdateBonesMatrices) {
  65750. this.skeleton.computeAbsoluteTransforms();
  65751. }
  65752. if (this.skeleton.bones[0].length === undefined) {
  65753. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65754. }
  65755. else {
  65756. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65757. }
  65758. var targetScene = this.utilityLayerRenderer ? this.utilityLayerRenderer.utilityLayerScene : this._scene;
  65759. if (!this._debugMesh) {
  65760. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, targetScene);
  65761. this._debugMesh.renderingGroupId = this.renderingGroupId;
  65762. }
  65763. else {
  65764. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);
  65765. }
  65766. this._debugMesh.position.copyFrom(this.mesh.position);
  65767. this._debugMesh.color = this.color;
  65768. };
  65769. /** Release associated resources */
  65770. SkeletonViewer.prototype.dispose = function () {
  65771. if (this._debugMesh) {
  65772. this.isEnabled = false;
  65773. this._debugMesh.dispose();
  65774. this._debugMesh = null;
  65775. }
  65776. };
  65777. return SkeletonViewer;
  65778. }());
  65779. Debug.SkeletonViewer = SkeletonViewer;
  65780. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65781. })(BABYLON || (BABYLON = {}));
  65782. //# sourceMappingURL=babylon.skeletonViewer.js.map
  65783. /**
  65784. * Module Debug contains the (visual) components to debug a scene correctly
  65785. */
  65786. var BABYLON;
  65787. (function (BABYLON) {
  65788. var Debug;
  65789. (function (Debug) {
  65790. /**
  65791. * The Axes viewer will show 3 axes in a specific point in space
  65792. */
  65793. var AxesViewer = /** @class */ (function () {
  65794. /**
  65795. * Creates a new AxesViewer
  65796. * @param scene defines the hosting scene
  65797. * @param scaleLines defines a number used to scale line length (1 by default)
  65798. */
  65799. function AxesViewer(scene, scaleLines) {
  65800. if (scaleLines === void 0) { scaleLines = 1; }
  65801. this._xline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65802. this._yline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65803. this._zline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65804. /**
  65805. * Gets or sets a number used to scale line length
  65806. */
  65807. this.scaleLines = 1;
  65808. this.scaleLines = scaleLines;
  65809. this._xmesh = BABYLON.Mesh.CreateLines("xline", this._xline, scene, true);
  65810. this._ymesh = BABYLON.Mesh.CreateLines("yline", this._yline, scene, true);
  65811. this._zmesh = BABYLON.Mesh.CreateLines("zline", this._zline, scene, true);
  65812. this._xmesh.renderingGroupId = 2;
  65813. this._ymesh.renderingGroupId = 2;
  65814. this._zmesh.renderingGroupId = 2;
  65815. this._xmesh.material.checkReadyOnlyOnce = true;
  65816. this._xmesh.color = new BABYLON.Color3(1, 0, 0);
  65817. this._ymesh.material.checkReadyOnlyOnce = true;
  65818. this._ymesh.color = new BABYLON.Color3(0, 1, 0);
  65819. this._zmesh.material.checkReadyOnlyOnce = true;
  65820. this._zmesh.color = new BABYLON.Color3(0, 0, 1);
  65821. this.scene = scene;
  65822. }
  65823. /**
  65824. * Force the viewer to update
  65825. * @param position defines the position of the viewer
  65826. * @param xaxis defines the x axis of the viewer
  65827. * @param yaxis defines the y axis of the viewer
  65828. * @param zaxis defines the z axis of the viewer
  65829. */
  65830. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  65831. var scaleLines = this.scaleLines;
  65832. if (this._xmesh) {
  65833. this._xmesh.position.copyFrom(position);
  65834. }
  65835. if (this._ymesh) {
  65836. this._ymesh.position.copyFrom(position);
  65837. }
  65838. if (this._zmesh) {
  65839. this._zmesh.position.copyFrom(position);
  65840. }
  65841. var point2 = this._xline[1];
  65842. point2.x = xaxis.x * scaleLines;
  65843. point2.y = xaxis.y * scaleLines;
  65844. point2.z = xaxis.z * scaleLines;
  65845. BABYLON.Mesh.CreateLines("", this._xline, null, false, this._xmesh);
  65846. point2 = this._yline[1];
  65847. point2.x = yaxis.x * scaleLines;
  65848. point2.y = yaxis.y * scaleLines;
  65849. point2.z = yaxis.z * scaleLines;
  65850. BABYLON.Mesh.CreateLines("", this._yline, null, false, this._ymesh);
  65851. point2 = this._zline[1];
  65852. point2.x = zaxis.x * scaleLines;
  65853. point2.y = zaxis.y * scaleLines;
  65854. point2.z = zaxis.z * scaleLines;
  65855. BABYLON.Mesh.CreateLines("", this._zline, null, false, this._zmesh);
  65856. };
  65857. /** Releases resources */
  65858. AxesViewer.prototype.dispose = function () {
  65859. if (this._xmesh) {
  65860. this._xmesh.dispose();
  65861. }
  65862. if (this._ymesh) {
  65863. this._ymesh.dispose();
  65864. }
  65865. if (this._zmesh) {
  65866. this._zmesh.dispose();
  65867. }
  65868. this._xmesh = null;
  65869. this._ymesh = null;
  65870. this._zmesh = null;
  65871. this.scene = null;
  65872. };
  65873. return AxesViewer;
  65874. }());
  65875. Debug.AxesViewer = AxesViewer;
  65876. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65877. })(BABYLON || (BABYLON = {}));
  65878. //# sourceMappingURL=babylon.axesViewer.js.map
  65879. var BABYLON;
  65880. (function (BABYLON) {
  65881. var Debug;
  65882. (function (Debug) {
  65883. /**
  65884. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  65885. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  65886. */
  65887. var BoneAxesViewer = /** @class */ (function (_super) {
  65888. __extends(BoneAxesViewer, _super);
  65889. /**
  65890. * Creates a new BoneAxesViewer
  65891. * @param scene defines the hosting scene
  65892. * @param bone defines the target bone
  65893. * @param mesh defines the target mesh
  65894. * @param scaleLines defines a scaling factor for line length (1 by default)
  65895. */
  65896. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  65897. if (scaleLines === void 0) { scaleLines = 1; }
  65898. var _this = _super.call(this, scene, scaleLines) || this;
  65899. /** Gets current position */
  65900. _this.pos = BABYLON.Vector3.Zero();
  65901. /** Gets direction of X axis */
  65902. _this.xaxis = BABYLON.Vector3.Zero();
  65903. /** Gets direction of Y axis */
  65904. _this.yaxis = BABYLON.Vector3.Zero();
  65905. /** Gets direction of Z axis */
  65906. _this.zaxis = BABYLON.Vector3.Zero();
  65907. _this.mesh = mesh;
  65908. _this.bone = bone;
  65909. return _this;
  65910. }
  65911. /**
  65912. * Force the viewer to update
  65913. */
  65914. BoneAxesViewer.prototype.update = function () {
  65915. if (!this.mesh || !this.bone) {
  65916. return;
  65917. }
  65918. var bone = this.bone;
  65919. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  65920. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  65921. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  65922. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  65923. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  65924. };
  65925. /** Releases resources */
  65926. BoneAxesViewer.prototype.dispose = function () {
  65927. if (this.mesh) {
  65928. this.mesh = null;
  65929. this.bone = null;
  65930. _super.prototype.dispose.call(this);
  65931. }
  65932. };
  65933. return BoneAxesViewer;
  65934. }(Debug.AxesViewer));
  65935. Debug.BoneAxesViewer = BoneAxesViewer;
  65936. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65937. })(BABYLON || (BABYLON = {}));
  65938. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  65939. var BABYLON;
  65940. (function (BABYLON) {
  65941. /**
  65942. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65943. * in order to better appreciate the issue one might have.
  65944. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65945. */
  65946. var RayHelper = /** @class */ (function () {
  65947. /**
  65948. * Instantiate a new ray helper.
  65949. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65950. * in order to better appreciate the issue one might have.
  65951. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65952. * @param ray Defines the ray we are currently tryin to visualize
  65953. */
  65954. function RayHelper(ray) {
  65955. this.ray = ray;
  65956. }
  65957. /**
  65958. * Helper function to create a colored helper in a scene in one line.
  65959. * @param ray Defines the ray we are currently tryin to visualize
  65960. * @param scene Defines the scene the ray is used in
  65961. * @param color Defines the color we want to see the ray in
  65962. * @returns The newly created ray helper.
  65963. */
  65964. RayHelper.CreateAndShow = function (ray, scene, color) {
  65965. var helper = new RayHelper(ray);
  65966. helper.show(scene, color);
  65967. return helper;
  65968. };
  65969. /**
  65970. * Shows the ray we are willing to debug.
  65971. * @param scene Defines the scene the ray needs to be rendered in
  65972. * @param color Defines the color the ray needs to be rendered in
  65973. */
  65974. RayHelper.prototype.show = function (scene, color) {
  65975. if (!this._renderFunction && this.ray) {
  65976. var ray = this.ray;
  65977. this._renderFunction = this._render.bind(this);
  65978. this._scene = scene;
  65979. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  65980. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  65981. if (this._renderFunction) {
  65982. this._scene.registerBeforeRender(this._renderFunction);
  65983. }
  65984. }
  65985. if (color && this._renderLine) {
  65986. this._renderLine.color.copyFrom(color);
  65987. }
  65988. };
  65989. /**
  65990. * Hides the ray we are debugging.
  65991. */
  65992. RayHelper.prototype.hide = function () {
  65993. if (this._renderFunction && this._scene) {
  65994. this._scene.unregisterBeforeRender(this._renderFunction);
  65995. this._scene = null;
  65996. this._renderFunction = null;
  65997. if (this._renderLine) {
  65998. this._renderLine.dispose();
  65999. this._renderLine = null;
  66000. }
  66001. this._renderPoints = [];
  66002. }
  66003. };
  66004. RayHelper.prototype._render = function () {
  66005. var ray = this.ray;
  66006. if (!ray) {
  66007. return;
  66008. }
  66009. var point = this._renderPoints[1];
  66010. var len = Math.min(ray.length, 1000000);
  66011. point.copyFrom(ray.direction);
  66012. point.scaleInPlace(len);
  66013. point.addInPlace(ray.origin);
  66014. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  66015. };
  66016. /**
  66017. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  66018. * @param mesh Defines the mesh we want the helper attached to
  66019. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  66020. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  66021. * @param length Defines the length of the ray
  66022. */
  66023. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  66024. this._attachedToMesh = mesh;
  66025. var ray = this.ray;
  66026. if (!ray) {
  66027. return;
  66028. }
  66029. if (!ray.direction) {
  66030. ray.direction = BABYLON.Vector3.Zero();
  66031. }
  66032. if (!ray.origin) {
  66033. ray.origin = BABYLON.Vector3.Zero();
  66034. }
  66035. if (length) {
  66036. ray.length = length;
  66037. }
  66038. if (!meshSpaceOrigin) {
  66039. meshSpaceOrigin = BABYLON.Vector3.Zero();
  66040. }
  66041. if (!meshSpaceDirection) {
  66042. // -1 so that this will work with Mesh.lookAt
  66043. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  66044. }
  66045. if (!this._meshSpaceDirection) {
  66046. this._meshSpaceDirection = meshSpaceDirection.clone();
  66047. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  66048. }
  66049. else {
  66050. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  66051. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  66052. }
  66053. if (!this._updateToMeshFunction) {
  66054. this._updateToMeshFunction = this._updateToMesh.bind(this);
  66055. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  66056. }
  66057. this._updateToMesh();
  66058. };
  66059. /**
  66060. * Detach the ray helper from the mesh it has previously been attached to.
  66061. */
  66062. RayHelper.prototype.detachFromMesh = function () {
  66063. if (this._attachedToMesh) {
  66064. if (this._updateToMeshFunction) {
  66065. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  66066. }
  66067. this._attachedToMesh = null;
  66068. this._updateToMeshFunction = null;
  66069. }
  66070. };
  66071. RayHelper.prototype._updateToMesh = function () {
  66072. var ray = this.ray;
  66073. if (!this._attachedToMesh || !ray) {
  66074. return;
  66075. }
  66076. if (this._attachedToMesh._isDisposed) {
  66077. this.detachFromMesh();
  66078. return;
  66079. }
  66080. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  66081. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  66082. };
  66083. /**
  66084. * Dispose the helper and release its associated resources.
  66085. */
  66086. RayHelper.prototype.dispose = function () {
  66087. this.hide();
  66088. this.detachFromMesh();
  66089. this.ray = null;
  66090. };
  66091. return RayHelper;
  66092. }());
  66093. BABYLON.RayHelper = RayHelper;
  66094. })(BABYLON || (BABYLON = {}));
  66095. //# sourceMappingURL=babylon.rayHelper.js.map
  66096. var BABYLON;
  66097. (function (BABYLON) {
  66098. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  66099. get: function () {
  66100. if (!this._debugLayer) {
  66101. this._debugLayer = new DebugLayer(this);
  66102. }
  66103. return this._debugLayer;
  66104. },
  66105. enumerable: true,
  66106. configurable: true
  66107. });
  66108. /**
  66109. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66110. * what is happening in your scene
  66111. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66112. */
  66113. var DebugLayer = /** @class */ (function () {
  66114. /**
  66115. * Instantiates a new debug layer.
  66116. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66117. * what is happening in your scene
  66118. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66119. * @param scene Defines the scene to inspect
  66120. */
  66121. function DebugLayer(scene) {
  66122. var _this = this;
  66123. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66124. /**
  66125. * Observable triggered when a property is changed through the inspector.
  66126. */
  66127. this.onPropertyChangedObservable = new BABYLON.Observable();
  66128. this._scene = scene;
  66129. this._scene.onDisposeObservable.add(function () {
  66130. // Debug layer
  66131. if (_this._scene._debugLayer) {
  66132. _this._scene._debugLayer.hide();
  66133. }
  66134. });
  66135. }
  66136. /** Creates the inspector window. */
  66137. DebugLayer.prototype._createInspector = function (config) {
  66138. if (config === void 0) { config = {}; }
  66139. var popup = config.popup || false;
  66140. var initialTab = config.initialTab || 0;
  66141. var parentElement = config.parentElement || null;
  66142. if (!this._inspector) {
  66143. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66144. this._inspector = new this.BJSINSPECTOR.Inspector(this._scene, popup, initialTab, parentElement, config.newColors);
  66145. } // else nothing to do as instance is already created
  66146. };
  66147. /**
  66148. * Get if the inspector is visible or not.
  66149. * @returns true if visible otherwise, false
  66150. */
  66151. DebugLayer.prototype.isVisible = function () {
  66152. if (!this._inspector) {
  66153. return false;
  66154. }
  66155. return true;
  66156. };
  66157. /**
  66158. * Hide the inspector and close its window.
  66159. */
  66160. DebugLayer.prototype.hide = function () {
  66161. if (this._inspector) {
  66162. try {
  66163. this._inspector.dispose();
  66164. }
  66165. catch (e) {
  66166. // If the inspector has been removed directly from the inspector tool
  66167. }
  66168. this.onPropertyChangedObservable.clear();
  66169. this._inspector = null;
  66170. }
  66171. };
  66172. /**
  66173. *
  66174. * Launch the debugLayer.
  66175. *
  66176. * initialTab:
  66177. * | Value | Tab Name |
  66178. * | --- | --- |
  66179. * | 0 | Scene |
  66180. * | 1 | Console |
  66181. * | 2 | Stats |
  66182. * | 3 | Textures |
  66183. * | 4 | Mesh |
  66184. * | 5 | Light |
  66185. * | 6 | Material |
  66186. * | 7 | GLTF |
  66187. * | 8 | GUI |
  66188. * | 9 | Physics |
  66189. * | 10 | Camera |
  66190. * | 11 | Audio |
  66191. *
  66192. * @param config Define the configuration of the inspector
  66193. */
  66194. DebugLayer.prototype.show = function (config) {
  66195. if (config === void 0) { config = {}; }
  66196. if (typeof this.BJSINSPECTOR == 'undefined') {
  66197. // Load inspector and add it to the DOM
  66198. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66199. }
  66200. else {
  66201. // Otherwise creates the inspector
  66202. this._createInspector(config);
  66203. }
  66204. };
  66205. /**
  66206. * Gets the active tab
  66207. * @return the index of the active tab or -1 if the inspector is hidden
  66208. */
  66209. DebugLayer.prototype.getActiveTab = function () {
  66210. return this._inspector ? this._inspector.getActiveTabIndex() : -1;
  66211. };
  66212. /**
  66213. * Define the url to get the inspector script from.
  66214. * By default it uses the babylonjs CDN.
  66215. * @ignoreNaming
  66216. */
  66217. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66218. return DebugLayer;
  66219. }());
  66220. BABYLON.DebugLayer = DebugLayer;
  66221. })(BABYLON || (BABYLON = {}));
  66222. //# sourceMappingURL=babylon.debugLayer.js.map
  66223. var BABYLON;
  66224. (function (BABYLON) {
  66225. var Debug;
  66226. (function (Debug) {
  66227. /**
  66228. * Used to show the physics impostor around the specific mesh
  66229. */
  66230. var PhysicsViewer = /** @class */ (function () {
  66231. /**
  66232. * Creates a new PhysicsViewer
  66233. * @param scene defines the hosting scene
  66234. */
  66235. function PhysicsViewer(scene) {
  66236. /** @hidden */
  66237. this._impostors = [];
  66238. /** @hidden */
  66239. this._meshes = [];
  66240. /** @hidden */
  66241. this._numMeshes = 0;
  66242. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66243. var physicEngine = this._scene.getPhysicsEngine();
  66244. if (physicEngine) {
  66245. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66246. }
  66247. }
  66248. /** @hidden */
  66249. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66250. var plugin = this._physicsEnginePlugin;
  66251. for (var i = 0; i < this._numMeshes; i++) {
  66252. var impostor = this._impostors[i];
  66253. if (!impostor) {
  66254. continue;
  66255. }
  66256. if (impostor.isDisposed) {
  66257. this.hideImpostor(this._impostors[i--]);
  66258. }
  66259. else {
  66260. var mesh = this._meshes[i];
  66261. if (mesh && plugin) {
  66262. plugin.syncMeshWithImpostor(mesh, impostor);
  66263. }
  66264. }
  66265. }
  66266. };
  66267. /**
  66268. * Renders a specified physic impostor
  66269. * @param impostor defines the impostor to render
  66270. */
  66271. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66272. if (!this._scene) {
  66273. return;
  66274. }
  66275. for (var i = 0; i < this._numMeshes; i++) {
  66276. if (this._impostors[i] == impostor) {
  66277. return;
  66278. }
  66279. }
  66280. var debugMesh = this._getDebugMesh(impostor, this._scene);
  66281. if (debugMesh) {
  66282. this._impostors[this._numMeshes] = impostor;
  66283. this._meshes[this._numMeshes] = debugMesh;
  66284. if (this._numMeshes === 0) {
  66285. this._renderFunction = this._updateDebugMeshes.bind(this);
  66286. this._scene.registerBeforeRender(this._renderFunction);
  66287. }
  66288. this._numMeshes++;
  66289. }
  66290. };
  66291. /**
  66292. * Hides a specified physic impostor
  66293. * @param impostor defines the impostor to hide
  66294. */
  66295. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66296. if (!impostor || !this._scene) {
  66297. return;
  66298. }
  66299. var removed = false;
  66300. for (var i = 0; i < this._numMeshes; i++) {
  66301. if (this._impostors[i] == impostor) {
  66302. var mesh = this._meshes[i];
  66303. if (!mesh) {
  66304. continue;
  66305. }
  66306. this._scene.removeMesh(mesh);
  66307. mesh.dispose();
  66308. this._numMeshes--;
  66309. if (this._numMeshes > 0) {
  66310. this._meshes[i] = this._meshes[this._numMeshes];
  66311. this._impostors[i] = this._impostors[this._numMeshes];
  66312. this._meshes[this._numMeshes] = null;
  66313. this._impostors[this._numMeshes] = null;
  66314. }
  66315. else {
  66316. this._meshes[0] = null;
  66317. this._impostors[0] = null;
  66318. }
  66319. removed = true;
  66320. break;
  66321. }
  66322. }
  66323. if (removed && this._numMeshes === 0) {
  66324. this._scene.unregisterBeforeRender(this._renderFunction);
  66325. }
  66326. };
  66327. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66328. if (!this._debugMaterial) {
  66329. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66330. this._debugMaterial.wireframe = true;
  66331. }
  66332. return this._debugMaterial;
  66333. };
  66334. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66335. if (!this._debugBoxMesh) {
  66336. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66337. this._debugBoxMesh.renderingGroupId = 1;
  66338. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66339. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66340. scene.removeMesh(this._debugBoxMesh);
  66341. }
  66342. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66343. };
  66344. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66345. if (!this._debugSphereMesh) {
  66346. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66347. this._debugSphereMesh.renderingGroupId = 1;
  66348. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66349. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66350. scene.removeMesh(this._debugSphereMesh);
  66351. }
  66352. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66353. };
  66354. PhysicsViewer.prototype._getDebugMesh = function (impostor, scene) {
  66355. var mesh = null;
  66356. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66357. mesh = this._getDebugBoxMesh(scene);
  66358. impostor.getBoxSizeToRef(mesh.scaling);
  66359. }
  66360. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66361. mesh = this._getDebugSphereMesh(scene);
  66362. var radius = impostor.getRadius();
  66363. mesh.scaling.x = radius * 2;
  66364. mesh.scaling.y = radius * 2;
  66365. mesh.scaling.z = radius * 2;
  66366. }
  66367. return mesh;
  66368. };
  66369. /** Releases all resources */
  66370. PhysicsViewer.prototype.dispose = function () {
  66371. for (var i = 0; i < this._numMeshes; i++) {
  66372. this.hideImpostor(this._impostors[i]);
  66373. }
  66374. if (this._debugBoxMesh) {
  66375. this._debugBoxMesh.dispose();
  66376. }
  66377. if (this._debugSphereMesh) {
  66378. this._debugSphereMesh.dispose();
  66379. }
  66380. if (this._debugMaterial) {
  66381. this._debugMaterial.dispose();
  66382. }
  66383. this._impostors.length = 0;
  66384. this._scene = null;
  66385. this._physicsEnginePlugin = null;
  66386. };
  66387. return PhysicsViewer;
  66388. }());
  66389. Debug.PhysicsViewer = PhysicsViewer;
  66390. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66391. })(BABYLON || (BABYLON = {}));
  66392. //# sourceMappingURL=babylon.physicsViewer.js.map
  66393. var BABYLON;
  66394. (function (BABYLON) {
  66395. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66396. get: function () {
  66397. return this._forceShowBoundingBoxes || false;
  66398. },
  66399. set: function (value) {
  66400. this._forceShowBoundingBoxes = value;
  66401. // Lazyly creates a BB renderer if needed.
  66402. if (value) {
  66403. this.getBoundingBoxRenderer();
  66404. }
  66405. },
  66406. enumerable: true,
  66407. configurable: true
  66408. });
  66409. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66410. if (!this._boundingBoxRenderer) {
  66411. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66412. }
  66413. return this._boundingBoxRenderer;
  66414. };
  66415. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66416. get: function () {
  66417. return this._showBoundingBox || false;
  66418. },
  66419. set: function (value) {
  66420. this._showBoundingBox = value;
  66421. // Lazyly creates a BB renderer if needed.
  66422. if (value) {
  66423. this.getScene().getBoundingBoxRenderer();
  66424. }
  66425. },
  66426. enumerable: true,
  66427. configurable: true
  66428. });
  66429. /**
  66430. * Component responsible of rendering the bounding box of the meshes in a scene.
  66431. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66432. */
  66433. var BoundingBoxRenderer = /** @class */ (function () {
  66434. /**
  66435. * Instantiates a new bounding box renderer in a scene.
  66436. * @param scene the scene the renderer renders in
  66437. */
  66438. function BoundingBoxRenderer(scene) {
  66439. /**
  66440. * The component name helpfull to identify the component in the list of scene components.
  66441. */
  66442. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66443. /**
  66444. * Color of the bounding box lines placed in front of an object
  66445. */
  66446. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66447. /**
  66448. * Color of the bounding box lines placed behind an object
  66449. */
  66450. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66451. /**
  66452. * Defines if the renderer should show the back lines or not
  66453. */
  66454. this.showBackLines = true;
  66455. /**
  66456. * @hidden
  66457. */
  66458. this.renderList = new BABYLON.SmartArray(32);
  66459. this._vertexBuffers = {};
  66460. this.scene = scene;
  66461. scene._addComponent(this);
  66462. }
  66463. /**
  66464. * Registers the component in a given scene
  66465. */
  66466. BoundingBoxRenderer.prototype.register = function () {
  66467. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66468. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66469. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66470. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66471. };
  66472. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66473. if (mesh.showSubMeshesBoundingBox) {
  66474. var boundingInfo = subMesh.getBoundingInfo();
  66475. if (boundingInfo !== null && boundingInfo !== undefined) {
  66476. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66477. this.renderList.push(boundingInfo.boundingBox);
  66478. }
  66479. }
  66480. };
  66481. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66482. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66483. var boundingInfo = sourceMesh.getBoundingInfo();
  66484. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66485. this.renderList.push(boundingInfo.boundingBox);
  66486. }
  66487. };
  66488. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66489. if (this._colorShader) {
  66490. return;
  66491. }
  66492. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66493. attributes: [BABYLON.VertexBuffer.PositionKind],
  66494. uniforms: ["world", "viewProjection", "color"]
  66495. });
  66496. var engine = this.scene.getEngine();
  66497. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66498. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66499. this._createIndexBuffer();
  66500. };
  66501. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66502. var engine = this.scene.getEngine();
  66503. 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]);
  66504. };
  66505. /**
  66506. * Rebuilds the elements related to this component in case of
  66507. * context lost for instance.
  66508. */
  66509. BoundingBoxRenderer.prototype.rebuild = function () {
  66510. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66511. if (vb) {
  66512. vb._rebuild();
  66513. }
  66514. this._createIndexBuffer();
  66515. };
  66516. /**
  66517. * @hidden
  66518. */
  66519. BoundingBoxRenderer.prototype.reset = function () {
  66520. this.renderList.reset();
  66521. };
  66522. /**
  66523. * Render the bounding boxes of a specific rendering group
  66524. * @param renderingGroupId defines the rendering group to render
  66525. */
  66526. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66527. if (this.renderList.length === 0) {
  66528. return;
  66529. }
  66530. this._prepareRessources();
  66531. if (!this._colorShader.isReady()) {
  66532. return;
  66533. }
  66534. var engine = this.scene.getEngine();
  66535. engine.setDepthWrite(false);
  66536. this._colorShader._preBind();
  66537. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  66538. var boundingBox = this.renderList.data[boundingBoxIndex];
  66539. if (boundingBox._tag !== renderingGroupId) {
  66540. continue;
  66541. }
  66542. var min = boundingBox.minimum;
  66543. var max = boundingBox.maximum;
  66544. var diff = max.subtract(min);
  66545. var median = min.add(diff.scale(0.5));
  66546. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66547. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66548. .multiply(boundingBox.getWorldMatrix());
  66549. // VBOs
  66550. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66551. if (this.showBackLines) {
  66552. // Back
  66553. engine.setDepthFunctionToGreaterOrEqual();
  66554. this.scene.resetCachedMaterial();
  66555. this._colorShader.setColor4("color", this.backColor.toColor4());
  66556. this._colorShader.bind(worldMatrix);
  66557. // Draw order
  66558. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66559. }
  66560. // Front
  66561. engine.setDepthFunctionToLess();
  66562. this.scene.resetCachedMaterial();
  66563. this._colorShader.setColor4("color", this.frontColor.toColor4());
  66564. this._colorShader.bind(worldMatrix);
  66565. // Draw order
  66566. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66567. }
  66568. this._colorShader.unbind();
  66569. engine.setDepthFunctionToLessOrEqual();
  66570. engine.setDepthWrite(true);
  66571. };
  66572. /**
  66573. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66574. * @param mesh Define the mesh to render the occlusion bounding box for
  66575. */
  66576. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  66577. this._prepareRessources();
  66578. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  66579. return;
  66580. }
  66581. var engine = this.scene.getEngine();
  66582. engine.setDepthWrite(false);
  66583. engine.setColorWrite(false);
  66584. this._colorShader._preBind();
  66585. var boundingBox = mesh._boundingInfo.boundingBox;
  66586. var min = boundingBox.minimum;
  66587. var max = boundingBox.maximum;
  66588. var diff = max.subtract(min);
  66589. var median = min.add(diff.scale(0.5));
  66590. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66591. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66592. .multiply(boundingBox.getWorldMatrix());
  66593. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66594. engine.setDepthFunctionToLess();
  66595. this.scene.resetCachedMaterial();
  66596. this._colorShader.bind(worldMatrix);
  66597. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66598. this._colorShader.unbind();
  66599. engine.setDepthFunctionToLessOrEqual();
  66600. engine.setDepthWrite(true);
  66601. engine.setColorWrite(true);
  66602. };
  66603. /**
  66604. * Dispose and release the resources attached to this renderer.
  66605. */
  66606. BoundingBoxRenderer.prototype.dispose = function () {
  66607. if (!this._colorShader) {
  66608. return;
  66609. }
  66610. this.renderList.dispose();
  66611. this._colorShader.dispose();
  66612. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66613. if (buffer) {
  66614. buffer.dispose();
  66615. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  66616. }
  66617. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  66618. };
  66619. return BoundingBoxRenderer;
  66620. }());
  66621. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  66622. })(BABYLON || (BABYLON = {}));
  66623. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  66624. var BABYLON;
  66625. (function (BABYLON) {
  66626. BABYLON.Engine.prototype.createTransformFeedback = function () {
  66627. return this._gl.createTransformFeedback();
  66628. };
  66629. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  66630. this._gl.deleteTransformFeedback(value);
  66631. };
  66632. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  66633. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  66634. };
  66635. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  66636. if (usePoints === void 0) { usePoints = true; }
  66637. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  66638. };
  66639. BABYLON.Engine.prototype.endTransformFeedback = function () {
  66640. this._gl.endTransformFeedback();
  66641. };
  66642. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  66643. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  66644. };
  66645. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  66646. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  66647. };
  66648. })(BABYLON || (BABYLON = {}));
  66649. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  66650. var BABYLON;
  66651. (function (BABYLON) {
  66652. /**
  66653. * This represents a GPU particle system in Babylon
  66654. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  66655. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  66656. */
  66657. var GPUParticleSystem = /** @class */ (function (_super) {
  66658. __extends(GPUParticleSystem, _super);
  66659. /**
  66660. * Instantiates a GPU particle system.
  66661. * 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.
  66662. * @param name The name of the particle system
  66663. * @param options The options used to create the system
  66664. * @param scene The scene the particle system belongs to
  66665. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  66666. */
  66667. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  66668. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  66669. var _this = _super.call(this, name) || this;
  66670. /**
  66671. * The layer mask we are rendering the particles through.
  66672. */
  66673. _this.layerMask = 0x0FFFFFFF;
  66674. _this._accumulatedCount = 0;
  66675. _this._targetIndex = 0;
  66676. _this._currentRenderId = -1;
  66677. _this._started = false;
  66678. _this._stopped = false;
  66679. _this._timeDelta = 0;
  66680. _this._actualFrame = 0;
  66681. _this._rawTextureWidth = 256;
  66682. /**
  66683. * An event triggered when the system is disposed.
  66684. */
  66685. _this.onDisposeObservable = new BABYLON.Observable();
  66686. /**
  66687. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  66688. * to override the particles.
  66689. */
  66690. _this.forceDepthWrite = false;
  66691. _this._preWarmDone = false;
  66692. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66693. // Setup the default processing configuration to the scene.
  66694. _this._attachImageProcessingConfiguration(null);
  66695. _this._engine = _this._scene.getEngine();
  66696. if (!options.randomTextureSize) {
  66697. delete options.randomTextureSize;
  66698. }
  66699. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  66700. var optionsAsNumber = options;
  66701. if (isFinite(optionsAsNumber)) {
  66702. fullOptions.capacity = optionsAsNumber;
  66703. }
  66704. _this._capacity = fullOptions.capacity;
  66705. _this._activeCount = fullOptions.capacity;
  66706. _this._currentActiveCount = 0;
  66707. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  66708. _this._scene.particleSystems.push(_this);
  66709. _this._updateEffectOptions = {
  66710. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  66711. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  66712. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  66713. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  66714. uniformBuffersNames: [],
  66715. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  66716. defines: "",
  66717. fallbacks: null,
  66718. onCompiled: null,
  66719. onError: null,
  66720. indexParameters: null,
  66721. maxSimultaneousLights: 0,
  66722. transformFeedbackVaryings: []
  66723. };
  66724. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  66725. // Random data
  66726. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  66727. var d = [];
  66728. for (var i = 0; i < maxTextureSize; ++i) {
  66729. d.push(Math.random());
  66730. d.push(Math.random());
  66731. d.push(Math.random());
  66732. d.push(Math.random());
  66733. }
  66734. _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);
  66735. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66736. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66737. d = [];
  66738. for (var i = 0; i < maxTextureSize; ++i) {
  66739. d.push(Math.random());
  66740. d.push(Math.random());
  66741. d.push(Math.random());
  66742. d.push(Math.random());
  66743. }
  66744. _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);
  66745. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66746. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66747. _this._randomTextureSize = maxTextureSize;
  66748. return _this;
  66749. }
  66750. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  66751. /**
  66752. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  66753. */
  66754. get: function () {
  66755. if (!BABYLON.Engine.LastCreatedEngine) {
  66756. return false;
  66757. }
  66758. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  66759. },
  66760. enumerable: true,
  66761. configurable: true
  66762. });
  66763. /**
  66764. * Gets the maximum number of particles active at the same time.
  66765. * @returns The max number of active particles.
  66766. */
  66767. GPUParticleSystem.prototype.getCapacity = function () {
  66768. return this._capacity;
  66769. };
  66770. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  66771. /**
  66772. * Gets or set the number of active particles
  66773. */
  66774. get: function () {
  66775. return this._activeCount;
  66776. },
  66777. set: function (value) {
  66778. this._activeCount = Math.min(value, this._capacity);
  66779. },
  66780. enumerable: true,
  66781. configurable: true
  66782. });
  66783. /**
  66784. * Is this system ready to be used/rendered
  66785. * @return true if the system is ready
  66786. */
  66787. GPUParticleSystem.prototype.isReady = function () {
  66788. if (!this._updateEffect) {
  66789. this._recreateUpdateEffect();
  66790. this._recreateRenderEffect();
  66791. return false;
  66792. }
  66793. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  66794. return false;
  66795. }
  66796. return true;
  66797. };
  66798. /**
  66799. * Gets if the system has been started. (Note: this will still be true after stop is called)
  66800. * @returns True if it has been started, otherwise false.
  66801. */
  66802. GPUParticleSystem.prototype.isStarted = function () {
  66803. return this._started;
  66804. };
  66805. /**
  66806. * Starts the particle system and begins to emit
  66807. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  66808. */
  66809. GPUParticleSystem.prototype.start = function (delay) {
  66810. var _this = this;
  66811. if (delay === void 0) { delay = this.startDelay; }
  66812. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  66813. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  66814. }
  66815. if (delay) {
  66816. setTimeout(function () {
  66817. _this.start(0);
  66818. }, delay);
  66819. return;
  66820. }
  66821. this._started = true;
  66822. this._stopped = false;
  66823. this._preWarmDone = false;
  66824. // Animations
  66825. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  66826. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  66827. }
  66828. };
  66829. /**
  66830. * Stops the particle system.
  66831. */
  66832. GPUParticleSystem.prototype.stop = function () {
  66833. this._stopped = true;
  66834. };
  66835. /**
  66836. * Remove all active particles
  66837. */
  66838. GPUParticleSystem.prototype.reset = function () {
  66839. this._releaseBuffers();
  66840. this._releaseVAOs();
  66841. this._currentActiveCount = 0;
  66842. this._targetIndex = 0;
  66843. };
  66844. /**
  66845. * Returns the string "GPUParticleSystem"
  66846. * @returns a string containing the class name
  66847. */
  66848. GPUParticleSystem.prototype.getClassName = function () {
  66849. return "GPUParticleSystem";
  66850. };
  66851. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  66852. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  66853. this._releaseBuffers();
  66854. return this;
  66855. };
  66856. /**
  66857. * Adds a new color gradient
  66858. * @param gradient defines the gradient to use (between 0 and 1)
  66859. * @param color1 defines the color to affect to the specified gradient
  66860. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  66861. * @returns the current particle system
  66862. */
  66863. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  66864. if (!this._colorGradients) {
  66865. this._colorGradients = [];
  66866. }
  66867. var colorGradient = new BABYLON.ColorGradient();
  66868. colorGradient.gradient = gradient;
  66869. colorGradient.color1 = color1;
  66870. this._colorGradients.push(colorGradient);
  66871. this._colorGradients.sort(function (a, b) {
  66872. if (a.gradient < b.gradient) {
  66873. return -1;
  66874. }
  66875. else if (a.gradient > b.gradient) {
  66876. return 1;
  66877. }
  66878. return 0;
  66879. });
  66880. if (this._colorGradientsTexture) {
  66881. this._colorGradientsTexture.dispose();
  66882. this._colorGradientsTexture = null;
  66883. }
  66884. this._releaseBuffers();
  66885. return this;
  66886. };
  66887. /**
  66888. * Remove a specific color gradient
  66889. * @param gradient defines the gradient to remove
  66890. * @returns the current particle system
  66891. */
  66892. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  66893. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  66894. this._colorGradientsTexture = null;
  66895. return this;
  66896. };
  66897. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  66898. var valueGradient = new BABYLON.FactorGradient();
  66899. valueGradient.gradient = gradient;
  66900. valueGradient.factor1 = factor;
  66901. factorGradients.push(valueGradient);
  66902. factorGradients.sort(function (a, b) {
  66903. if (a.gradient < b.gradient) {
  66904. return -1;
  66905. }
  66906. else if (a.gradient > b.gradient) {
  66907. return 1;
  66908. }
  66909. return 0;
  66910. });
  66911. this._releaseBuffers();
  66912. };
  66913. /**
  66914. * Adds a new size gradient
  66915. * @param gradient defines the gradient to use (between 0 and 1)
  66916. * @param factor defines the size factor to affect to the specified gradient
  66917. * @returns the current particle system
  66918. */
  66919. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  66920. if (!this._sizeGradients) {
  66921. this._sizeGradients = [];
  66922. }
  66923. this._addFactorGradient(this._sizeGradients, gradient, factor);
  66924. if (this._sizeGradientsTexture) {
  66925. this._sizeGradientsTexture.dispose();
  66926. this._sizeGradientsTexture = null;
  66927. }
  66928. this._releaseBuffers();
  66929. return this;
  66930. };
  66931. /**
  66932. * Remove a specific size gradient
  66933. * @param gradient defines the gradient to remove
  66934. * @returns the current particle system
  66935. */
  66936. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  66937. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  66938. this._sizeGradientsTexture = null;
  66939. return this;
  66940. };
  66941. /**
  66942. * Adds a new angular speed gradient
  66943. * @param gradient defines the gradient to use (between 0 and 1)
  66944. * @param factor defines the angular speed to affect to the specified gradient
  66945. * @returns the current particle system
  66946. */
  66947. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  66948. if (!this._angularSpeedGradients) {
  66949. this._angularSpeedGradients = [];
  66950. }
  66951. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  66952. if (this._angularSpeedGradientsTexture) {
  66953. this._angularSpeedGradientsTexture.dispose();
  66954. this._angularSpeedGradientsTexture = null;
  66955. }
  66956. this._releaseBuffers();
  66957. return this;
  66958. };
  66959. /**
  66960. * Remove a specific angular speed gradient
  66961. * @param gradient defines the gradient to remove
  66962. * @returns the current particle system
  66963. */
  66964. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  66965. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  66966. this._angularSpeedGradientsTexture = null;
  66967. return this;
  66968. };
  66969. /**
  66970. * Adds a new velocity gradient
  66971. * @param gradient defines the gradient to use (between 0 and 1)
  66972. * @param factor defines the velocity to affect to the specified gradient
  66973. * @returns the current particle system
  66974. */
  66975. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  66976. if (!this._velocityGradients) {
  66977. this._velocityGradients = [];
  66978. }
  66979. this._addFactorGradient(this._velocityGradients, gradient, factor);
  66980. if (this._velocityGradientsTexture) {
  66981. this._velocityGradientsTexture.dispose();
  66982. this._velocityGradientsTexture = null;
  66983. }
  66984. this._releaseBuffers();
  66985. return this;
  66986. };
  66987. /**
  66988. * Remove a specific velocity gradient
  66989. * @param gradient defines the gradient to remove
  66990. * @returns the current particle system
  66991. */
  66992. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  66993. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  66994. this._velocityGradientsTexture = null;
  66995. return this;
  66996. };
  66997. /**
  66998. * Adds a new limit velocity gradient
  66999. * @param gradient defines the gradient to use (between 0 and 1)
  67000. * @param factor defines the limit velocity value to affect to the specified gradient
  67001. * @returns the current particle system
  67002. */
  67003. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  67004. if (!this._limitVelocityGradients) {
  67005. this._limitVelocityGradients = [];
  67006. }
  67007. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  67008. if (this._limitVelocityGradientsTexture) {
  67009. this._limitVelocityGradientsTexture.dispose();
  67010. this._limitVelocityGradientsTexture = null;
  67011. }
  67012. this._releaseBuffers();
  67013. return this;
  67014. };
  67015. /**
  67016. * Remove a specific limit velocity gradient
  67017. * @param gradient defines the gradient to remove
  67018. * @returns the current particle system
  67019. */
  67020. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  67021. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  67022. this._limitVelocityGradientsTexture = null;
  67023. return this;
  67024. };
  67025. /**
  67026. * Adds a new drag gradient
  67027. * @param gradient defines the gradient to use (between 0 and 1)
  67028. * @param factor defines the drag value to affect to the specified gradient
  67029. * @returns the current particle system
  67030. */
  67031. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  67032. if (!this._dragGradients) {
  67033. this._dragGradients = [];
  67034. }
  67035. this._addFactorGradient(this._dragGradients, gradient, factor);
  67036. if (this._dragGradientsTexture) {
  67037. this._dragGradientsTexture.dispose();
  67038. this._dragGradientsTexture = null;
  67039. }
  67040. this._releaseBuffers();
  67041. return this;
  67042. };
  67043. /**
  67044. * Remove a specific drag gradient
  67045. * @param gradient defines the gradient to remove
  67046. * @returns the current particle system
  67047. */
  67048. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  67049. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  67050. this._dragGradientsTexture = null;
  67051. return this;
  67052. };
  67053. /**
  67054. * Not supported by GPUParticleSystem
  67055. * @param gradient defines the gradient to use (between 0 and 1)
  67056. * @param factor defines the emit rate value to affect to the specified gradient
  67057. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67058. * @returns the current particle system
  67059. */
  67060. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  67061. // Do nothing as emit rate is not supported by GPUParticleSystem
  67062. return this;
  67063. };
  67064. /**
  67065. * Not supported by GPUParticleSystem
  67066. * @param gradient defines the gradient to remove
  67067. * @returns the current particle system
  67068. */
  67069. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  67070. // Do nothing as emit rate is not supported by GPUParticleSystem
  67071. return this;
  67072. };
  67073. /**
  67074. * Not supported by GPUParticleSystem
  67075. * @param gradient defines the gradient to use (between 0 and 1)
  67076. * @param factor defines the start size value to affect to the specified gradient
  67077. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67078. * @returns the current particle system
  67079. */
  67080. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  67081. // Do nothing as start size is not supported by GPUParticleSystem
  67082. return this;
  67083. };
  67084. /**
  67085. * Not supported by GPUParticleSystem
  67086. * @param gradient defines the gradient to remove
  67087. * @returns the current particle system
  67088. */
  67089. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  67090. // Do nothing as start size is not supported by GPUParticleSystem
  67091. return this;
  67092. };
  67093. /**
  67094. * Not supported by GPUParticleSystem
  67095. * @param gradient defines the gradient to use (between 0 and 1)
  67096. * @param min defines the color remap minimal range
  67097. * @param max defines the color remap maximal range
  67098. * @returns the current particle system
  67099. */
  67100. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  67101. // Do nothing as start size is not supported by GPUParticleSystem
  67102. return this;
  67103. };
  67104. /**
  67105. * Not supported by GPUParticleSystem
  67106. * @param gradient defines the gradient to remove
  67107. * @returns the current particle system
  67108. */
  67109. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  67110. // Do nothing as start size is not supported by GPUParticleSystem
  67111. return this;
  67112. };
  67113. /**
  67114. * Not supported by GPUParticleSystem
  67115. * @param gradient defines the gradient to use (between 0 and 1)
  67116. * @param min defines the alpha remap minimal range
  67117. * @param max defines the alpha remap maximal range
  67118. * @returns the current particle system
  67119. */
  67120. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  67121. // Do nothing as start size is not supported by GPUParticleSystem
  67122. return this;
  67123. };
  67124. /**
  67125. * Not supported by GPUParticleSystem
  67126. * @param gradient defines the gradient to remove
  67127. * @returns the current particle system
  67128. */
  67129. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  67130. // Do nothing as start size is not supported by GPUParticleSystem
  67131. return this;
  67132. };
  67133. /**
  67134. * Not supported by GPUParticleSystem
  67135. * @param gradient defines the gradient to use (between 0 and 1)
  67136. * @param color defines the color to affect to the specified gradient
  67137. * @returns the current particle system
  67138. */
  67139. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  67140. //Not supported by GPUParticleSystem
  67141. return this;
  67142. };
  67143. /**
  67144. * Not supported by GPUParticleSystem
  67145. * @param gradient defines the gradient to remove
  67146. * @returns the current particle system
  67147. */
  67148. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67149. //Not supported by GPUParticleSystem
  67150. return this;
  67151. };
  67152. /**
  67153. * Not supported by GPUParticleSystem
  67154. * @returns the list of ramp gradients
  67155. */
  67156. GPUParticleSystem.prototype.getRampGradients = function () {
  67157. return null;
  67158. };
  67159. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67160. /**
  67161. * Not supported by GPUParticleSystem
  67162. * Gets or sets a boolean indicating that ramp gradients must be used
  67163. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67164. */
  67165. get: function () {
  67166. //Not supported by GPUParticleSystem
  67167. return false;
  67168. },
  67169. set: function (value) {
  67170. //Not supported by GPUParticleSystem
  67171. },
  67172. enumerable: true,
  67173. configurable: true
  67174. });
  67175. /**
  67176. * Not supported by GPUParticleSystem
  67177. * @param gradient defines the gradient to use (between 0 and 1)
  67178. * @param factor defines the life time factor to affect to the specified gradient
  67179. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67180. * @returns the current particle system
  67181. */
  67182. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67183. //Not supported by GPUParticleSystem
  67184. return this;
  67185. };
  67186. /**
  67187. * Not supported by GPUParticleSystem
  67188. * @param gradient defines the gradient to remove
  67189. * @returns the current particle system
  67190. */
  67191. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67192. //Not supported by GPUParticleSystem
  67193. return this;
  67194. };
  67195. GPUParticleSystem.prototype._reset = function () {
  67196. this._releaseBuffers();
  67197. };
  67198. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67199. var updateVertexBuffers = {};
  67200. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67201. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67202. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67203. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67204. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67205. var offset = 12;
  67206. if (!this._colorGradientsTexture) {
  67207. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67208. offset += 4;
  67209. }
  67210. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67211. offset += 3;
  67212. if (!this._isBillboardBased) {
  67213. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67214. offset += 3;
  67215. }
  67216. if (this._angularSpeedGradientsTexture) {
  67217. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67218. offset += 1;
  67219. }
  67220. else {
  67221. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67222. offset += 2;
  67223. }
  67224. if (this._isAnimationSheetEnabled) {
  67225. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67226. offset += 1;
  67227. if (this.spriteRandomStartCell) {
  67228. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67229. offset += 1;
  67230. }
  67231. }
  67232. if (this.noiseTexture) {
  67233. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67234. offset += 3;
  67235. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67236. offset += 3;
  67237. }
  67238. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67239. this._engine.bindArrayBuffer(null);
  67240. return vao;
  67241. };
  67242. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67243. var renderVertexBuffers = {};
  67244. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67245. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67246. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67247. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67248. var offset = 12;
  67249. if (!this._colorGradientsTexture) {
  67250. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67251. offset += 4;
  67252. }
  67253. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67254. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67255. }
  67256. offset += 3; // Direction
  67257. if (!this._isBillboardBased) {
  67258. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67259. offset += 3;
  67260. }
  67261. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67262. if (this._angularSpeedGradientsTexture) {
  67263. offset++;
  67264. }
  67265. else {
  67266. offset += 2;
  67267. }
  67268. if (this._isAnimationSheetEnabled) {
  67269. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67270. offset += 1;
  67271. if (this.spriteRandomStartCell) {
  67272. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67273. offset += 1;
  67274. }
  67275. }
  67276. if (this.noiseTexture) {
  67277. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67278. offset += 3;
  67279. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67280. offset += 3;
  67281. }
  67282. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67283. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67284. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67285. this._engine.bindArrayBuffer(null);
  67286. return vao;
  67287. };
  67288. GPUParticleSystem.prototype._initialize = function (force) {
  67289. if (force === void 0) { force = false; }
  67290. if (this._buffer0 && !force) {
  67291. return;
  67292. }
  67293. var engine = this._scene.getEngine();
  67294. var data = new Array();
  67295. this._attributesStrideSize = 21;
  67296. this._targetIndex = 0;
  67297. if (!this.isBillboardBased) {
  67298. this._attributesStrideSize += 3;
  67299. }
  67300. if (this._colorGradientsTexture) {
  67301. this._attributesStrideSize -= 4;
  67302. }
  67303. if (this._angularSpeedGradientsTexture) {
  67304. this._attributesStrideSize -= 1;
  67305. }
  67306. if (this._isAnimationSheetEnabled) {
  67307. this._attributesStrideSize += 1;
  67308. if (this.spriteRandomStartCell) {
  67309. this._attributesStrideSize += 1;
  67310. }
  67311. }
  67312. if (this.noiseTexture) {
  67313. this._attributesStrideSize += 6;
  67314. }
  67315. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67316. // position
  67317. data.push(0.0);
  67318. data.push(0.0);
  67319. data.push(0.0);
  67320. // Age and life
  67321. data.push(0.0); // create the particle as a dead one to create a new one at start
  67322. data.push(0.0);
  67323. // Seed
  67324. data.push(Math.random());
  67325. data.push(Math.random());
  67326. data.push(Math.random());
  67327. data.push(Math.random());
  67328. // Size
  67329. data.push(0.0);
  67330. data.push(0.0);
  67331. data.push(0.0);
  67332. if (!this._colorGradientsTexture) {
  67333. // color
  67334. data.push(0.0);
  67335. data.push(0.0);
  67336. data.push(0.0);
  67337. data.push(0.0);
  67338. }
  67339. // direction
  67340. data.push(0.0);
  67341. data.push(0.0);
  67342. data.push(0.0);
  67343. if (!this.isBillboardBased) {
  67344. // initialDirection
  67345. data.push(0.0);
  67346. data.push(0.0);
  67347. data.push(0.0);
  67348. }
  67349. // angle
  67350. data.push(0.0);
  67351. if (!this._angularSpeedGradientsTexture) {
  67352. data.push(0.0);
  67353. }
  67354. if (this._isAnimationSheetEnabled) {
  67355. data.push(0.0);
  67356. if (this.spriteRandomStartCell) {
  67357. data.push(0.0);
  67358. }
  67359. }
  67360. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67361. data.push(Math.random());
  67362. data.push(Math.random());
  67363. data.push(Math.random());
  67364. data.push(Math.random());
  67365. data.push(Math.random());
  67366. data.push(Math.random());
  67367. }
  67368. }
  67369. // Sprite data
  67370. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67371. -0.5, 0.5, 0, 1,
  67372. -0.5, -0.5, 0, 0,
  67373. 0.5, -0.5, 1, 0]);
  67374. // Buffers
  67375. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67376. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67377. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67378. // Update VAO
  67379. this._updateVAO = [];
  67380. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67381. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67382. // Render VAO
  67383. this._renderVAO = [];
  67384. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67385. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67386. // Links
  67387. this._sourceBuffer = this._buffer0;
  67388. this._targetBuffer = this._buffer1;
  67389. };
  67390. /** @hidden */
  67391. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67392. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67393. if (this._isBillboardBased) {
  67394. defines += "\n#define BILLBOARD";
  67395. }
  67396. if (this._colorGradientsTexture) {
  67397. defines += "\n#define COLORGRADIENTS";
  67398. }
  67399. if (this._sizeGradientsTexture) {
  67400. defines += "\n#define SIZEGRADIENTS";
  67401. }
  67402. if (this._angularSpeedGradientsTexture) {
  67403. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67404. }
  67405. if (this._velocityGradientsTexture) {
  67406. defines += "\n#define VELOCITYGRADIENTS";
  67407. }
  67408. if (this._limitVelocityGradientsTexture) {
  67409. defines += "\n#define LIMITVELOCITYGRADIENTS";
  67410. }
  67411. if (this._dragGradientsTexture) {
  67412. defines += "\n#define DRAGGRADIENTS";
  67413. }
  67414. if (this.isAnimationSheetEnabled) {
  67415. defines += "\n#define ANIMATESHEET";
  67416. if (this.spriteRandomStartCell) {
  67417. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67418. }
  67419. }
  67420. if (this.noiseTexture) {
  67421. defines += "\n#define NOISE";
  67422. }
  67423. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67424. return;
  67425. }
  67426. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67427. if (!this._colorGradientsTexture) {
  67428. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67429. }
  67430. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67431. if (!this._isBillboardBased) {
  67432. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67433. }
  67434. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67435. if (this.isAnimationSheetEnabled) {
  67436. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67437. if (this.spriteRandomStartCell) {
  67438. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67439. }
  67440. }
  67441. if (this.noiseTexture) {
  67442. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67443. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67444. }
  67445. this._updateEffectOptions.defines = defines;
  67446. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67447. };
  67448. /** @hidden */
  67449. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67450. var defines = "";
  67451. if (this._scene.clipPlane) {
  67452. defines = "\n#define CLIPPLANE";
  67453. }
  67454. if (this._scene.clipPlane2) {
  67455. defines = "\n#define CLIPPLANE2";
  67456. }
  67457. if (this._scene.clipPlane3) {
  67458. defines = "\n#define CLIPPLANE3";
  67459. }
  67460. if (this._scene.clipPlane4) {
  67461. defines = "\n#define CLIPPLANE4";
  67462. }
  67463. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67464. defines = "\n#define BLENDMULTIPLYMODE";
  67465. }
  67466. if (this._isBillboardBased) {
  67467. defines += "\n#define BILLBOARD";
  67468. switch (this.billboardMode) {
  67469. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67470. defines += "\n#define BILLBOARDY";
  67471. break;
  67472. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67473. defines += "\n#define BILLBOARDSTRETCHED";
  67474. break;
  67475. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67476. default:
  67477. break;
  67478. }
  67479. }
  67480. if (this._colorGradientsTexture) {
  67481. defines += "\n#define COLORGRADIENTS";
  67482. }
  67483. if (this.isAnimationSheetEnabled) {
  67484. defines += "\n#define ANIMATESHEET";
  67485. }
  67486. if (this._imageProcessingConfiguration) {
  67487. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67488. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67489. }
  67490. if (this._renderEffect && this._renderEffect.defines === defines) {
  67491. return;
  67492. }
  67493. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67494. var samplers = ["textureSampler", "colorGradientSampler"];
  67495. if (BABYLON.ImageProcessingConfiguration) {
  67496. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67497. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67498. }
  67499. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67500. };
  67501. /**
  67502. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67503. * @param preWarm defines if we are in the pre-warmimg phase
  67504. */
  67505. GPUParticleSystem.prototype.animate = function (preWarm) {
  67506. if (preWarm === void 0) { preWarm = false; }
  67507. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67508. this._actualFrame += this._timeDelta;
  67509. if (!this._stopped) {
  67510. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67511. this.stop();
  67512. }
  67513. }
  67514. };
  67515. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67516. var texture = this[textureName];
  67517. if (!factorGradients || !factorGradients.length || texture) {
  67518. return;
  67519. }
  67520. var data = new Float32Array(this._rawTextureWidth);
  67521. for (var x = 0; x < this._rawTextureWidth; x++) {
  67522. var ratio = x / this._rawTextureWidth;
  67523. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67524. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67525. });
  67526. }
  67527. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67528. };
  67529. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67530. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  67531. };
  67532. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  67533. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  67534. };
  67535. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  67536. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  67537. };
  67538. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  67539. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  67540. };
  67541. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  67542. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  67543. };
  67544. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  67545. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  67546. return;
  67547. }
  67548. var data = new Uint8Array(this._rawTextureWidth * 4);
  67549. var tmpColor = BABYLON.Tmp.Color4[0];
  67550. for (var x = 0; x < this._rawTextureWidth; x++) {
  67551. var ratio = x / this._rawTextureWidth;
  67552. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  67553. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  67554. data[x * 4] = tmpColor.r * 255;
  67555. data[x * 4 + 1] = tmpColor.g * 255;
  67556. data[x * 4 + 2] = tmpColor.b * 255;
  67557. data[x * 4 + 3] = tmpColor.a * 255;
  67558. });
  67559. }
  67560. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67561. };
  67562. /**
  67563. * Renders the particle system in its current state
  67564. * @param preWarm defines if the system should only update the particles but not render them
  67565. * @returns the current number of particles
  67566. */
  67567. GPUParticleSystem.prototype.render = function (preWarm) {
  67568. if (preWarm === void 0) { preWarm = false; }
  67569. if (!this._started) {
  67570. return 0;
  67571. }
  67572. this._createColorGradientTexture();
  67573. this._createSizeGradientTexture();
  67574. this._createAngularSpeedGradientTexture();
  67575. this._createVelocityGradientTexture();
  67576. this._createLimitVelocityGradientTexture();
  67577. this._createDragGradientTexture();
  67578. this._recreateUpdateEffect();
  67579. this._recreateRenderEffect();
  67580. if (!this.isReady()) {
  67581. return 0;
  67582. }
  67583. if (!preWarm) {
  67584. if (!this._preWarmDone && this.preWarmCycles) {
  67585. for (var index = 0; index < this.preWarmCycles; index++) {
  67586. this.animate(true);
  67587. this.render(true);
  67588. }
  67589. this._preWarmDone = true;
  67590. }
  67591. if (this._currentRenderId === this._scene.getFrameId()) {
  67592. return 0;
  67593. }
  67594. this._currentRenderId = this._scene.getFrameId();
  67595. }
  67596. // Get everything ready to render
  67597. this._initialize();
  67598. this._accumulatedCount += this.emitRate * this._timeDelta;
  67599. if (this._accumulatedCount > 1) {
  67600. var intPart = this._accumulatedCount | 0;
  67601. this._accumulatedCount -= intPart;
  67602. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  67603. }
  67604. if (!this._currentActiveCount) {
  67605. return 0;
  67606. }
  67607. // Enable update effect
  67608. this._engine.enableEffect(this._updateEffect);
  67609. this._engine.setState(false);
  67610. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  67611. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  67612. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  67613. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  67614. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  67615. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  67616. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  67617. if (!this._colorGradientsTexture) {
  67618. this._updateEffect.setDirectColor4("color1", this.color1);
  67619. this._updateEffect.setDirectColor4("color2", this.color2);
  67620. }
  67621. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  67622. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  67623. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  67624. this._updateEffect.setVector3("gravity", this.gravity);
  67625. if (this._sizeGradientsTexture) {
  67626. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  67627. }
  67628. if (this._angularSpeedGradientsTexture) {
  67629. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  67630. }
  67631. if (this._velocityGradientsTexture) {
  67632. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  67633. }
  67634. if (this._limitVelocityGradientsTexture) {
  67635. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  67636. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  67637. }
  67638. if (this._dragGradientsTexture) {
  67639. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  67640. }
  67641. if (this.particleEmitterType) {
  67642. this.particleEmitterType.applyToShader(this._updateEffect);
  67643. }
  67644. if (this._isAnimationSheetEnabled) {
  67645. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  67646. }
  67647. if (this.noiseTexture) {
  67648. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  67649. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  67650. }
  67651. var emitterWM;
  67652. if (this.emitter.position) {
  67653. var emitterMesh = this.emitter;
  67654. emitterWM = emitterMesh.getWorldMatrix();
  67655. }
  67656. else {
  67657. var emitterPosition = this.emitter;
  67658. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  67659. }
  67660. this._updateEffect.setMatrix("emitterWM", emitterWM);
  67661. // Bind source VAO
  67662. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  67663. // Update
  67664. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  67665. this._engine.setRasterizerState(false);
  67666. this._engine.beginTransformFeedback(true);
  67667. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  67668. this._engine.endTransformFeedback();
  67669. this._engine.setRasterizerState(true);
  67670. this._engine.bindTransformFeedbackBuffer(null);
  67671. if (!preWarm) {
  67672. // Enable render effect
  67673. this._engine.enableEffect(this._renderEffect);
  67674. var viewMatrix = this._scene.getViewMatrix();
  67675. this._renderEffect.setMatrix("view", viewMatrix);
  67676. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  67677. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  67678. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  67679. if (this._colorGradientsTexture) {
  67680. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  67681. }
  67682. else {
  67683. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  67684. }
  67685. if (this._isAnimationSheetEnabled && this.particleTexture) {
  67686. var baseSize = this.particleTexture.getBaseSize();
  67687. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  67688. }
  67689. if (this._isBillboardBased) {
  67690. var camera = this._scene.activeCamera;
  67691. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  67692. }
  67693. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  67694. var invView = viewMatrix.clone();
  67695. invView.invert();
  67696. this._renderEffect.setMatrix("invView", invView);
  67697. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  67698. }
  67699. // image processing
  67700. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  67701. this._imageProcessingConfiguration.bind(this._renderEffect);
  67702. }
  67703. // Draw order
  67704. switch (this.blendMode) {
  67705. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  67706. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  67707. break;
  67708. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  67709. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  67710. break;
  67711. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  67712. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  67713. break;
  67714. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  67715. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  67716. break;
  67717. }
  67718. if (this.forceDepthWrite) {
  67719. this._engine.setDepthWrite(true);
  67720. }
  67721. // Bind source VAO
  67722. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  67723. // Render
  67724. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  67725. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  67726. }
  67727. // Switch VAOs
  67728. this._targetIndex++;
  67729. if (this._targetIndex === 2) {
  67730. this._targetIndex = 0;
  67731. }
  67732. // Switch buffers
  67733. var tmpBuffer = this._sourceBuffer;
  67734. this._sourceBuffer = this._targetBuffer;
  67735. this._targetBuffer = tmpBuffer;
  67736. return this._currentActiveCount;
  67737. };
  67738. /**
  67739. * Rebuilds the particle system
  67740. */
  67741. GPUParticleSystem.prototype.rebuild = function () {
  67742. this._initialize(true);
  67743. };
  67744. GPUParticleSystem.prototype._releaseBuffers = function () {
  67745. if (this._buffer0) {
  67746. this._buffer0.dispose();
  67747. this._buffer0 = null;
  67748. }
  67749. if (this._buffer1) {
  67750. this._buffer1.dispose();
  67751. this._buffer1 = null;
  67752. }
  67753. if (this._spriteBuffer) {
  67754. this._spriteBuffer.dispose();
  67755. this._spriteBuffer = null;
  67756. }
  67757. };
  67758. GPUParticleSystem.prototype._releaseVAOs = function () {
  67759. if (!this._updateVAO) {
  67760. return;
  67761. }
  67762. for (var index = 0; index < this._updateVAO.length; index++) {
  67763. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  67764. }
  67765. this._updateVAO = [];
  67766. for (var index = 0; index < this._renderVAO.length; index++) {
  67767. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  67768. }
  67769. this._renderVAO = [];
  67770. };
  67771. /**
  67772. * Disposes the particle system and free the associated resources
  67773. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  67774. */
  67775. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  67776. if (disposeTexture === void 0) { disposeTexture = true; }
  67777. var index = this._scene.particleSystems.indexOf(this);
  67778. if (index > -1) {
  67779. this._scene.particleSystems.splice(index, 1);
  67780. }
  67781. this._releaseBuffers();
  67782. this._releaseVAOs();
  67783. if (this._colorGradientsTexture) {
  67784. this._colorGradientsTexture.dispose();
  67785. this._colorGradientsTexture = null;
  67786. }
  67787. if (this._sizeGradientsTexture) {
  67788. this._sizeGradientsTexture.dispose();
  67789. this._sizeGradientsTexture = null;
  67790. }
  67791. if (this._angularSpeedGradientsTexture) {
  67792. this._angularSpeedGradientsTexture.dispose();
  67793. this._angularSpeedGradientsTexture = null;
  67794. }
  67795. if (this._velocityGradientsTexture) {
  67796. this._velocityGradientsTexture.dispose();
  67797. this._velocityGradientsTexture = null;
  67798. }
  67799. if (this._limitVelocityGradientsTexture) {
  67800. this._limitVelocityGradientsTexture.dispose();
  67801. this._limitVelocityGradientsTexture = null;
  67802. }
  67803. if (this._dragGradientsTexture) {
  67804. this._dragGradientsTexture.dispose();
  67805. this._dragGradientsTexture = null;
  67806. }
  67807. if (this._randomTexture) {
  67808. this._randomTexture.dispose();
  67809. this._randomTexture = null;
  67810. }
  67811. if (this._randomTexture2) {
  67812. this._randomTexture2.dispose();
  67813. this._randomTexture2 = null;
  67814. }
  67815. if (disposeTexture && this.particleTexture) {
  67816. this.particleTexture.dispose();
  67817. this.particleTexture = null;
  67818. }
  67819. if (disposeTexture && this.noiseTexture) {
  67820. this.noiseTexture.dispose();
  67821. this.noiseTexture = null;
  67822. }
  67823. // Callback
  67824. this.onDisposeObservable.notifyObservers(this);
  67825. this.onDisposeObservable.clear();
  67826. };
  67827. /**
  67828. * Clones the particle system.
  67829. * @param name The name of the cloned object
  67830. * @param newEmitter The new emitter to use
  67831. * @returns the cloned particle system
  67832. */
  67833. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  67834. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  67835. BABYLON.Tools.DeepCopy(this, result);
  67836. if (newEmitter === undefined) {
  67837. newEmitter = this.emitter;
  67838. }
  67839. result.emitter = newEmitter;
  67840. if (this.particleTexture) {
  67841. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  67842. }
  67843. return result;
  67844. };
  67845. /**
  67846. * Serializes the particle system to a JSON object.
  67847. * @returns the JSON object
  67848. */
  67849. GPUParticleSystem.prototype.serialize = function () {
  67850. var serializationObject = {};
  67851. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  67852. serializationObject.activeParticleCount = this.activeParticleCount;
  67853. return serializationObject;
  67854. };
  67855. /**
  67856. * Parses a JSON object to create a GPU particle system.
  67857. * @param parsedParticleSystem The JSON object to parse
  67858. * @param scene The scene to create the particle system in
  67859. * @param rootUrl The root url to use to load external dependencies like texture
  67860. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  67861. * @returns the parsed GPU particle system
  67862. */
  67863. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  67864. if (doNotStart === void 0) { doNotStart = false; }
  67865. var name = parsedParticleSystem.name;
  67866. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  67867. if (parsedParticleSystem.activeParticleCount) {
  67868. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  67869. }
  67870. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  67871. // Auto start
  67872. if (parsedParticleSystem.preventAutoStart) {
  67873. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  67874. }
  67875. if (!doNotStart && !particleSystem.preventAutoStart) {
  67876. particleSystem.start();
  67877. }
  67878. return particleSystem;
  67879. };
  67880. return GPUParticleSystem;
  67881. }(BABYLON.BaseParticleSystem));
  67882. BABYLON.GPUParticleSystem = GPUParticleSystem;
  67883. })(BABYLON || (BABYLON = {}));
  67884. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  67885. var BABYLON;
  67886. (function (BABYLON) {
  67887. /**
  67888. * Represents one particle of a solid particle system.
  67889. */
  67890. var SolidParticle = /** @class */ (function () {
  67891. /**
  67892. * Creates a Solid Particle object.
  67893. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  67894. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  67895. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  67896. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  67897. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  67898. * @param shapeId (integer) is the model shape identifier in the SPS.
  67899. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  67900. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  67901. */
  67902. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  67903. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  67904. /**
  67905. * particle global index
  67906. */
  67907. this.idx = 0;
  67908. /**
  67909. * The color of the particle
  67910. */
  67911. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  67912. /**
  67913. * The world space position of the particle.
  67914. */
  67915. this.position = BABYLON.Vector3.Zero();
  67916. /**
  67917. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  67918. */
  67919. this.rotation = BABYLON.Vector3.Zero();
  67920. /**
  67921. * The scaling of the particle.
  67922. */
  67923. this.scaling = BABYLON.Vector3.One();
  67924. /**
  67925. * The uvs of the particle.
  67926. */
  67927. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  67928. /**
  67929. * The current speed of the particle.
  67930. */
  67931. this.velocity = BABYLON.Vector3.Zero();
  67932. /**
  67933. * The pivot point in the particle local space.
  67934. */
  67935. this.pivot = BABYLON.Vector3.Zero();
  67936. /**
  67937. * Must the particle be translated from its pivot point in its local space ?
  67938. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  67939. * Default : false
  67940. */
  67941. this.translateFromPivot = false;
  67942. /**
  67943. * Is the particle active or not ?
  67944. */
  67945. this.alive = true;
  67946. /**
  67947. * Is the particle visible or not ?
  67948. */
  67949. this.isVisible = true;
  67950. /**
  67951. * Index of this particle in the global "positions" array (Internal use)
  67952. * @hidden
  67953. */
  67954. this._pos = 0;
  67955. /**
  67956. * @hidden Index of this particle in the global "indices" array (Internal use)
  67957. */
  67958. this._ind = 0;
  67959. /**
  67960. * ModelShape id of this particle
  67961. */
  67962. this.shapeId = 0;
  67963. /**
  67964. * Index of the particle in its shape id (Internal use)
  67965. */
  67966. this.idxInShape = 0;
  67967. /**
  67968. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  67969. */
  67970. this._stillInvisible = false;
  67971. /**
  67972. * @hidden Last computed particle rotation matrix
  67973. */
  67974. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  67975. /**
  67976. * Parent particle Id, if any.
  67977. * Default null.
  67978. */
  67979. this.parentId = null;
  67980. /**
  67981. * @hidden Internal global position in the SPS.
  67982. */
  67983. this._globalPosition = BABYLON.Vector3.Zero();
  67984. this.idx = particleIndex;
  67985. this._pos = positionIndex;
  67986. this._ind = indiceIndex;
  67987. this._model = model;
  67988. this.shapeId = shapeId;
  67989. this.idxInShape = idxInShape;
  67990. this._sps = sps;
  67991. if (modelBoundingInfo) {
  67992. this._modelBoundingInfo = modelBoundingInfo;
  67993. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  67994. }
  67995. }
  67996. Object.defineProperty(SolidParticle.prototype, "scale", {
  67997. /**
  67998. * Legacy support, changed scale to scaling
  67999. */
  68000. get: function () {
  68001. return this.scaling;
  68002. },
  68003. /**
  68004. * Legacy support, changed scale to scaling
  68005. */
  68006. set: function (scale) {
  68007. this.scaling = scale;
  68008. },
  68009. enumerable: true,
  68010. configurable: true
  68011. });
  68012. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  68013. /**
  68014. * Legacy support, changed quaternion to rotationQuaternion
  68015. */
  68016. get: function () {
  68017. return this.rotationQuaternion;
  68018. },
  68019. /**
  68020. * Legacy support, changed quaternion to rotationQuaternion
  68021. */
  68022. set: function (q) {
  68023. this.rotationQuaternion = q;
  68024. },
  68025. enumerable: true,
  68026. configurable: true
  68027. });
  68028. /**
  68029. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  68030. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  68031. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  68032. * @returns true if it intersects
  68033. */
  68034. SolidParticle.prototype.intersectsMesh = function (target) {
  68035. if (!this._boundingInfo || !target._boundingInfo) {
  68036. return false;
  68037. }
  68038. if (this._sps._bSphereOnly) {
  68039. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  68040. }
  68041. return this._boundingInfo.intersects(target._boundingInfo, false);
  68042. };
  68043. /**
  68044. * get the rotation matrix of the particle
  68045. * @hidden
  68046. */
  68047. SolidParticle.prototype.getRotationMatrix = function (m) {
  68048. var quaternion;
  68049. if (this.rotationQuaternion) {
  68050. quaternion = this.rotationQuaternion;
  68051. }
  68052. else {
  68053. quaternion = BABYLON.Tmp.Quaternion[0];
  68054. var rotation = this.rotation;
  68055. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68056. }
  68057. quaternion.toRotationMatrix(m);
  68058. };
  68059. return SolidParticle;
  68060. }());
  68061. BABYLON.SolidParticle = SolidParticle;
  68062. /**
  68063. * Represents the shape of the model used by one particle of a solid particle system.
  68064. * SPS internal tool, don't use it manually.
  68065. */
  68066. var ModelShape = /** @class */ (function () {
  68067. /**
  68068. * 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.
  68069. * SPS internal tool, don't use it manually.
  68070. * @hidden
  68071. */
  68072. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  68073. /**
  68074. * length of the shape in the model indices array (internal use)
  68075. * @hidden
  68076. */
  68077. this._indicesLength = 0;
  68078. this.shapeID = id;
  68079. this._shape = shape;
  68080. this._indicesLength = indicesLength;
  68081. this._shapeUV = shapeUV;
  68082. this._positionFunction = posFunction;
  68083. this._vertexFunction = vtxFunction;
  68084. }
  68085. return ModelShape;
  68086. }());
  68087. BABYLON.ModelShape = ModelShape;
  68088. /**
  68089. * Represents a Depth Sorted Particle in the solid particle system.
  68090. */
  68091. var DepthSortedParticle = /** @class */ (function () {
  68092. function DepthSortedParticle() {
  68093. /**
  68094. * Index of the particle in the "indices" array
  68095. */
  68096. this.ind = 0;
  68097. /**
  68098. * Length of the particle shape in the "indices" array
  68099. */
  68100. this.indicesLength = 0;
  68101. /**
  68102. * Squared distance from the particle to the camera
  68103. */
  68104. this.sqDistance = 0.0;
  68105. }
  68106. return DepthSortedParticle;
  68107. }());
  68108. BABYLON.DepthSortedParticle = DepthSortedParticle;
  68109. })(BABYLON || (BABYLON = {}));
  68110. //# sourceMappingURL=babylon.solidParticle.js.map
  68111. var BABYLON;
  68112. (function (BABYLON) {
  68113. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  68114. /**
  68115. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  68116. *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.
  68117. * The SPS is also a particle system. It provides some methods to manage the particles.
  68118. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  68119. *
  68120. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  68121. */
  68122. var SolidParticleSystem = /** @class */ (function () {
  68123. /**
  68124. * Creates a SPS (Solid Particle System) object.
  68125. * @param name (String) is the SPS name, this will be the underlying mesh name.
  68126. * @param scene (Scene) is the scene in which the SPS is added.
  68127. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  68128. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  68129. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  68130. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  68131. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  68132. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  68133. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  68134. */
  68135. function SolidParticleSystem(name, scene, options) {
  68136. /**
  68137. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  68138. * Example : var p = SPS.particles[i];
  68139. */
  68140. this.particles = new Array();
  68141. /**
  68142. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68143. */
  68144. this.nbParticles = 0;
  68145. /**
  68146. * If the particles must ever face the camera (default false). Useful for planar particles.
  68147. */
  68148. this.billboard = false;
  68149. /**
  68150. * Recompute normals when adding a shape
  68151. */
  68152. this.recomputeNormals = true;
  68153. /**
  68154. * This a counter ofr your own usage. It's not set by any SPS functions.
  68155. */
  68156. this.counter = 0;
  68157. /**
  68158. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68159. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68160. */
  68161. this.vars = {};
  68162. /**
  68163. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68164. * @hidden
  68165. */
  68166. this._bSphereOnly = false;
  68167. /**
  68168. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68169. * @hidden
  68170. */
  68171. this._bSphereRadiusFactor = 1.0;
  68172. this._positions = new Array();
  68173. this._indices = new Array();
  68174. this._normals = new Array();
  68175. this._colors = new Array();
  68176. this._uvs = new Array();
  68177. this._index = 0; // indices index
  68178. this._updatable = true;
  68179. this._pickable = false;
  68180. this._isVisibilityBoxLocked = false;
  68181. this._alwaysVisible = false;
  68182. this._depthSort = false;
  68183. this._shapeCounter = 0;
  68184. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68185. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68186. this._computeParticleColor = true;
  68187. this._computeParticleTexture = true;
  68188. this._computeParticleRotation = true;
  68189. this._computeParticleVertex = false;
  68190. this._computeBoundingBox = false;
  68191. this._depthSortParticles = true;
  68192. this._mustUnrotateFixedNormals = false;
  68193. this._particlesIntersect = false;
  68194. this._needs32Bits = false;
  68195. this.name = name;
  68196. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68197. this._camera = scene.activeCamera;
  68198. this._pickable = options ? options.isPickable : false;
  68199. this._depthSort = options ? options.enableDepthSort : false;
  68200. this._particlesIntersect = options ? options.particleIntersection : false;
  68201. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68202. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68203. if (options && options.updatable !== undefined) {
  68204. this._updatable = options.updatable;
  68205. }
  68206. else {
  68207. this._updatable = true;
  68208. }
  68209. if (this._pickable) {
  68210. this.pickedParticles = [];
  68211. }
  68212. if (this._depthSort) {
  68213. this.depthSortedParticles = [];
  68214. }
  68215. }
  68216. /**
  68217. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68218. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68219. * @returns the created mesh
  68220. */
  68221. SolidParticleSystem.prototype.buildMesh = function () {
  68222. if (this.nbParticles === 0) {
  68223. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68224. this.addShape(triangle, 1);
  68225. triangle.dispose();
  68226. }
  68227. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68228. this._positions32 = new Float32Array(this._positions);
  68229. this._uvs32 = new Float32Array(this._uvs);
  68230. this._colors32 = new Float32Array(this._colors);
  68231. if (this.recomputeNormals) {
  68232. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68233. }
  68234. this._normals32 = new Float32Array(this._normals);
  68235. this._fixedNormal32 = new Float32Array(this._normals);
  68236. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68237. this._unrotateFixedNormals();
  68238. }
  68239. var vertexData = new BABYLON.VertexData();
  68240. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68241. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68242. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68243. if (this._uvs32.length > 0) {
  68244. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68245. }
  68246. if (this._colors32.length > 0) {
  68247. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68248. }
  68249. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68250. vertexData.applyToMesh(mesh, this._updatable);
  68251. this.mesh = mesh;
  68252. this.mesh.isPickable = this._pickable;
  68253. // free memory
  68254. if (!this._depthSort) {
  68255. this._indices = null;
  68256. }
  68257. this._positions = null;
  68258. this._normals = null;
  68259. this._uvs = null;
  68260. this._colors = null;
  68261. if (!this._updatable) {
  68262. this.particles.length = 0;
  68263. }
  68264. return mesh;
  68265. };
  68266. /**
  68267. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68268. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68269. * Thus the particles generated from `digest()` have their property `position` set yet.
  68270. * @param mesh ( Mesh ) is the mesh to be digested
  68271. * @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
  68272. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68273. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68274. * @returns the current SPS
  68275. */
  68276. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68277. var size = (options && options.facetNb) || 1;
  68278. var number = (options && options.number) || 0;
  68279. var delta = (options && options.delta) || 0;
  68280. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68281. var meshInd = mesh.getIndices();
  68282. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68283. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68284. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68285. var f = 0; // facet counter
  68286. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68287. // compute size from number
  68288. if (number) {
  68289. number = (number > totalFacets) ? totalFacets : number;
  68290. size = Math.round(totalFacets / number);
  68291. delta = 0;
  68292. }
  68293. else {
  68294. size = (size > totalFacets) ? totalFacets : size;
  68295. }
  68296. var facetPos = []; // submesh positions
  68297. var facetInd = []; // submesh indices
  68298. var facetUV = []; // submesh UV
  68299. var facetCol = []; // submesh colors
  68300. var barycenter = BABYLON.Vector3.Zero();
  68301. var sizeO = size;
  68302. while (f < totalFacets) {
  68303. size = sizeO + Math.floor((1 + delta) * Math.random());
  68304. if (f > totalFacets - size) {
  68305. size = totalFacets - f;
  68306. }
  68307. // reset temp arrays
  68308. facetPos.length = 0;
  68309. facetInd.length = 0;
  68310. facetUV.length = 0;
  68311. facetCol.length = 0;
  68312. // iterate over "size" facets
  68313. var fi = 0;
  68314. for (var j = f * 3; j < (f + size) * 3; j++) {
  68315. facetInd.push(fi);
  68316. var i = meshInd[j];
  68317. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68318. if (meshUV) {
  68319. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68320. }
  68321. if (meshCol) {
  68322. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68323. }
  68324. fi++;
  68325. }
  68326. // create a model shape for each single particle
  68327. var idx = this.nbParticles;
  68328. var shape = this._posToShape(facetPos);
  68329. var shapeUV = this._uvsToShapeUV(facetUV);
  68330. // compute the barycenter of the shape
  68331. var v;
  68332. for (v = 0; v < shape.length; v++) {
  68333. barycenter.addInPlace(shape[v]);
  68334. }
  68335. barycenter.scaleInPlace(1 / shape.length);
  68336. // shift the shape from its barycenter to the origin
  68337. for (v = 0; v < shape.length; v++) {
  68338. shape[v].subtractInPlace(barycenter);
  68339. }
  68340. var bInfo;
  68341. if (this._particlesIntersect) {
  68342. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68343. }
  68344. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68345. // add the particle in the SPS
  68346. var currentPos = this._positions.length;
  68347. var currentInd = this._indices.length;
  68348. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68349. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68350. // initialize the particle position
  68351. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68352. this._index += shape.length;
  68353. idx++;
  68354. this.nbParticles++;
  68355. this._shapeCounter++;
  68356. f += size;
  68357. }
  68358. return this;
  68359. };
  68360. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68361. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68362. var index = 0;
  68363. var idx = 0;
  68364. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68365. var quaternion = BABYLON.Tmp.Quaternion[0];
  68366. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68367. for (var p = 0; p < this.particles.length; p++) {
  68368. var particle = this.particles[p];
  68369. var shape = particle._model._shape;
  68370. // computing the inverse of the rotation matrix from the quaternion
  68371. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68372. if (particle.rotationQuaternion) {
  68373. particle.rotationQuaternion.conjugateToRef(quaternion);
  68374. }
  68375. else {
  68376. var rotation = particle.rotation;
  68377. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68378. quaternion.conjugateInPlace();
  68379. }
  68380. quaternion.toRotationMatrix(invertedRotMatrix);
  68381. for (var pt = 0; pt < shape.length; pt++) {
  68382. idx = index + pt * 3;
  68383. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68384. tmpNormal.toArray(this._fixedNormal32, idx);
  68385. }
  68386. index = idx + 3;
  68387. }
  68388. };
  68389. //reset copy
  68390. SolidParticleSystem.prototype._resetCopy = function () {
  68391. var copy = this._copy;
  68392. copy.position.setAll(0);
  68393. copy.rotation.setAll(0);
  68394. copy.rotationQuaternion = null;
  68395. copy.scaling.setAll(1);
  68396. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68397. copy.color = null;
  68398. copy.translateFromPivot = false;
  68399. };
  68400. // _meshBuilder : inserts the shape model in the global SPS mesh
  68401. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68402. var i;
  68403. var u = 0;
  68404. var c = 0;
  68405. var n = 0;
  68406. this._resetCopy();
  68407. var copy = this._copy;
  68408. if (options && options.positionFunction) { // call to custom positionFunction
  68409. options.positionFunction(copy, idx, idxInShape);
  68410. this._mustUnrotateFixedNormals = true;
  68411. }
  68412. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68413. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68414. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68415. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68416. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68417. copy.getRotationMatrix(rotMatrix);
  68418. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68419. if (copy.translateFromPivot) {
  68420. pivotBackTranslation.setAll(0.0);
  68421. }
  68422. else {
  68423. pivotBackTranslation.copyFrom(scaledPivot);
  68424. }
  68425. for (i = 0; i < shape.length; i++) {
  68426. tmpVertex.copyFrom(shape[i]);
  68427. if (options && options.vertexFunction) {
  68428. options.vertexFunction(copy, tmpVertex, i);
  68429. }
  68430. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68431. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68432. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68433. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68434. if (meshUV) {
  68435. var copyUvs = copy.uvs;
  68436. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68437. u += 2;
  68438. }
  68439. if (copy.color) {
  68440. this._color = copy.color;
  68441. }
  68442. else {
  68443. var color = this._color;
  68444. if (meshCol && meshCol[c] !== undefined) {
  68445. color.r = meshCol[c];
  68446. color.g = meshCol[c + 1];
  68447. color.b = meshCol[c + 2];
  68448. color.a = meshCol[c + 3];
  68449. }
  68450. else {
  68451. color.r = 1.0;
  68452. color.g = 1.0;
  68453. color.b = 1.0;
  68454. color.a = 1.0;
  68455. }
  68456. }
  68457. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68458. c += 4;
  68459. if (!this.recomputeNormals && meshNor) {
  68460. tmpVertex.x = meshNor[n];
  68461. tmpVertex.y = meshNor[n + 1];
  68462. tmpVertex.z = meshNor[n + 2];
  68463. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68464. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68465. n += 3;
  68466. }
  68467. }
  68468. for (i = 0; i < meshInd.length; i++) {
  68469. var current_ind = p + meshInd[i];
  68470. indices.push(current_ind);
  68471. if (current_ind > 65535) {
  68472. this._needs32Bits = true;
  68473. }
  68474. }
  68475. if (this._pickable) {
  68476. var nbfaces = meshInd.length / 3;
  68477. for (i = 0; i < nbfaces; i++) {
  68478. this.pickedParticles.push({ idx: idx, faceId: i });
  68479. }
  68480. }
  68481. if (this._depthSort) {
  68482. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68483. }
  68484. return copy;
  68485. };
  68486. // returns a shape array from positions array
  68487. SolidParticleSystem.prototype._posToShape = function (positions) {
  68488. var shape = [];
  68489. for (var i = 0; i < positions.length; i += 3) {
  68490. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68491. }
  68492. return shape;
  68493. };
  68494. // returns a shapeUV array from a Vector4 uvs
  68495. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68496. var shapeUV = [];
  68497. if (uvs) {
  68498. for (var i = 0; i < uvs.length; i++) {
  68499. shapeUV.push(uvs[i]);
  68500. }
  68501. }
  68502. return shapeUV;
  68503. };
  68504. // adds a new particle object in the particles array
  68505. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68506. if (bInfo === void 0) { bInfo = null; }
  68507. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68508. this.particles.push(sp);
  68509. return sp;
  68510. };
  68511. /**
  68512. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68513. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68514. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68515. * @param nb (positive integer) the number of particles to be created from this model
  68516. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68517. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68518. * @returns the number of shapes in the system
  68519. */
  68520. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68521. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68522. var meshInd = mesh.getIndices();
  68523. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68524. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68525. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68526. var bbInfo;
  68527. if (this._particlesIntersect) {
  68528. bbInfo = mesh.getBoundingInfo();
  68529. }
  68530. var shape = this._posToShape(meshPos);
  68531. var shapeUV = this._uvsToShapeUV(meshUV);
  68532. var posfunc = options ? options.positionFunction : null;
  68533. var vtxfunc = options ? options.vertexFunction : null;
  68534. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  68535. // particles
  68536. var sp;
  68537. var currentCopy;
  68538. var idx = this.nbParticles;
  68539. for (var i = 0; i < nb; i++) {
  68540. var currentPos = this._positions.length;
  68541. var currentInd = this._indices.length;
  68542. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  68543. if (this._updatable) {
  68544. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  68545. sp.position.copyFrom(currentCopy.position);
  68546. sp.rotation.copyFrom(currentCopy.rotation);
  68547. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  68548. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  68549. }
  68550. if (currentCopy.color && sp.color) {
  68551. sp.color.copyFrom(currentCopy.color);
  68552. }
  68553. sp.scaling.copyFrom(currentCopy.scaling);
  68554. sp.uvs.copyFrom(currentCopy.uvs);
  68555. }
  68556. this._index += shape.length;
  68557. idx++;
  68558. }
  68559. this.nbParticles += nb;
  68560. this._shapeCounter++;
  68561. return this._shapeCounter - 1;
  68562. };
  68563. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  68564. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  68565. this._resetCopy();
  68566. var copy = this._copy;
  68567. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  68568. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  68569. }
  68570. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68571. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68572. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68573. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68574. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68575. copy.getRotationMatrix(rotMatrix);
  68576. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  68577. if (copy.translateFromPivot) {
  68578. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  68579. }
  68580. else {
  68581. pivotBackTranslation.copyFrom(scaledPivot);
  68582. }
  68583. var shape = particle._model._shape;
  68584. for (var pt = 0; pt < shape.length; pt++) {
  68585. tmpVertex.copyFrom(shape[pt]);
  68586. if (particle._model._vertexFunction) {
  68587. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  68588. }
  68589. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68590. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68591. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  68592. }
  68593. particle.position.setAll(0.0);
  68594. particle.rotation.setAll(0.0);
  68595. particle.rotationQuaternion = null;
  68596. particle.scaling.setAll(1.0);
  68597. particle.uvs.setAll(0.0);
  68598. particle.pivot.setAll(0.0);
  68599. particle.translateFromPivot = false;
  68600. particle.parentId = null;
  68601. };
  68602. /**
  68603. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  68604. * @returns the SPS.
  68605. */
  68606. SolidParticleSystem.prototype.rebuildMesh = function () {
  68607. for (var p = 0; p < this.particles.length; p++) {
  68608. this._rebuildParticle(this.particles[p]);
  68609. }
  68610. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  68611. return this;
  68612. };
  68613. /**
  68614. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  68615. * This method calls `updateParticle()` for each particle of the SPS.
  68616. * For an animated SPS, it is usually called within the render loop.
  68617. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  68618. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  68619. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  68620. * @returns the SPS.
  68621. */
  68622. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  68623. if (start === void 0) { start = 0; }
  68624. if (end === void 0) { end = this.nbParticles - 1; }
  68625. if (update === void 0) { update = true; }
  68626. if (!this._updatable) {
  68627. return this;
  68628. }
  68629. // custom beforeUpdate
  68630. this.beforeUpdateParticles(start, end, update);
  68631. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68632. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  68633. var mesh = this.mesh;
  68634. var colors32 = this._colors32;
  68635. var positions32 = this._positions32;
  68636. var normals32 = this._normals32;
  68637. var uvs32 = this._uvs32;
  68638. var indices32 = this._indices32;
  68639. var indices = this._indices;
  68640. var fixedNormal32 = this._fixedNormal32;
  68641. var tempVectors = BABYLON.Tmp.Vector3;
  68642. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  68643. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  68644. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  68645. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  68646. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  68647. var camInvertedPosition = tempVectors[10].setAll(0);
  68648. // cases when the World Matrix is to be computed first
  68649. if (this.billboard || this._depthSort) {
  68650. this.mesh.computeWorldMatrix(true);
  68651. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  68652. }
  68653. // if the particles will always face the camera
  68654. if (this.billboard) {
  68655. // compute the camera position and un-rotate it by the current mesh rotation
  68656. var tmpVertex = tempVectors[0];
  68657. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  68658. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  68659. camAxisZ.normalize();
  68660. // same for camera up vector extracted from the cam view matrix
  68661. var view = this._camera.getViewMatrix(true);
  68662. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  68663. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  68664. camAxisY.normalize();
  68665. camAxisX.normalize();
  68666. }
  68667. // if depthSort, compute the camera global position in the mesh local system
  68668. if (this._depthSort) {
  68669. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  68670. }
  68671. BABYLON.Matrix.IdentityToRef(rotMatrix);
  68672. var idx = 0; // current position index in the global array positions32
  68673. var index = 0; // position start index in the global array positions32 of the current particle
  68674. var colidx = 0; // current color index in the global array colors32
  68675. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  68676. var uvidx = 0; // current uv index in the global array uvs32
  68677. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  68678. var pt = 0; // current index in the particle model shape
  68679. if (this.mesh.isFacetDataEnabled) {
  68680. this._computeBoundingBox = true;
  68681. }
  68682. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  68683. if (this._computeBoundingBox) {
  68684. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  68685. var boundingInfo = this.mesh._boundingInfo;
  68686. if (boundingInfo) {
  68687. minimum.copyFrom(boundingInfo.minimum);
  68688. maximum.copyFrom(boundingInfo.maximum);
  68689. }
  68690. }
  68691. }
  68692. // particle loop
  68693. index = this.particles[start]._pos;
  68694. var vpos = (index / 3) | 0;
  68695. colorIndex = vpos * 4;
  68696. uvIndex = vpos * 2;
  68697. for (var p = start; p <= end; p++) {
  68698. var particle = this.particles[p];
  68699. // call to custom user function to update the particle properties
  68700. this.updateParticle(particle);
  68701. var shape = particle._model._shape;
  68702. var shapeUV = particle._model._shapeUV;
  68703. var particleRotationMatrix = particle._rotationMatrix;
  68704. var particlePosition = particle.position;
  68705. var particleRotation = particle.rotation;
  68706. var particleScaling = particle.scaling;
  68707. var particleGlobalPosition = particle._globalPosition;
  68708. // camera-particle distance for depth sorting
  68709. if (this._depthSort && this._depthSortParticles) {
  68710. var dsp = this.depthSortedParticles[p];
  68711. dsp.ind = particle._ind;
  68712. dsp.indicesLength = particle._model._indicesLength;
  68713. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  68714. }
  68715. // skip the computations for inactive or already invisible particles
  68716. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  68717. // increment indexes for the next particle
  68718. pt = shape.length;
  68719. index += pt * 3;
  68720. colorIndex += pt * 4;
  68721. uvIndex += pt * 2;
  68722. continue;
  68723. }
  68724. if (particle.isVisible) {
  68725. particle._stillInvisible = false; // un-mark permanent invisibility
  68726. var scaledPivot = tempVectors[12];
  68727. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  68728. // particle rotation matrix
  68729. if (this.billboard) {
  68730. particleRotation.x = 0.0;
  68731. particleRotation.y = 0.0;
  68732. }
  68733. if (this._computeParticleRotation || this.billboard) {
  68734. particle.getRotationMatrix(rotMatrix);
  68735. }
  68736. var particleHasParent = (particle.parentId !== null);
  68737. if (particleHasParent) {
  68738. var parent_1 = this.particles[particle.parentId];
  68739. var parentRotationMatrix = parent_1._rotationMatrix;
  68740. var parentGlobalPosition = parent_1._globalPosition;
  68741. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  68742. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  68743. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  68744. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  68745. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  68746. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  68747. if (this._computeParticleRotation || this.billboard) {
  68748. var rotMatrixValues = rotMatrix.m;
  68749. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  68750. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  68751. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  68752. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  68753. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  68754. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  68755. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  68756. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  68757. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  68758. }
  68759. }
  68760. else {
  68761. particleGlobalPosition.x = particlePosition.x;
  68762. particleGlobalPosition.y = particlePosition.y;
  68763. particleGlobalPosition.z = particlePosition.z;
  68764. if (this._computeParticleRotation || this.billboard) {
  68765. var rotMatrixValues = rotMatrix.m;
  68766. particleRotationMatrix[0] = rotMatrixValues[0];
  68767. particleRotationMatrix[1] = rotMatrixValues[1];
  68768. particleRotationMatrix[2] = rotMatrixValues[2];
  68769. particleRotationMatrix[3] = rotMatrixValues[4];
  68770. particleRotationMatrix[4] = rotMatrixValues[5];
  68771. particleRotationMatrix[5] = rotMatrixValues[6];
  68772. particleRotationMatrix[6] = rotMatrixValues[8];
  68773. particleRotationMatrix[7] = rotMatrixValues[9];
  68774. particleRotationMatrix[8] = rotMatrixValues[10];
  68775. }
  68776. }
  68777. var pivotBackTranslation = tempVectors[11];
  68778. if (particle.translateFromPivot) {
  68779. pivotBackTranslation.setAll(0.0);
  68780. }
  68781. else {
  68782. pivotBackTranslation.copyFrom(scaledPivot);
  68783. }
  68784. // particle vertex loop
  68785. for (pt = 0; pt < shape.length; pt++) {
  68786. idx = index + pt * 3;
  68787. colidx = colorIndex + pt * 4;
  68788. uvidx = uvIndex + pt * 2;
  68789. var tmpVertex = tempVectors[0];
  68790. tmpVertex.copyFrom(shape[pt]);
  68791. if (this._computeParticleVertex) {
  68792. this.updateParticleVertex(particle, tmpVertex, pt);
  68793. }
  68794. // positions
  68795. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  68796. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  68797. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  68798. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  68799. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  68800. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  68801. rotatedX += pivotBackTranslation.x;
  68802. rotatedY += pivotBackTranslation.y;
  68803. rotatedZ += pivotBackTranslation.z;
  68804. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68805. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68806. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68807. if (this._computeBoundingBox) {
  68808. minimum.minimizeInPlaceFromFloats(px, py, pz);
  68809. maximum.maximizeInPlaceFromFloats(px, py, pz);
  68810. }
  68811. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  68812. if (!this._computeParticleVertex) {
  68813. var normalx = fixedNormal32[idx];
  68814. var normaly = fixedNormal32[idx + 1];
  68815. var normalz = fixedNormal32[idx + 2];
  68816. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  68817. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  68818. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  68819. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  68820. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  68821. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  68822. }
  68823. if (this._computeParticleColor && particle.color) {
  68824. var color = particle.color;
  68825. var colors32_1 = this._colors32;
  68826. colors32_1[colidx] = color.r;
  68827. colors32_1[colidx + 1] = color.g;
  68828. colors32_1[colidx + 2] = color.b;
  68829. colors32_1[colidx + 3] = color.a;
  68830. }
  68831. if (this._computeParticleTexture) {
  68832. var uvs = particle.uvs;
  68833. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68834. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68835. }
  68836. }
  68837. }
  68838. // particle just set invisible : scaled to zero and positioned at the origin
  68839. else {
  68840. particle._stillInvisible = true; // mark the particle as invisible
  68841. for (pt = 0; pt < shape.length; pt++) {
  68842. idx = index + pt * 3;
  68843. colidx = colorIndex + pt * 4;
  68844. uvidx = uvIndex + pt * 2;
  68845. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  68846. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  68847. if (this._computeParticleColor && particle.color) {
  68848. var color = particle.color;
  68849. colors32[colidx] = color.r;
  68850. colors32[colidx + 1] = color.g;
  68851. colors32[colidx + 2] = color.b;
  68852. colors32[colidx + 3] = color.a;
  68853. }
  68854. if (this._computeParticleTexture) {
  68855. var uvs = particle.uvs;
  68856. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68857. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68858. }
  68859. }
  68860. }
  68861. // if the particle intersections must be computed : update the bbInfo
  68862. if (this._particlesIntersect) {
  68863. var bInfo = particle._boundingInfo;
  68864. var bBox = bInfo.boundingBox;
  68865. var bSphere = bInfo.boundingSphere;
  68866. var modelBoundingInfo = particle._modelBoundingInfo;
  68867. if (!this._bSphereOnly) {
  68868. // place, scale and rotate the particle bbox within the SPS local system, then update it
  68869. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  68870. var tempMin = tempVectors[1];
  68871. var tempMax = tempVectors[2];
  68872. tempMin.setAll(Number.MAX_VALUE);
  68873. tempMax.setAll(-Number.MAX_VALUE);
  68874. for (var b = 0; b < 8; b++) {
  68875. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  68876. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  68877. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  68878. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  68879. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  68880. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  68881. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68882. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68883. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68884. tempMin.minimizeInPlaceFromFloats(x, y, z);
  68885. tempMax.maximizeInPlaceFromFloats(x, y, z);
  68886. }
  68887. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  68888. }
  68889. // place and scale the particle bouding sphere in the SPS local system, then update it
  68890. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  68891. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  68892. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5);
  68893. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  68894. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  68895. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  68896. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  68897. }
  68898. // increment indexes for the next particle
  68899. index = idx + 3;
  68900. colorIndex = colidx + 4;
  68901. uvIndex = uvidx + 2;
  68902. }
  68903. // if the VBO must be updated
  68904. if (update) {
  68905. if (this._computeParticleColor) {
  68906. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  68907. }
  68908. if (this._computeParticleTexture) {
  68909. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  68910. }
  68911. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  68912. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  68913. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  68914. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  68915. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  68916. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  68917. for (var i = 0; i < normals32.length; i++) {
  68918. fixedNormal32[i] = normals32[i];
  68919. }
  68920. }
  68921. if (!mesh.areNormalsFrozen) {
  68922. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  68923. }
  68924. }
  68925. if (this._depthSort && this._depthSortParticles) {
  68926. var depthSortedParticles = this.depthSortedParticles;
  68927. depthSortedParticles.sort(depthSortFunction);
  68928. var dspl = depthSortedParticles.length;
  68929. var sid = 0;
  68930. for (var sorted = 0; sorted < dspl; sorted++) {
  68931. var lind = depthSortedParticles[sorted].indicesLength;
  68932. var sind = depthSortedParticles[sorted].ind;
  68933. for (var i = 0; i < lind; i++) {
  68934. indices32[sid] = indices[sind + i];
  68935. sid++;
  68936. }
  68937. }
  68938. mesh.updateIndices(indices32);
  68939. }
  68940. }
  68941. if (this._computeBoundingBox) {
  68942. if (mesh._boundingInfo) {
  68943. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  68944. }
  68945. else {
  68946. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  68947. }
  68948. }
  68949. this.afterUpdateParticles(start, end, update);
  68950. return this;
  68951. };
  68952. /**
  68953. * Disposes the SPS.
  68954. */
  68955. SolidParticleSystem.prototype.dispose = function () {
  68956. this.mesh.dispose();
  68957. this.vars = null;
  68958. // drop references to internal big arrays for the GC
  68959. this._positions = null;
  68960. this._indices = null;
  68961. this._normals = null;
  68962. this._uvs = null;
  68963. this._colors = null;
  68964. this._indices32 = null;
  68965. this._positions32 = null;
  68966. this._normals32 = null;
  68967. this._fixedNormal32 = null;
  68968. this._uvs32 = null;
  68969. this._colors32 = null;
  68970. this.pickedParticles = null;
  68971. };
  68972. /**
  68973. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  68974. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68975. * @returns the SPS.
  68976. */
  68977. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  68978. if (!this._isVisibilityBoxLocked) {
  68979. this.mesh.refreshBoundingInfo();
  68980. }
  68981. return this;
  68982. };
  68983. /**
  68984. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  68985. * @param size the size (float) of the visibility box
  68986. * note : this doesn't lock the SPS mesh bounding box.
  68987. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68988. */
  68989. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  68990. var vis = size / 2;
  68991. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  68992. };
  68993. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  68994. /**
  68995. * Gets whether the SPS as always visible or not
  68996. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68997. */
  68998. get: function () {
  68999. return this._alwaysVisible;
  69000. },
  69001. /**
  69002. * Sets the SPS as always visible or not
  69003. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69004. */
  69005. set: function (val) {
  69006. this._alwaysVisible = val;
  69007. this.mesh.alwaysSelectAsActiveMesh = val;
  69008. },
  69009. enumerable: true,
  69010. configurable: true
  69011. });
  69012. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  69013. /**
  69014. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69015. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69016. */
  69017. get: function () {
  69018. return this._isVisibilityBoxLocked;
  69019. },
  69020. /**
  69021. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69022. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69023. */
  69024. set: function (val) {
  69025. this._isVisibilityBoxLocked = val;
  69026. var boundingInfo = this.mesh.getBoundingInfo();
  69027. boundingInfo.isLocked = val;
  69028. },
  69029. enumerable: true,
  69030. configurable: true
  69031. });
  69032. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  69033. /**
  69034. * Gets if `setParticles()` computes the particle rotations or not.
  69035. * Default value : true. The SPS is faster when it's set to false.
  69036. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69037. */
  69038. get: function () {
  69039. return this._computeParticleRotation;
  69040. },
  69041. /**
  69042. * Tells to `setParticles()` to compute the particle rotations or not.
  69043. * Default value : true. The SPS is faster when it's set to false.
  69044. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69045. */
  69046. set: function (val) {
  69047. this._computeParticleRotation = val;
  69048. },
  69049. enumerable: true,
  69050. configurable: true
  69051. });
  69052. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  69053. /**
  69054. * Gets if `setParticles()` computes the particle colors or not.
  69055. * Default value : true. The SPS is faster when it's set to false.
  69056. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69057. */
  69058. get: function () {
  69059. return this._computeParticleColor;
  69060. },
  69061. /**
  69062. * Tells to `setParticles()` to compute the particle colors or not.
  69063. * Default value : true. The SPS is faster when it's set to false.
  69064. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69065. */
  69066. set: function (val) {
  69067. this._computeParticleColor = val;
  69068. },
  69069. enumerable: true,
  69070. configurable: true
  69071. });
  69072. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  69073. /**
  69074. * Gets if `setParticles()` computes the particle textures or not.
  69075. * Default value : true. The SPS is faster when it's set to false.
  69076. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  69077. */
  69078. get: function () {
  69079. return this._computeParticleTexture;
  69080. },
  69081. set: function (val) {
  69082. this._computeParticleTexture = val;
  69083. },
  69084. enumerable: true,
  69085. configurable: true
  69086. });
  69087. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  69088. /**
  69089. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  69090. * Default value : false. The SPS is faster when it's set to false.
  69091. * Note : the particle custom vertex positions aren't stored values.
  69092. */
  69093. get: function () {
  69094. return this._computeParticleVertex;
  69095. },
  69096. /**
  69097. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  69098. * Default value : false. The SPS is faster when it's set to false.
  69099. * Note : the particle custom vertex positions aren't stored values.
  69100. */
  69101. set: function (val) {
  69102. this._computeParticleVertex = val;
  69103. },
  69104. enumerable: true,
  69105. configurable: true
  69106. });
  69107. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  69108. /**
  69109. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  69110. */
  69111. get: function () {
  69112. return this._computeBoundingBox;
  69113. },
  69114. /**
  69115. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  69116. */
  69117. set: function (val) {
  69118. this._computeBoundingBox = val;
  69119. },
  69120. enumerable: true,
  69121. configurable: true
  69122. });
  69123. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  69124. /**
  69125. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  69126. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69127. * Default : `true`
  69128. */
  69129. get: function () {
  69130. return this._depthSortParticles;
  69131. },
  69132. /**
  69133. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  69134. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69135. * Default : `true`
  69136. */
  69137. set: function (val) {
  69138. this._depthSortParticles = val;
  69139. },
  69140. enumerable: true,
  69141. configurable: true
  69142. });
  69143. // =======================================================================
  69144. // Particle behavior logic
  69145. // these following methods may be overwritten by the user to fit his needs
  69146. /**
  69147. * This function does nothing. It may be overwritten to set all the particle first values.
  69148. * The SPS doesn't call this function, you may have to call it by your own.
  69149. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69150. */
  69151. SolidParticleSystem.prototype.initParticles = function () {
  69152. };
  69153. /**
  69154. * This function does nothing. It may be overwritten to recycle a particle.
  69155. * The SPS doesn't call this function, you may have to call it by your own.
  69156. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69157. * @param particle The particle to recycle
  69158. * @returns the recycled particle
  69159. */
  69160. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69161. return particle;
  69162. };
  69163. /**
  69164. * Updates a particle : this function should be overwritten by the user.
  69165. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69166. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69167. * @example : just set a particle position or velocity and recycle conditions
  69168. * @param particle The particle to update
  69169. * @returns the updated particle
  69170. */
  69171. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69172. return particle;
  69173. };
  69174. /**
  69175. * Updates a vertex of a particle : it can be overwritten by the user.
  69176. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69177. * @param particle the current particle
  69178. * @param vertex the current index of the current particle
  69179. * @param pt the index of the current vertex in the particle shape
  69180. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69181. * @example : just set a vertex particle position
  69182. * @returns the updated vertex
  69183. */
  69184. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69185. return vertex;
  69186. };
  69187. /**
  69188. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69189. * This does nothing and may be overwritten by the user.
  69190. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69191. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69192. * @param update the boolean update value actually passed to setParticles()
  69193. */
  69194. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69195. };
  69196. /**
  69197. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69198. * This will be passed three parameters.
  69199. * This does nothing and may be overwritten by the user.
  69200. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69201. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69202. * @param update the boolean update value actually passed to setParticles()
  69203. */
  69204. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69205. };
  69206. return SolidParticleSystem;
  69207. }());
  69208. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69209. })(BABYLON || (BABYLON = {}));
  69210. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  69211. var BABYLON;
  69212. (function (BABYLON) {
  69213. /**
  69214. * Class containing static functions to help procedurally build meshes
  69215. */
  69216. var MeshBuilder = /** @class */ (function () {
  69217. function MeshBuilder() {
  69218. }
  69219. MeshBuilder.updateSideOrientation = function (orientation) {
  69220. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69221. return BABYLON.Mesh.DOUBLESIDE;
  69222. }
  69223. if (orientation === undefined || orientation === null) {
  69224. return BABYLON.Mesh.FRONTSIDE;
  69225. }
  69226. return orientation;
  69227. };
  69228. /**
  69229. * Creates a box mesh
  69230. * * The parameter `size` sets the size (float) of each box side (default 1)
  69231. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69232. * * 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)
  69233. * * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  69234. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69235. * * 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
  69236. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69237. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
  69238. * @param name defines the name of the mesh
  69239. * @param options defines the options used to create the mesh
  69240. * @param scene defines the hosting scene
  69241. * @returns the box mesh
  69242. */
  69243. MeshBuilder.CreateBox = function (name, options, scene) {
  69244. if (scene === void 0) { scene = null; }
  69245. var box = new BABYLON.Mesh(name, scene);
  69246. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69247. box._originalBuilderSideOrientation = options.sideOrientation;
  69248. var vertexData = BABYLON.VertexData.CreateBox(options);
  69249. vertexData.applyToMesh(box, options.updatable);
  69250. return box;
  69251. };
  69252. /**
  69253. * Creates a sphere mesh
  69254. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69255. * * 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`)
  69256. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69257. * * 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
  69258. * * 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)
  69259. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69260. * * 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
  69261. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69262. * @param name defines the name of the mesh
  69263. * @param options defines the options used to create the mesh
  69264. * @param scene defines the hosting scene
  69265. * @returns the sphere mesh
  69266. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#sphere
  69267. */
  69268. MeshBuilder.CreateSphere = function (name, options, scene) {
  69269. var sphere = new BABYLON.Mesh(name, scene);
  69270. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69271. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69272. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69273. vertexData.applyToMesh(sphere, options.updatable);
  69274. return sphere;
  69275. };
  69276. /**
  69277. * Creates a plane polygonal mesh. By default, this is a disc
  69278. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69279. * * 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
  69280. * * 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
  69281. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69282. * * 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
  69283. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69284. * @param name defines the name of the mesh
  69285. * @param options defines the options used to create the mesh
  69286. * @param scene defines the hosting scene
  69287. * @returns the plane polygonal mesh
  69288. * @see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69289. */
  69290. MeshBuilder.CreateDisc = function (name, options, scene) {
  69291. if (scene === void 0) { scene = null; }
  69292. var disc = new BABYLON.Mesh(name, scene);
  69293. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69294. disc._originalBuilderSideOrientation = options.sideOrientation;
  69295. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69296. vertexData.applyToMesh(disc, options.updatable);
  69297. return disc;
  69298. };
  69299. /**
  69300. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69301. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69302. * * 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`)
  69303. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69304. * * 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
  69305. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69306. * * 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
  69307. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69308. * @param name defines the name of the mesh
  69309. * @param options defines the options used to create the mesh
  69310. * @param scene defines the hosting scene
  69311. * @returns the icosahedron mesh
  69312. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69313. */
  69314. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69315. var sphere = new BABYLON.Mesh(name, scene);
  69316. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69317. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69318. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69319. vertexData.applyToMesh(sphere, options.updatable);
  69320. return sphere;
  69321. };
  69322. /**
  69323. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69324. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69325. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69326. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69327. * * 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
  69328. * * 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
  69329. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon
  69330. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69331. * * 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
  69332. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69333. * * 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
  69334. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69335. * * 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
  69336. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69337. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69338. * @param name defines the name of the mesh
  69339. * @param options defines the options used to create the mesh
  69340. * @param scene defines the hosting scene
  69341. * @returns the ribbon mesh
  69342. * @see http://doc.babylonjs.com/tutorials/Ribbon_Tutorial
  69343. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69344. */
  69345. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69346. if (scene === void 0) { scene = null; }
  69347. var pathArray = options.pathArray;
  69348. var closeArray = options.closeArray;
  69349. var closePath = options.closePath;
  69350. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69351. var instance = options.instance;
  69352. var updatable = options.updatable;
  69353. if (instance) { // existing ribbon instance update
  69354. // positionFunction : ribbon case
  69355. // only pathArray and sideOrientation parameters are taken into account for positions update
  69356. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69357. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69358. var positionFunction = function (positions) {
  69359. var minlg = pathArray[0].length;
  69360. var mesh = instance;
  69361. var i = 0;
  69362. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69363. for (var si = 1; si <= ns; ++si) {
  69364. for (var p = 0; p < pathArray.length; ++p) {
  69365. var path = pathArray[p];
  69366. var l = path.length;
  69367. minlg = (minlg < l) ? minlg : l;
  69368. for (var j = 0; j < minlg; ++j) {
  69369. var pathPoint = path[j];
  69370. positions[i] = pathPoint.x;
  69371. positions[i + 1] = pathPoint.y;
  69372. positions[i + 2] = pathPoint.z;
  69373. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69374. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69375. i += 3;
  69376. }
  69377. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69378. var pathPoint = path[0];
  69379. positions[i] = pathPoint.x;
  69380. positions[i + 1] = pathPoint.y;
  69381. positions[i + 2] = pathPoint.z;
  69382. i += 3;
  69383. }
  69384. }
  69385. }
  69386. };
  69387. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69388. positionFunction(positions);
  69389. if (instance._boundingInfo) {
  69390. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69391. }
  69392. else {
  69393. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69394. }
  69395. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69396. if (options.colors) {
  69397. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69398. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69399. var color = options.colors[c];
  69400. colors[colorIndex] = color.r;
  69401. colors[colorIndex + 1] = color.g;
  69402. colors[colorIndex + 2] = color.b;
  69403. colors[colorIndex + 3] = color.a;
  69404. }
  69405. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69406. }
  69407. if (options.uvs) {
  69408. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69409. for (var i = 0; i < options.uvs.length; i++) {
  69410. uvs[i * 2] = options.uvs[i].x;
  69411. uvs[i * 2 + 1] = options.uvs[i].y;
  69412. }
  69413. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69414. }
  69415. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69416. var indices = instance.getIndices();
  69417. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69418. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69419. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69420. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69421. var indexFirst = 0;
  69422. var indexLast = 0;
  69423. for (var p = 0; p < pathArray.length; p++) {
  69424. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69425. if (p + 1 < pathArray.length) {
  69426. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69427. }
  69428. else {
  69429. indexLast = normals.length - 3;
  69430. }
  69431. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69432. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69433. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69434. normals[indexLast] = normals[indexFirst];
  69435. normals[indexLast + 1] = normals[indexFirst + 1];
  69436. normals[indexLast + 2] = normals[indexFirst + 2];
  69437. }
  69438. }
  69439. if (!(instance.areNormalsFrozen)) {
  69440. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69441. }
  69442. }
  69443. return instance;
  69444. }
  69445. else { // new ribbon creation
  69446. var ribbon = new BABYLON.Mesh(name, scene);
  69447. ribbon._originalBuilderSideOrientation = sideOrientation;
  69448. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69449. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69450. if (closePath) {
  69451. ribbon._creationDataStorage.idx = vertexData._idx;
  69452. }
  69453. ribbon._creationDataStorage.closePath = closePath;
  69454. ribbon._creationDataStorage.closeArray = closeArray;
  69455. vertexData.applyToMesh(ribbon, updatable);
  69456. return ribbon;
  69457. }
  69458. };
  69459. /**
  69460. * Creates a cylinder or a cone mesh
  69461. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69462. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69463. * * 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.
  69464. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69465. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69466. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69467. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69468. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69469. * * 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).
  69470. * * 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
  69471. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69472. * * 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
  69473. * * 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.
  69474. * * If `enclose` is false, a ring surface is one element.
  69475. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69476. * * Example how to set colors and textures on a sliced cylinder : http://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  69477. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69478. * * 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
  69479. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69480. * @param name defines the name of the mesh
  69481. * @param options defines the options used to create the mesh
  69482. * @param scene defines the hosting scene
  69483. * @returns the cylinder mesh
  69484. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#cylinder-or-cone
  69485. */
  69486. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69487. var cylinder = new BABYLON.Mesh(name, scene);
  69488. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69489. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69490. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69491. vertexData.applyToMesh(cylinder, options.updatable);
  69492. return cylinder;
  69493. };
  69494. /**
  69495. * Creates a torus mesh
  69496. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69497. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69498. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69499. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69500. * * 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
  69501. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69502. * @param name defines the name of the mesh
  69503. * @param options defines the options used to create the mesh
  69504. * @param scene defines the hosting scene
  69505. * @returns the torus mesh
  69506. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus
  69507. */
  69508. MeshBuilder.CreateTorus = function (name, options, scene) {
  69509. var torus = new BABYLON.Mesh(name, scene);
  69510. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69511. torus._originalBuilderSideOrientation = options.sideOrientation;
  69512. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69513. vertexData.applyToMesh(torus, options.updatable);
  69514. return torus;
  69515. };
  69516. /**
  69517. * Creates a torus knot mesh
  69518. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69519. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69520. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69521. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69522. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69523. * * 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
  69524. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69525. * @param name defines the name of the mesh
  69526. * @param options defines the options used to create the mesh
  69527. * @param scene defines the hosting scene
  69528. * @returns the torus knot mesh
  69529. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus-knot
  69530. */
  69531. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  69532. var torusKnot = new BABYLON.Mesh(name, scene);
  69533. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69534. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  69535. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  69536. vertexData.applyToMesh(torusKnot, options.updatable);
  69537. return torusKnot;
  69538. };
  69539. /**
  69540. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  69541. * * 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
  69542. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  69543. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  69544. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  69545. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  69546. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  69547. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69548. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  69549. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69550. * @see http://doc.babylonjs.com/how_to/parametric_shapes#line-system
  69551. * @param name defines the name of the new line system
  69552. * @param options defines the options used to create the line system
  69553. * @param scene defines the hosting scene
  69554. * @returns a new line system mesh
  69555. */
  69556. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  69557. var instance = options.instance;
  69558. var lines = options.lines;
  69559. var colors = options.colors;
  69560. if (instance) { // lines update
  69561. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69562. var vertexColor;
  69563. var lineColors;
  69564. if (colors) {
  69565. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69566. }
  69567. var i = 0;
  69568. var c = 0;
  69569. for (var l = 0; l < lines.length; l++) {
  69570. var points = lines[l];
  69571. for (var p = 0; p < points.length; p++) {
  69572. positions[i] = points[p].x;
  69573. positions[i + 1] = points[p].y;
  69574. positions[i + 2] = points[p].z;
  69575. if (colors && vertexColor) {
  69576. lineColors = colors[l];
  69577. vertexColor[c] = lineColors[p].r;
  69578. vertexColor[c + 1] = lineColors[p].g;
  69579. vertexColor[c + 2] = lineColors[p].b;
  69580. vertexColor[c + 3] = lineColors[p].a;
  69581. c += 4;
  69582. }
  69583. i += 3;
  69584. }
  69585. }
  69586. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69587. if (colors && vertexColor) {
  69588. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  69589. }
  69590. return instance;
  69591. }
  69592. // line system creation
  69593. var useVertexColor = (colors) ? true : false;
  69594. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  69595. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  69596. vertexData.applyToMesh(lineSystem, options.updatable);
  69597. return lineSystem;
  69598. };
  69599. /**
  69600. * Creates a line mesh
  69601. * 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
  69602. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69603. * * The parameter `points` is an array successive Vector3
  69604. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69605. * * The optional parameter `colors` is an array of successive Color4, one per line point
  69606. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  69607. * * When updating an instance, remember that only point positions can change, not the number of points
  69608. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69609. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lines
  69610. * @param name defines the name of the new line system
  69611. * @param options defines the options used to create the line system
  69612. * @param scene defines the hosting scene
  69613. * @returns a new line mesh
  69614. */
  69615. MeshBuilder.CreateLines = function (name, options, scene) {
  69616. if (scene === void 0) { scene = null; }
  69617. var colors = (options.colors) ? [options.colors] : null;
  69618. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  69619. return lines;
  69620. };
  69621. /**
  69622. * Creates a dashed line mesh
  69623. * * 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
  69624. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69625. * * The parameter `points` is an array successive Vector3
  69626. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  69627. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  69628. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  69629. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69630. * * When updating an instance, remember that only point positions can change, not the number of points
  69631. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69632. * @param name defines the name of the mesh
  69633. * @param options defines the options used to create the mesh
  69634. * @param scene defines the hosting scene
  69635. * @returns the dashed line mesh
  69636. * @see http://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  69637. */
  69638. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  69639. if (scene === void 0) { scene = null; }
  69640. var points = options.points;
  69641. var instance = options.instance;
  69642. var gapSize = options.gapSize || 1;
  69643. var dashSize = options.dashSize || 3;
  69644. if (instance) { // dashed lines update
  69645. var positionFunction = function (positions) {
  69646. var curvect = BABYLON.Vector3.Zero();
  69647. var nbSeg = positions.length / 6;
  69648. var lg = 0;
  69649. var nb = 0;
  69650. var shft = 0;
  69651. var dashshft = 0;
  69652. var curshft = 0;
  69653. var p = 0;
  69654. var i = 0;
  69655. var j = 0;
  69656. for (i = 0; i < points.length - 1; i++) {
  69657. points[i + 1].subtractToRef(points[i], curvect);
  69658. lg += curvect.length();
  69659. }
  69660. shft = lg / nbSeg;
  69661. var dashSize = instance._creationDataStorage.dashSize;
  69662. var gapSize = instance._creationDataStorage.gapSize;
  69663. dashshft = dashSize * shft / (dashSize + gapSize);
  69664. for (i = 0; i < points.length - 1; i++) {
  69665. points[i + 1].subtractToRef(points[i], curvect);
  69666. nb = Math.floor(curvect.length() / shft);
  69667. curvect.normalize();
  69668. j = 0;
  69669. while (j < nb && p < positions.length) {
  69670. curshft = shft * j;
  69671. positions[p] = points[i].x + curshft * curvect.x;
  69672. positions[p + 1] = points[i].y + curshft * curvect.y;
  69673. positions[p + 2] = points[i].z + curshft * curvect.z;
  69674. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  69675. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  69676. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  69677. p += 6;
  69678. j++;
  69679. }
  69680. }
  69681. while (p < positions.length) {
  69682. positions[p] = points[i].x;
  69683. positions[p + 1] = points[i].y;
  69684. positions[p + 2] = points[i].z;
  69685. p += 3;
  69686. }
  69687. };
  69688. instance.updateMeshPositions(positionFunction, false);
  69689. return instance;
  69690. }
  69691. // dashed lines creation
  69692. var dashedLines = new BABYLON.LinesMesh(name, scene);
  69693. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  69694. vertexData.applyToMesh(dashedLines, options.updatable);
  69695. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  69696. dashedLines._creationDataStorage.dashSize = dashSize;
  69697. dashedLines._creationDataStorage.gapSize = gapSize;
  69698. return dashedLines;
  69699. };
  69700. /**
  69701. * 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.
  69702. * * 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.
  69703. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69704. * * 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.
  69705. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  69706. * * 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
  69707. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  69708. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  69709. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69710. * * 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
  69711. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  69712. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69713. * @param name defines the name of the mesh
  69714. * @param options defines the options used to create the mesh
  69715. * @param scene defines the hosting scene
  69716. * @returns the extruded shape mesh
  69717. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69718. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69719. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69720. */
  69721. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  69722. if (scene === void 0) { scene = null; }
  69723. var path = options.path;
  69724. var shape = options.shape;
  69725. var scale = options.scale || 1;
  69726. var rotation = options.rotation || 0;
  69727. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69728. var updatable = options.updatable;
  69729. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69730. var instance = options.instance || null;
  69731. var invertUV = options.invertUV || false;
  69732. 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);
  69733. };
  69734. /**
  69735. * Creates an custom extruded shape mesh.
  69736. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  69737. * * 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.
  69738. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69739. * * 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
  69740. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  69741. * * 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
  69742. * * It must returns a float value that will be the scale value applied to the shape on each path point
  69743. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  69744. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  69745. * * 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
  69746. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  69747. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  69748. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69749. * * 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
  69750. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69751. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69752. * @param name defines the name of the mesh
  69753. * @param options defines the options used to create the mesh
  69754. * @param scene defines the hosting scene
  69755. * @returns the custom extruded shape mesh
  69756. * @see http://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  69757. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69758. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69759. */
  69760. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  69761. var path = options.path;
  69762. var shape = options.shape;
  69763. var scaleFunction = options.scaleFunction || (function () { return 1; });
  69764. var rotationFunction = options.rotationFunction || (function () { return 0; });
  69765. var ribbonCloseArray = options.ribbonCloseArray || false;
  69766. var ribbonClosePath = options.ribbonClosePath || false;
  69767. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69768. var updatable = options.updatable;
  69769. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69770. var instance = options.instance;
  69771. var invertUV = options.invertUV || false;
  69772. 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);
  69773. };
  69774. /**
  69775. * Creates lathe mesh.
  69776. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  69777. * * 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
  69778. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  69779. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  69780. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  69781. * * 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
  69782. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  69783. * * 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
  69784. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69785. * * 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
  69786. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69787. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69788. * @param name defines the name of the mesh
  69789. * @param options defines the options used to create the mesh
  69790. * @param scene defines the hosting scene
  69791. * @returns the lathe mesh
  69792. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lathe
  69793. */
  69794. MeshBuilder.CreateLathe = function (name, options, scene) {
  69795. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  69796. var closed = (options.closed === undefined) ? true : options.closed;
  69797. var shape = options.shape;
  69798. var radius = options.radius || 1;
  69799. var tessellation = options.tessellation || 64;
  69800. var clip = options.clip || 0;
  69801. var updatable = options.updatable;
  69802. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69803. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  69804. var pi2 = Math.PI * 2;
  69805. var paths = new Array();
  69806. var invertUV = options.invertUV || false;
  69807. var i = 0;
  69808. var p = 0;
  69809. var step = pi2 / tessellation * arc;
  69810. var rotated;
  69811. var path = new Array();
  69812. for (i = 0; i <= tessellation - clip; i++) {
  69813. var path = [];
  69814. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  69815. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  69816. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  69817. }
  69818. for (p = 0; p < shape.length; p++) {
  69819. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  69820. path.push(rotated);
  69821. }
  69822. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  69823. 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));
  69824. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  69825. }
  69826. paths.push(path);
  69827. }
  69828. // lathe ribbon
  69829. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  69830. return lathe;
  69831. };
  69832. /**
  69833. * Creates a plane mesh
  69834. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  69835. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  69836. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  69837. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69838. * * 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
  69839. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69840. * @param name defines the name of the mesh
  69841. * @param options defines the options used to create the mesh
  69842. * @param scene defines the hosting scene
  69843. * @returns the plane mesh
  69844. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69845. */
  69846. MeshBuilder.CreatePlane = function (name, options, scene) {
  69847. var plane = new BABYLON.Mesh(name, scene);
  69848. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69849. plane._originalBuilderSideOrientation = options.sideOrientation;
  69850. var vertexData = BABYLON.VertexData.CreatePlane(options);
  69851. vertexData.applyToMesh(plane, options.updatable);
  69852. if (options.sourcePlane) {
  69853. plane.translate(options.sourcePlane.normal, options.sourcePlane.d);
  69854. var product = Math.acos(BABYLON.Vector3.Dot(options.sourcePlane.normal, BABYLON.Axis.Z));
  69855. var vectorProduct = BABYLON.Vector3.Cross(BABYLON.Axis.Z, options.sourcePlane.normal);
  69856. if (vectorProduct.lengthSquared() > BABYLON.Epsilon) {
  69857. plane.rotate(vectorProduct, product);
  69858. }
  69859. }
  69860. return plane;
  69861. };
  69862. /**
  69863. * Creates a ground mesh
  69864. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  69865. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  69866. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69867. * @param name defines the name of the mesh
  69868. * @param options defines the options used to create the mesh
  69869. * @param scene defines the hosting scene
  69870. * @returns the ground mesh
  69871. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69872. */
  69873. MeshBuilder.CreateGround = function (name, options, scene) {
  69874. var ground = new BABYLON.GroundMesh(name, scene);
  69875. ground._setReady(false);
  69876. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  69877. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  69878. ground._width = options.width || 1;
  69879. ground._height = options.height || 1;
  69880. ground._maxX = ground._width / 2;
  69881. ground._maxZ = ground._height / 2;
  69882. ground._minX = -ground._maxX;
  69883. ground._minZ = -ground._maxZ;
  69884. var vertexData = BABYLON.VertexData.CreateGround(options);
  69885. vertexData.applyToMesh(ground, options.updatable);
  69886. ground._setReady(true);
  69887. return ground;
  69888. };
  69889. /**
  69890. * Creates a tiled ground mesh
  69891. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  69892. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  69893. * * 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
  69894. * * 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
  69895. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69896. * @param name defines the name of the mesh
  69897. * @param options defines the options used to create the mesh
  69898. * @param scene defines the hosting scene
  69899. * @returns the tiled ground mesh
  69900. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tiled-ground
  69901. */
  69902. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  69903. var tiledGround = new BABYLON.Mesh(name, scene);
  69904. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  69905. vertexData.applyToMesh(tiledGround, options.updatable);
  69906. return tiledGround;
  69907. };
  69908. /**
  69909. * Creates a ground mesh from a height map
  69910. * * The parameter `url` sets the URL of the height map image resource.
  69911. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  69912. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  69913. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  69914. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  69915. * * 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.
  69916. * * 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).
  69917. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  69918. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69919. * @param name defines the name of the mesh
  69920. * @param url defines the url to the height map
  69921. * @param options defines the options used to create the mesh
  69922. * @param scene defines the hosting scene
  69923. * @returns the ground mesh
  69924. * @see http://doc.babylonjs.com/babylon101/height_map
  69925. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
  69926. */
  69927. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  69928. var width = options.width || 10.0;
  69929. var height = options.height || 10.0;
  69930. var subdivisions = options.subdivisions || 1 | 0;
  69931. var minHeight = options.minHeight || 0.0;
  69932. var maxHeight = options.maxHeight || 1.0;
  69933. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  69934. var alphaFilter = options.alphaFilter || 0.0;
  69935. var updatable = options.updatable;
  69936. var onReady = options.onReady;
  69937. var ground = new BABYLON.GroundMesh(name, scene);
  69938. ground._subdivisionsX = subdivisions;
  69939. ground._subdivisionsY = subdivisions;
  69940. ground._width = width;
  69941. ground._height = height;
  69942. ground._maxX = ground._width / 2.0;
  69943. ground._maxZ = ground._height / 2.0;
  69944. ground._minX = -ground._maxX;
  69945. ground._minZ = -ground._maxZ;
  69946. ground._setReady(false);
  69947. var onload = function (img) {
  69948. // Getting height map data
  69949. var canvas = document.createElement("canvas");
  69950. var context = canvas.getContext("2d");
  69951. if (!context) {
  69952. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  69953. }
  69954. if (scene.isDisposed) {
  69955. return;
  69956. }
  69957. var bufferWidth = img.width;
  69958. var bufferHeight = img.height;
  69959. canvas.width = bufferWidth;
  69960. canvas.height = bufferHeight;
  69961. context.drawImage(img, 0, 0);
  69962. // Create VertexData from map data
  69963. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  69964. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  69965. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  69966. width: width, height: height,
  69967. subdivisions: subdivisions,
  69968. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  69969. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  69970. alphaFilter: alphaFilter
  69971. });
  69972. vertexData.applyToMesh(ground, updatable);
  69973. //execute ready callback, if set
  69974. if (onReady) {
  69975. onReady(ground);
  69976. }
  69977. ground._setReady(true);
  69978. };
  69979. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  69980. return ground;
  69981. };
  69982. /**
  69983. * Creates a polygon mesh
  69984. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  69985. * * 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
  69986. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69987. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69988. * * 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)
  69989. * * Remember you can only change the shape positions, not their number when updating a polygon
  69990. * @param name defines the name of the mesh
  69991. * @param options defines the options used to create the mesh
  69992. * @param scene defines the hosting scene
  69993. * @returns the polygon mesh
  69994. */
  69995. MeshBuilder.CreatePolygon = function (name, options, scene) {
  69996. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69997. var shape = options.shape;
  69998. var holes = options.holes || [];
  69999. var depth = options.depth || 0;
  70000. var contours = [];
  70001. var hole = [];
  70002. for (var i = 0; i < shape.length; i++) {
  70003. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  70004. }
  70005. var epsilon = 0.00000001;
  70006. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  70007. contours.pop();
  70008. }
  70009. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  70010. for (var hNb = 0; hNb < holes.length; hNb++) {
  70011. hole = [];
  70012. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  70013. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  70014. }
  70015. polygonTriangulation.addHole(hole);
  70016. }
  70017. var polygon = polygonTriangulation.build(options.updatable, depth);
  70018. polygon._originalBuilderSideOrientation = options.sideOrientation;
  70019. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  70020. vertexData.applyToMesh(polygon, options.updatable);
  70021. return polygon;
  70022. };
  70023. /**
  70024. * Creates an extruded polygon mesh, with depth in the Y direction.
  70025. * * 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)
  70026. * @see http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  70027. * @param name defines the name of the mesh
  70028. * @param options defines the options used to create the mesh
  70029. * @param scene defines the hosting scene
  70030. * @returns the polygon mesh
  70031. */
  70032. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  70033. return MeshBuilder.CreatePolygon(name, options, scene);
  70034. };
  70035. /**
  70036. * Creates a tube mesh.
  70037. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70038. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  70039. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  70040. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  70041. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  70042. * * 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)
  70043. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  70044. * * 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
  70045. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube
  70046. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70047. * * 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
  70048. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70049. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70050. * @param name defines the name of the mesh
  70051. * @param options defines the options used to create the mesh
  70052. * @param scene defines the hosting scene
  70053. * @returns the tube mesh
  70054. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  70055. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tube
  70056. */
  70057. MeshBuilder.CreateTube = function (name, options, scene) {
  70058. var path = options.path;
  70059. var instance = options.instance;
  70060. var radius = 1.0;
  70061. if (options.radius !== undefined) {
  70062. radius = options.radius;
  70063. }
  70064. else if (instance) {
  70065. radius = instance._creationDataStorage.radius;
  70066. }
  70067. var tessellation = options.tessellation || 64 | 0;
  70068. var radiusFunction = options.radiusFunction || null;
  70069. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70070. var invertUV = options.invertUV || false;
  70071. var updatable = options.updatable;
  70072. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70073. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  70074. // tube geometry
  70075. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  70076. var tangents = path3D.getTangents();
  70077. var normals = path3D.getNormals();
  70078. var distances = path3D.getDistances();
  70079. var pi2 = Math.PI * 2;
  70080. var step = pi2 / tessellation * arc;
  70081. var returnRadius = function () { return radius; };
  70082. var radiusFunctionFinal = radiusFunction || returnRadius;
  70083. var circlePath;
  70084. var rad;
  70085. var normal;
  70086. var rotated;
  70087. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70088. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70089. for (var i = 0; i < path.length; i++) {
  70090. rad = radiusFunctionFinal(i, distances[i]); // current radius
  70091. circlePath = Array(); // current circle array
  70092. normal = normals[i]; // current normal
  70093. for (var t = 0; t < tessellation; t++) {
  70094. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  70095. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  70096. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  70097. rotated.scaleInPlace(rad).addInPlace(path[i]);
  70098. circlePath[t] = rotated;
  70099. }
  70100. circlePaths[index] = circlePath;
  70101. index++;
  70102. }
  70103. // cap
  70104. var capPath = function (nbPoints, pathIndex) {
  70105. var pointCap = Array();
  70106. for (var i = 0; i < nbPoints; i++) {
  70107. pointCap.push(path[pathIndex]);
  70108. }
  70109. return pointCap;
  70110. };
  70111. switch (cap) {
  70112. case BABYLON.Mesh.NO_CAP:
  70113. break;
  70114. case BABYLON.Mesh.CAP_START:
  70115. circlePaths[0] = capPath(tessellation, 0);
  70116. circlePaths[1] = circlePaths[2].slice(0);
  70117. break;
  70118. case BABYLON.Mesh.CAP_END:
  70119. circlePaths[index] = circlePaths[index - 1].slice(0);
  70120. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70121. break;
  70122. case BABYLON.Mesh.CAP_ALL:
  70123. circlePaths[0] = capPath(tessellation, 0);
  70124. circlePaths[1] = circlePaths[2].slice(0);
  70125. circlePaths[index] = circlePaths[index - 1].slice(0);
  70126. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70127. break;
  70128. default:
  70129. break;
  70130. }
  70131. return circlePaths;
  70132. };
  70133. var path3D;
  70134. var pathArray;
  70135. if (instance) { // tube update
  70136. var storage = instance._creationDataStorage;
  70137. var arc = options.arc || storage.arc;
  70138. path3D = storage.path3D.update(path);
  70139. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  70140. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  70141. // Update mode, no need to recreate the storage.
  70142. storage.path3D = path3D;
  70143. storage.pathArray = pathArray;
  70144. storage.arc = arc;
  70145. storage.radius = radius;
  70146. return instance;
  70147. }
  70148. // tube creation
  70149. path3D = new BABYLON.Path3D(path);
  70150. var newPathArray = new Array();
  70151. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70152. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70153. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70154. tube._creationDataStorage.pathArray = pathArray;
  70155. tube._creationDataStorage.path3D = path3D;
  70156. tube._creationDataStorage.tessellation = tessellation;
  70157. tube._creationDataStorage.cap = cap;
  70158. tube._creationDataStorage.arc = options.arc;
  70159. tube._creationDataStorage.radius = radius;
  70160. return tube;
  70161. };
  70162. /**
  70163. * Creates a polyhedron mesh
  70164. * * 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
  70165. * * The parameter `size` (positive float, default 1) sets the polygon size
  70166. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70167. * * 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`
  70168. * * 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
  70169. * * 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)`)
  70170. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  70171. * * 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
  70172. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70173. * * 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
  70174. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70175. * @param name defines the name of the mesh
  70176. * @param options defines the options used to create the mesh
  70177. * @param scene defines the hosting scene
  70178. * @returns the polyhedron mesh
  70179. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes
  70180. */
  70181. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70182. var polyhedron = new BABYLON.Mesh(name, scene);
  70183. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70184. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70185. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70186. vertexData.applyToMesh(polyhedron, options.updatable);
  70187. return polyhedron;
  70188. };
  70189. /**
  70190. * Creates a decal mesh.
  70191. * 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
  70192. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70193. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70194. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70195. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70196. * @param name defines the name of the mesh
  70197. * @param sourceMesh defines the mesh where the decal must be applied
  70198. * @param options defines the options used to create the mesh
  70199. * @param scene defines the hosting scene
  70200. * @returns the decal mesh
  70201. * @see http://doc.babylonjs.com/how_to/decals
  70202. */
  70203. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70204. var indices = sourceMesh.getIndices();
  70205. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70206. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70207. var position = options.position || BABYLON.Vector3.Zero();
  70208. var normal = options.normal || BABYLON.Vector3.Up();
  70209. var size = options.size || BABYLON.Vector3.One();
  70210. var angle = options.angle || 0;
  70211. // Getting correct rotation
  70212. if (!normal) {
  70213. var target = new BABYLON.Vector3(0, 0, 1);
  70214. var camera = sourceMesh.getScene().activeCamera;
  70215. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70216. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70217. }
  70218. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70219. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70220. var pitch = Math.atan2(normal.y, len);
  70221. // Matrix
  70222. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70223. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70224. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70225. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70226. var vertexData = new BABYLON.VertexData();
  70227. vertexData.indices = [];
  70228. vertexData.positions = [];
  70229. vertexData.normals = [];
  70230. vertexData.uvs = [];
  70231. var currentVertexDataIndex = 0;
  70232. var extractDecalVector3 = function (indexId) {
  70233. var result = new BABYLON.PositionNormalVertex();
  70234. if (!indices || !positions || !normals) {
  70235. return result;
  70236. }
  70237. var vertexId = indices[indexId];
  70238. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70239. // Send vector to decal local world
  70240. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70241. // Get normal
  70242. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70243. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70244. return result;
  70245. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70246. var clip = function (vertices, axis) {
  70247. if (vertices.length === 0) {
  70248. return vertices;
  70249. }
  70250. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70251. var clipVertices = function (v0, v1) {
  70252. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70253. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70254. };
  70255. var result = new Array();
  70256. for (var index = 0; index < vertices.length; index += 3) {
  70257. var v1Out;
  70258. var v2Out;
  70259. var v3Out;
  70260. var total = 0;
  70261. var nV1 = null;
  70262. var nV2 = null;
  70263. var nV3 = null;
  70264. var nV4 = null;
  70265. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70266. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70267. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70268. v1Out = d1 > 0;
  70269. v2Out = d2 > 0;
  70270. v3Out = d3 > 0;
  70271. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70272. switch (total) {
  70273. case 0:
  70274. result.push(vertices[index]);
  70275. result.push(vertices[index + 1]);
  70276. result.push(vertices[index + 2]);
  70277. break;
  70278. case 1:
  70279. if (v1Out) {
  70280. nV1 = vertices[index + 1];
  70281. nV2 = vertices[index + 2];
  70282. nV3 = clipVertices(vertices[index], nV1);
  70283. nV4 = clipVertices(vertices[index], nV2);
  70284. }
  70285. if (v2Out) {
  70286. nV1 = vertices[index];
  70287. nV2 = vertices[index + 2];
  70288. nV3 = clipVertices(vertices[index + 1], nV1);
  70289. nV4 = clipVertices(vertices[index + 1], nV2);
  70290. result.push(nV3);
  70291. result.push(nV2.clone());
  70292. result.push(nV1.clone());
  70293. result.push(nV2.clone());
  70294. result.push(nV3.clone());
  70295. result.push(nV4);
  70296. break;
  70297. }
  70298. if (v3Out) {
  70299. nV1 = vertices[index];
  70300. nV2 = vertices[index + 1];
  70301. nV3 = clipVertices(vertices[index + 2], nV1);
  70302. nV4 = clipVertices(vertices[index + 2], nV2);
  70303. }
  70304. if (nV1 && nV2 && nV3 && nV4) {
  70305. result.push(nV1.clone());
  70306. result.push(nV2.clone());
  70307. result.push(nV3);
  70308. result.push(nV4);
  70309. result.push(nV3.clone());
  70310. result.push(nV2.clone());
  70311. }
  70312. break;
  70313. case 2:
  70314. if (!v1Out) {
  70315. nV1 = vertices[index].clone();
  70316. nV2 = clipVertices(nV1, vertices[index + 1]);
  70317. nV3 = clipVertices(nV1, vertices[index + 2]);
  70318. result.push(nV1);
  70319. result.push(nV2);
  70320. result.push(nV3);
  70321. }
  70322. if (!v2Out) {
  70323. nV1 = vertices[index + 1].clone();
  70324. nV2 = clipVertices(nV1, vertices[index + 2]);
  70325. nV3 = clipVertices(nV1, vertices[index]);
  70326. result.push(nV1);
  70327. result.push(nV2);
  70328. result.push(nV3);
  70329. }
  70330. if (!v3Out) {
  70331. nV1 = vertices[index + 2].clone();
  70332. nV2 = clipVertices(nV1, vertices[index]);
  70333. nV3 = clipVertices(nV1, vertices[index + 1]);
  70334. result.push(nV1);
  70335. result.push(nV2);
  70336. result.push(nV3);
  70337. }
  70338. break;
  70339. case 3:
  70340. break;
  70341. }
  70342. }
  70343. return result;
  70344. };
  70345. for (var index = 0; index < indices.length; index += 3) {
  70346. var faceVertices = new Array();
  70347. faceVertices.push(extractDecalVector3(index));
  70348. faceVertices.push(extractDecalVector3(index + 1));
  70349. faceVertices.push(extractDecalVector3(index + 2));
  70350. // Clip
  70351. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70352. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70353. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70354. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70355. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70356. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70357. if (faceVertices.length === 0) {
  70358. continue;
  70359. }
  70360. // Add UVs and get back to world
  70361. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70362. var vertex = faceVertices[vIndex];
  70363. //TODO check for Int32Array | Uint32Array | Uint16Array
  70364. vertexData.indices.push(currentVertexDataIndex);
  70365. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70366. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70367. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70368. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70369. currentVertexDataIndex++;
  70370. }
  70371. }
  70372. // Return mesh
  70373. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70374. vertexData.applyToMesh(decal);
  70375. decal.position = position.clone();
  70376. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70377. return decal;
  70378. };
  70379. // Privates
  70380. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70381. // extrusion geometry
  70382. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70383. var tangents = path3D.getTangents();
  70384. var normals = path3D.getNormals();
  70385. var binormals = path3D.getBinormals();
  70386. var distances = path3D.getDistances();
  70387. var angle = 0;
  70388. var returnScale = function () { return scale !== null ? scale : 1; };
  70389. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70390. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70391. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70392. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70393. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70394. for (var i = 0; i < curve.length; i++) {
  70395. var shapePath = new Array();
  70396. var angleStep = rotate(i, distances[i]);
  70397. var scaleRatio = scl(i, distances[i]);
  70398. for (var p = 0; p < shape.length; p++) {
  70399. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70400. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70401. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70402. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70403. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70404. shapePath[p] = rotated;
  70405. }
  70406. shapePaths[index] = shapePath;
  70407. angle += angleStep;
  70408. index++;
  70409. }
  70410. // cap
  70411. var capPath = function (shapePath) {
  70412. var pointCap = Array();
  70413. var barycenter = BABYLON.Vector3.Zero();
  70414. var i;
  70415. for (i = 0; i < shapePath.length; i++) {
  70416. barycenter.addInPlace(shapePath[i]);
  70417. }
  70418. barycenter.scaleInPlace(1.0 / shapePath.length);
  70419. for (i = 0; i < shapePath.length; i++) {
  70420. pointCap.push(barycenter);
  70421. }
  70422. return pointCap;
  70423. };
  70424. switch (cap) {
  70425. case BABYLON.Mesh.NO_CAP:
  70426. break;
  70427. case BABYLON.Mesh.CAP_START:
  70428. shapePaths[0] = capPath(shapePaths[2]);
  70429. shapePaths[1] = shapePaths[2];
  70430. break;
  70431. case BABYLON.Mesh.CAP_END:
  70432. shapePaths[index] = shapePaths[index - 1];
  70433. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70434. break;
  70435. case BABYLON.Mesh.CAP_ALL:
  70436. shapePaths[0] = capPath(shapePaths[2]);
  70437. shapePaths[1] = shapePaths[2];
  70438. shapePaths[index] = shapePaths[index - 1];
  70439. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70440. break;
  70441. default:
  70442. break;
  70443. }
  70444. return shapePaths;
  70445. };
  70446. var path3D;
  70447. var pathArray;
  70448. if (instance) { // instance update
  70449. var storage = instance._creationDataStorage;
  70450. path3D = storage.path3D.update(curve);
  70451. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70452. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70453. return instance;
  70454. }
  70455. // extruded shape creation
  70456. path3D = new BABYLON.Path3D(curve);
  70457. var newShapePaths = new Array();
  70458. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70459. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70460. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70461. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70462. extrudedGeneric._creationDataStorage.path3D = path3D;
  70463. extrudedGeneric._creationDataStorage.cap = cap;
  70464. return extrudedGeneric;
  70465. };
  70466. return MeshBuilder;
  70467. }());
  70468. BABYLON.MeshBuilder = MeshBuilder;
  70469. })(BABYLON || (BABYLON = {}));
  70470. //# sourceMappingURL=babylon.meshBuilder.js.map
  70471. var BABYLON;
  70472. (function (BABYLON) {
  70473. /**
  70474. * Draco compression (https://google.github.io/draco/)
  70475. *
  70476. * This class wraps the Draco module.
  70477. *
  70478. * **Encoder**
  70479. *
  70480. * The encoder is not currently implemented.
  70481. *
  70482. * **Decoder**
  70483. *
  70484. * 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.
  70485. *
  70486. * To update the configuration, use the following code:
  70487. * ```javascript
  70488. * BABYLON.DracoCompression.Configuration = {
  70489. * decoder: {
  70490. * wasmUrl: "<url to the WebAssembly library>",
  70491. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70492. * fallbackUrl: "<url to the fallback JavaScript library>",
  70493. * }
  70494. * };
  70495. * ```
  70496. *
  70497. * 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.
  70498. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70499. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70500. *
  70501. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70502. * ```javascript
  70503. * var dracoCompression = new BABYLON.DracoCompression();
  70504. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70505. * [BABYLON.VertexBuffer.PositionKind]: 0
  70506. * });
  70507. * ```
  70508. *
  70509. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70510. */
  70511. var DracoCompression = /** @class */ (function () {
  70512. /**
  70513. * Constructor
  70514. */
  70515. function DracoCompression() {
  70516. }
  70517. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70518. /**
  70519. * Returns true if the decoder is available.
  70520. */
  70521. get: function () {
  70522. if (typeof DracoDecoderModule !== "undefined") {
  70523. return true;
  70524. }
  70525. var decoder = DracoCompression.Configuration.decoder;
  70526. if (decoder) {
  70527. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70528. return true;
  70529. }
  70530. if (decoder.fallbackUrl) {
  70531. return true;
  70532. }
  70533. }
  70534. return false;
  70535. },
  70536. enumerable: true,
  70537. configurable: true
  70538. });
  70539. /**
  70540. * Stop all async operations and release resources.
  70541. */
  70542. DracoCompression.prototype.dispose = function () {
  70543. };
  70544. /**
  70545. * Decode Draco compressed mesh data to vertex data.
  70546. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  70547. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  70548. * @returns A promise that resolves with the decoded vertex data
  70549. */
  70550. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  70551. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  70552. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  70553. var module = wrappedModule.module;
  70554. var vertexData = new BABYLON.VertexData();
  70555. var buffer = new module.DecoderBuffer();
  70556. buffer.Init(dataView, dataView.byteLength);
  70557. var decoder = new module.Decoder();
  70558. var geometry;
  70559. var status;
  70560. try {
  70561. var type = decoder.GetEncodedGeometryType(buffer);
  70562. switch (type) {
  70563. case module.TRIANGULAR_MESH:
  70564. geometry = new module.Mesh();
  70565. status = decoder.DecodeBufferToMesh(buffer, geometry);
  70566. break;
  70567. case module.POINT_CLOUD:
  70568. geometry = new module.PointCloud();
  70569. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  70570. break;
  70571. default:
  70572. throw new Error("Invalid geometry type " + type);
  70573. }
  70574. if (!status.ok() || !geometry.ptr) {
  70575. throw new Error(status.error_msg());
  70576. }
  70577. var numPoints = geometry.num_points();
  70578. if (type === module.TRIANGULAR_MESH) {
  70579. var numFaces = geometry.num_faces();
  70580. var faceIndices = new module.DracoInt32Array();
  70581. try {
  70582. var indices = new Uint32Array(numFaces * 3);
  70583. for (var i = 0; i < numFaces; i++) {
  70584. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  70585. var offset = i * 3;
  70586. indices[offset + 0] = faceIndices.GetValue(0);
  70587. indices[offset + 1] = faceIndices.GetValue(1);
  70588. indices[offset + 2] = faceIndices.GetValue(2);
  70589. }
  70590. vertexData.indices = indices;
  70591. }
  70592. finally {
  70593. module.destroy(faceIndices);
  70594. }
  70595. }
  70596. for (var kind in attributes) {
  70597. var uniqueId = attributes[kind];
  70598. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  70599. var dracoData = new module.DracoFloat32Array();
  70600. try {
  70601. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  70602. var babylonData = new Float32Array(numPoints * attribute.num_components());
  70603. for (var i = 0; i < babylonData.length; i++) {
  70604. babylonData[i] = dracoData.GetValue(i);
  70605. }
  70606. vertexData.set(babylonData, kind);
  70607. }
  70608. finally {
  70609. module.destroy(dracoData);
  70610. }
  70611. }
  70612. }
  70613. finally {
  70614. if (geometry) {
  70615. module.destroy(geometry);
  70616. }
  70617. module.destroy(decoder);
  70618. module.destroy(buffer);
  70619. }
  70620. return vertexData;
  70621. });
  70622. };
  70623. DracoCompression._GetDecoderModule = function () {
  70624. if (!DracoCompression._DecoderModulePromise) {
  70625. var promise = null;
  70626. var config_1 = {};
  70627. if (typeof DracoDecoderModule !== "undefined") {
  70628. promise = Promise.resolve();
  70629. }
  70630. else {
  70631. var decoder = DracoCompression.Configuration.decoder;
  70632. if (decoder) {
  70633. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70634. promise = Promise.all([
  70635. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  70636. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  70637. config_1.wasmBinary = data;
  70638. })
  70639. ]);
  70640. }
  70641. else if (decoder.fallbackUrl) {
  70642. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  70643. }
  70644. }
  70645. }
  70646. if (!promise) {
  70647. throw new Error("Draco decoder module is not available");
  70648. }
  70649. DracoCompression._DecoderModulePromise = promise.then(function () {
  70650. return new Promise(function (resolve) {
  70651. config_1.onModuleLoaded = function (decoderModule) {
  70652. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  70653. resolve({ module: decoderModule });
  70654. };
  70655. DracoDecoderModule(config_1);
  70656. });
  70657. });
  70658. }
  70659. return DracoCompression._DecoderModulePromise;
  70660. };
  70661. DracoCompression._LoadScriptAsync = function (url) {
  70662. return new Promise(function (resolve, reject) {
  70663. BABYLON.Tools.LoadScript(url, function () {
  70664. resolve();
  70665. }, function (message) {
  70666. reject(new Error(message));
  70667. });
  70668. });
  70669. };
  70670. DracoCompression._LoadFileAsync = function (url) {
  70671. return new Promise(function (resolve, reject) {
  70672. BABYLON.Tools.LoadFile(url, function (data) {
  70673. resolve(data);
  70674. }, undefined, undefined, true, function (request, exception) {
  70675. reject(exception);
  70676. });
  70677. });
  70678. };
  70679. /**
  70680. * The configuration. Defaults to the following urls:
  70681. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  70682. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  70683. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70684. */
  70685. DracoCompression.Configuration = {
  70686. decoder: {
  70687. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  70688. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  70689. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70690. }
  70691. };
  70692. return DracoCompression;
  70693. }());
  70694. BABYLON.DracoCompression = DracoCompression;
  70695. })(BABYLON || (BABYLON = {}));
  70696. //# sourceMappingURL=babylon.dracoCompression.js.map
  70697. var BABYLON;
  70698. (function (BABYLON) {
  70699. // Sets the default audio engine to Babylon.js
  70700. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  70701. /**
  70702. * This represents the default audio engine used in babylon.
  70703. * It is responsible to play, synchronize and analyse sounds throughout the application.
  70704. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70705. */
  70706. var AudioEngine = /** @class */ (function () {
  70707. /**
  70708. * Instantiates a new audio engine.
  70709. *
  70710. * There should be only one per page as some browsers restrict the number
  70711. * of audio contexts you can create.
  70712. * @param hostElement defines the host element where to display the mute icon if necessary
  70713. */
  70714. function AudioEngine(hostElement) {
  70715. if (hostElement === void 0) { hostElement = null; }
  70716. var _this = this;
  70717. this._audioContext = null;
  70718. this._audioContextInitialized = false;
  70719. this._muteButton = null;
  70720. /**
  70721. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  70722. */
  70723. this.canUseWebAudio = false;
  70724. /**
  70725. * Defines if Babylon should emit a warning if WebAudio is not supported.
  70726. * @ignoreNaming
  70727. */
  70728. this.WarnedWebAudioUnsupported = false;
  70729. /**
  70730. * Gets whether or not mp3 are supported by your browser.
  70731. */
  70732. this.isMP3supported = false;
  70733. /**
  70734. * Gets whether or not ogg are supported by your browser.
  70735. */
  70736. this.isOGGsupported = false;
  70737. /**
  70738. * Gets whether audio has been unlocked on the device.
  70739. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  70740. * a user interaction has happened.
  70741. */
  70742. this.unlocked = true;
  70743. /**
  70744. * Defines if the audio engine relies on a custom unlocked button.
  70745. * In this case, the embedded button will not be displayed.
  70746. */
  70747. this.useCustomUnlockedButton = false;
  70748. /**
  70749. * Event raised when audio has been unlocked on the browser.
  70750. */
  70751. this.onAudioUnlockedObservable = new BABYLON.Observable();
  70752. /**
  70753. * Event raised when audio has been locked on the browser.
  70754. */
  70755. this.onAudioLockedObservable = new BABYLON.Observable();
  70756. this._tryToRun = false;
  70757. this._onResize = function () {
  70758. _this._moveButtonToTopLeft();
  70759. };
  70760. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  70761. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  70762. this.canUseWebAudio = true;
  70763. }
  70764. var audioElem = document.createElement('audio');
  70765. this._hostElement = hostElement;
  70766. try {
  70767. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  70768. this.isMP3supported = true;
  70769. }
  70770. }
  70771. catch (e) {
  70772. // protect error during capability check.
  70773. }
  70774. try {
  70775. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  70776. this.isOGGsupported = true;
  70777. }
  70778. }
  70779. catch (e) {
  70780. // protect error during capability check.
  70781. }
  70782. }
  70783. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  70784. /**
  70785. * Gets the current AudioContext if available.
  70786. */
  70787. get: function () {
  70788. if (!this._audioContextInitialized) {
  70789. this._initializeAudioContext();
  70790. }
  70791. else {
  70792. if (!this.unlocked && !this._muteButton) {
  70793. this._displayMuteButton();
  70794. }
  70795. }
  70796. return this._audioContext;
  70797. },
  70798. enumerable: true,
  70799. configurable: true
  70800. });
  70801. /**
  70802. * Flags the audio engine in Locked state.
  70803. * This happens due to new browser policies preventing audio to autoplay.
  70804. */
  70805. AudioEngine.prototype.lock = function () {
  70806. this._triggerSuspendedState();
  70807. };
  70808. /**
  70809. * Unlocks the audio engine once a user action has been done on the dom.
  70810. * This is helpful to resume play once browser policies have been satisfied.
  70811. */
  70812. AudioEngine.prototype.unlock = function () {
  70813. this._triggerRunningState();
  70814. };
  70815. AudioEngine.prototype._resumeAudioContext = function () {
  70816. var result;
  70817. if (this._audioContext.resume) {
  70818. result = this._audioContext.resume();
  70819. }
  70820. return result || Promise.resolve();
  70821. };
  70822. AudioEngine.prototype._initializeAudioContext = function () {
  70823. try {
  70824. if (this.canUseWebAudio) {
  70825. this._audioContext = new AudioContext();
  70826. // create a global volume gain node
  70827. this.masterGain = this._audioContext.createGain();
  70828. this.masterGain.gain.value = 1;
  70829. this.masterGain.connect(this._audioContext.destination);
  70830. this._audioContextInitialized = true;
  70831. if (this._audioContext.state === "running") {
  70832. // Do not wait for the promise to unlock.
  70833. this._triggerRunningState();
  70834. }
  70835. }
  70836. }
  70837. catch (e) {
  70838. this.canUseWebAudio = false;
  70839. BABYLON.Tools.Error("Web Audio: " + e.message);
  70840. }
  70841. };
  70842. AudioEngine.prototype._triggerRunningState = function () {
  70843. var _this = this;
  70844. if (this._tryToRun) {
  70845. return;
  70846. }
  70847. this._tryToRun = true;
  70848. this._resumeAudioContext()
  70849. .then(function () {
  70850. _this._tryToRun = false;
  70851. if (_this._muteButton) {
  70852. _this._hideMuteButton();
  70853. }
  70854. }).catch(function () {
  70855. _this._tryToRun = false;
  70856. _this.unlocked = false;
  70857. });
  70858. // Notify users that the audio stack is unlocked/unmuted
  70859. this.unlocked = true;
  70860. this.onAudioUnlockedObservable.notifyObservers(this);
  70861. };
  70862. AudioEngine.prototype._triggerSuspendedState = function () {
  70863. this.unlocked = false;
  70864. this.onAudioLockedObservable.notifyObservers(this);
  70865. this._displayMuteButton();
  70866. };
  70867. AudioEngine.prototype._displayMuteButton = function () {
  70868. var _this = this;
  70869. if (this.useCustomUnlockedButton) {
  70870. return;
  70871. }
  70872. this._muteButton = document.createElement("BUTTON");
  70873. this._muteButton.className = "babylonUnmuteIcon";
  70874. this._muteButton.id = "babylonUnmuteIconBtn";
  70875. this._muteButton.title = "Unmute";
  70876. 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) }";
  70877. var style = document.createElement('style');
  70878. style.appendChild(document.createTextNode(css));
  70879. document.getElementsByTagName('head')[0].appendChild(style);
  70880. document.body.appendChild(this._muteButton);
  70881. this._moveButtonToTopLeft();
  70882. this._muteButton.addEventListener('touchend', function () {
  70883. _this._triggerRunningState();
  70884. }, true);
  70885. this._muteButton.addEventListener('click', function () {
  70886. _this._triggerRunningState();
  70887. }, true);
  70888. window.addEventListener("resize", this._onResize);
  70889. };
  70890. AudioEngine.prototype._moveButtonToTopLeft = function () {
  70891. if (this._hostElement && this._muteButton) {
  70892. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  70893. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  70894. }
  70895. };
  70896. AudioEngine.prototype._hideMuteButton = function () {
  70897. if (this._muteButton) {
  70898. document.body.removeChild(this._muteButton);
  70899. this._muteButton = null;
  70900. }
  70901. };
  70902. /**
  70903. * Destroy and release the resources associated with the audio ccontext.
  70904. */
  70905. AudioEngine.prototype.dispose = function () {
  70906. if (this.canUseWebAudio && this._audioContextInitialized) {
  70907. if (this._connectedAnalyser && this._audioContext) {
  70908. this._connectedAnalyser.stopDebugCanvas();
  70909. this._connectedAnalyser.dispose();
  70910. this.masterGain.disconnect();
  70911. this.masterGain.connect(this._audioContext.destination);
  70912. this._connectedAnalyser = null;
  70913. }
  70914. this.masterGain.gain.value = 1;
  70915. }
  70916. this.WarnedWebAudioUnsupported = false;
  70917. this._hideMuteButton();
  70918. window.removeEventListener("resize", this._onResize);
  70919. this.onAudioUnlockedObservable.clear();
  70920. this.onAudioLockedObservable.clear();
  70921. };
  70922. /**
  70923. * Gets the global volume sets on the master gain.
  70924. * @returns the global volume if set or -1 otherwise
  70925. */
  70926. AudioEngine.prototype.getGlobalVolume = function () {
  70927. if (this.canUseWebAudio && this._audioContextInitialized) {
  70928. return this.masterGain.gain.value;
  70929. }
  70930. else {
  70931. return -1;
  70932. }
  70933. };
  70934. /**
  70935. * Sets the global volume of your experience (sets on the master gain).
  70936. * @param newVolume Defines the new global volume of the application
  70937. */
  70938. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  70939. if (this.canUseWebAudio && this._audioContextInitialized) {
  70940. this.masterGain.gain.value = newVolume;
  70941. }
  70942. };
  70943. /**
  70944. * Connect the audio engine to an audio analyser allowing some amazing
  70945. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  70946. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  70947. * @param analyser The analyser to connect to the engine
  70948. */
  70949. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  70950. if (this._connectedAnalyser) {
  70951. this._connectedAnalyser.stopDebugCanvas();
  70952. }
  70953. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  70954. this._connectedAnalyser = analyser;
  70955. this.masterGain.disconnect();
  70956. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  70957. }
  70958. };
  70959. return AudioEngine;
  70960. }());
  70961. BABYLON.AudioEngine = AudioEngine;
  70962. })(BABYLON || (BABYLON = {}));
  70963. //# sourceMappingURL=babylon.audioEngine.js.map
  70964. var BABYLON;
  70965. (function (BABYLON) {
  70966. /**
  70967. * Defines a sound that can be played in the application.
  70968. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  70969. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70970. */
  70971. var Sound = /** @class */ (function () {
  70972. /**
  70973. * Create a sound and attach it to a scene
  70974. * @param name Name of your sound
  70975. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  70976. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  70977. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  70978. */
  70979. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  70980. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  70981. var _this = this;
  70982. /**
  70983. * Does the sound autoplay once loaded.
  70984. */
  70985. this.autoplay = false;
  70986. /**
  70987. * Does the sound loop after it finishes playing once.
  70988. */
  70989. this.loop = false;
  70990. /**
  70991. * Does the sound use a custom attenuation curve to simulate the falloff
  70992. * happening when the source gets further away from the camera.
  70993. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  70994. */
  70995. this.useCustomAttenuation = false;
  70996. /**
  70997. * Is this sound currently played.
  70998. */
  70999. this.isPlaying = false;
  71000. /**
  71001. * Is this sound currently paused.
  71002. */
  71003. this.isPaused = false;
  71004. /**
  71005. * Does this sound enables spatial sound.
  71006. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71007. */
  71008. this.spatialSound = false;
  71009. /**
  71010. * Define the reference distance the sound should be heard perfectly.
  71011. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71012. */
  71013. this.refDistance = 1;
  71014. /**
  71015. * Define the roll off factor of spatial sounds.
  71016. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71017. */
  71018. this.rolloffFactor = 1;
  71019. /**
  71020. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  71021. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71022. */
  71023. this.maxDistance = 100;
  71024. /**
  71025. * Define the distance attenuation model the sound will follow.
  71026. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71027. */
  71028. this.distanceModel = "linear";
  71029. /**
  71030. * Observable event when the current playing sound finishes.
  71031. */
  71032. this.onEndedObservable = new BABYLON.Observable();
  71033. this._panningModel = "equalpower";
  71034. this._playbackRate = 1;
  71035. this._streaming = false;
  71036. this._startTime = 0;
  71037. this._startOffset = 0;
  71038. this._position = BABYLON.Vector3.Zero();
  71039. /** @hidden */
  71040. this._positionInEmitterSpace = false;
  71041. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  71042. this._volume = 1;
  71043. this._isReadyToPlay = false;
  71044. this._isDirectional = false;
  71045. // Used if you'd like to create a directional sound.
  71046. // If not set, the sound will be omnidirectional
  71047. this._coneInnerAngle = 360;
  71048. this._coneOuterAngle = 360;
  71049. this._coneOuterGain = 0;
  71050. this._isOutputConnected = false;
  71051. this._urlType = "Unknown";
  71052. this.name = name;
  71053. this._scene = scene;
  71054. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71055. if (!compo) {
  71056. compo = new BABYLON.AudioSceneComponent(scene);
  71057. scene._addComponent(compo);
  71058. }
  71059. this._readyToPlayCallback = readyToPlayCallback;
  71060. // Default custom attenuation function is a linear attenuation
  71061. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  71062. if (currentDistance < maxDistance) {
  71063. return currentVolume * (1 - currentDistance / maxDistance);
  71064. }
  71065. else {
  71066. return 0;
  71067. }
  71068. };
  71069. if (options) {
  71070. this.autoplay = options.autoplay || false;
  71071. this.loop = options.loop || false;
  71072. // if volume === 0, we need another way to check this option
  71073. if (options.volume !== undefined) {
  71074. this._volume = options.volume;
  71075. }
  71076. this.spatialSound = options.spatialSound || false;
  71077. this.maxDistance = options.maxDistance || 100;
  71078. this.useCustomAttenuation = options.useCustomAttenuation || false;
  71079. this.rolloffFactor = options.rolloffFactor || 1;
  71080. this.refDistance = options.refDistance || 1;
  71081. this.distanceModel = options.distanceModel || "linear";
  71082. this._playbackRate = options.playbackRate || 1;
  71083. this._streaming = options.streaming || false;
  71084. }
  71085. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71086. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  71087. this._soundGain.gain.value = this._volume;
  71088. this._inputAudioNode = this._soundGain;
  71089. this._outputAudioNode = this._soundGain;
  71090. if (this.spatialSound) {
  71091. this._createSpatialParameters();
  71092. }
  71093. this._scene.mainSoundTrack.AddSound(this);
  71094. var validParameter = true;
  71095. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  71096. if (urlOrArrayBuffer) {
  71097. try {
  71098. if (typeof (urlOrArrayBuffer) === "string") {
  71099. this._urlType = "String";
  71100. }
  71101. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  71102. this._urlType = "ArrayBuffer";
  71103. }
  71104. else if (urlOrArrayBuffer instanceof MediaStream) {
  71105. this._urlType = "MediaStream";
  71106. }
  71107. else if (Array.isArray(urlOrArrayBuffer)) {
  71108. this._urlType = "Array";
  71109. }
  71110. var urls = [];
  71111. var codecSupportedFound = false;
  71112. switch (this._urlType) {
  71113. case "MediaStream":
  71114. this._streaming = true;
  71115. this._isReadyToPlay = true;
  71116. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  71117. if (this.autoplay) {
  71118. this.play();
  71119. }
  71120. if (this._readyToPlayCallback) {
  71121. this._readyToPlayCallback();
  71122. }
  71123. break;
  71124. case "ArrayBuffer":
  71125. if (urlOrArrayBuffer.byteLength > 0) {
  71126. codecSupportedFound = true;
  71127. this._soundLoaded(urlOrArrayBuffer);
  71128. }
  71129. break;
  71130. case "String":
  71131. urls.push(urlOrArrayBuffer);
  71132. case "Array":
  71133. if (urls.length === 0) {
  71134. urls = urlOrArrayBuffer;
  71135. }
  71136. // If we found a supported format, we load it immediately and stop the loop
  71137. for (var i = 0; i < urls.length; i++) {
  71138. var url = urls[i];
  71139. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  71140. codecSupportedFound = true;
  71141. }
  71142. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71143. codecSupportedFound = true;
  71144. }
  71145. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71146. codecSupportedFound = true;
  71147. }
  71148. if (url.indexOf("blob:") !== -1) {
  71149. codecSupportedFound = true;
  71150. }
  71151. if (codecSupportedFound) {
  71152. // Loading sound using XHR2
  71153. if (!this._streaming) {
  71154. this._scene._loadFile(url, function (data) {
  71155. _this._soundLoaded(data);
  71156. }, undefined, true, true, function (exception) {
  71157. if (exception) {
  71158. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71159. }
  71160. BABYLON.Tools.Error("Sound creation aborted.");
  71161. _this._scene.mainSoundTrack.RemoveSound(_this);
  71162. });
  71163. }
  71164. // Streaming sound using HTML5 Audio tag
  71165. else {
  71166. this._htmlAudioElement = new Audio(url);
  71167. this._htmlAudioElement.controls = false;
  71168. this._htmlAudioElement.loop = this.loop;
  71169. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71170. this._htmlAudioElement.preload = "auto";
  71171. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71172. _this._isReadyToPlay = true;
  71173. if (_this.autoplay) {
  71174. _this.play();
  71175. }
  71176. if (_this._readyToPlayCallback) {
  71177. _this._readyToPlayCallback();
  71178. }
  71179. });
  71180. document.body.appendChild(this._htmlAudioElement);
  71181. this._htmlAudioElement.load();
  71182. }
  71183. break;
  71184. }
  71185. }
  71186. break;
  71187. default:
  71188. validParameter = false;
  71189. break;
  71190. }
  71191. if (!validParameter) {
  71192. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71193. }
  71194. else {
  71195. if (!codecSupportedFound) {
  71196. this._isReadyToPlay = true;
  71197. // Simulating a ready to play event to avoid breaking code path
  71198. if (this._readyToPlayCallback) {
  71199. window.setTimeout(function () {
  71200. if (_this._readyToPlayCallback) {
  71201. _this._readyToPlayCallback();
  71202. }
  71203. }, 1000);
  71204. }
  71205. }
  71206. }
  71207. }
  71208. catch (ex) {
  71209. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71210. this._scene.mainSoundTrack.RemoveSound(this);
  71211. }
  71212. }
  71213. }
  71214. else {
  71215. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71216. this._scene.mainSoundTrack.AddSound(this);
  71217. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71218. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71219. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71220. }
  71221. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71222. if (this._readyToPlayCallback) {
  71223. window.setTimeout(function () {
  71224. if (_this._readyToPlayCallback) {
  71225. _this._readyToPlayCallback();
  71226. }
  71227. }, 1000);
  71228. }
  71229. }
  71230. }
  71231. /**
  71232. * Release the sound and its associated resources
  71233. */
  71234. Sound.prototype.dispose = function () {
  71235. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71236. if (this.isPlaying) {
  71237. this.stop();
  71238. }
  71239. this._isReadyToPlay = false;
  71240. if (this.soundTrackId === -1) {
  71241. this._scene.mainSoundTrack.RemoveSound(this);
  71242. }
  71243. else if (this._scene.soundTracks) {
  71244. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71245. }
  71246. if (this._soundGain) {
  71247. this._soundGain.disconnect();
  71248. this._soundGain = null;
  71249. }
  71250. if (this._soundPanner) {
  71251. this._soundPanner.disconnect();
  71252. this._soundPanner = null;
  71253. }
  71254. if (this._soundSource) {
  71255. this._soundSource.disconnect();
  71256. this._soundSource = null;
  71257. }
  71258. this._audioBuffer = null;
  71259. if (this._htmlAudioElement) {
  71260. this._htmlAudioElement.pause();
  71261. this._htmlAudioElement.src = "";
  71262. document.body.removeChild(this._htmlAudioElement);
  71263. }
  71264. if (this._streamingSource) {
  71265. this._streamingSource.disconnect();
  71266. }
  71267. if (this._connectedTransformNode && this._registerFunc) {
  71268. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71269. this._connectedTransformNode = null;
  71270. }
  71271. }
  71272. };
  71273. /**
  71274. * Gets if the sounds is ready to be played or not.
  71275. * @returns true if ready, otherwise false
  71276. */
  71277. Sound.prototype.isReady = function () {
  71278. return this._isReadyToPlay;
  71279. };
  71280. Sound.prototype._soundLoaded = function (audioData) {
  71281. var _this = this;
  71282. if (!BABYLON.Engine.audioEngine.audioContext) {
  71283. return;
  71284. }
  71285. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71286. _this._audioBuffer = buffer;
  71287. _this._isReadyToPlay = true;
  71288. if (_this.autoplay) {
  71289. _this.play();
  71290. }
  71291. if (_this._readyToPlayCallback) {
  71292. _this._readyToPlayCallback();
  71293. }
  71294. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71295. };
  71296. /**
  71297. * Sets the data of the sound from an audiobuffer
  71298. * @param audioBuffer The audioBuffer containing the data
  71299. */
  71300. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71301. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71302. this._audioBuffer = audioBuffer;
  71303. this._isReadyToPlay = true;
  71304. }
  71305. };
  71306. /**
  71307. * Updates the current sounds options such as maxdistance, loop...
  71308. * @param options A JSON object containing values named as the object properties
  71309. */
  71310. Sound.prototype.updateOptions = function (options) {
  71311. if (options) {
  71312. this.loop = options.loop || this.loop;
  71313. this.maxDistance = options.maxDistance || this.maxDistance;
  71314. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71315. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71316. this.refDistance = options.refDistance || this.refDistance;
  71317. this.distanceModel = options.distanceModel || this.distanceModel;
  71318. this._playbackRate = options.playbackRate || this._playbackRate;
  71319. this._updateSpatialParameters();
  71320. if (this.isPlaying) {
  71321. if (this._streaming && this._htmlAudioElement) {
  71322. this._htmlAudioElement.playbackRate = this._playbackRate;
  71323. }
  71324. else {
  71325. if (this._soundSource) {
  71326. this._soundSource.playbackRate.value = this._playbackRate;
  71327. }
  71328. }
  71329. }
  71330. }
  71331. };
  71332. Sound.prototype._createSpatialParameters = function () {
  71333. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71334. if (this._scene.headphone) {
  71335. this._panningModel = "HRTF";
  71336. }
  71337. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71338. this._updateSpatialParameters();
  71339. this._soundPanner.connect(this._outputAudioNode);
  71340. this._inputAudioNode = this._soundPanner;
  71341. }
  71342. };
  71343. Sound.prototype._updateSpatialParameters = function () {
  71344. if (this.spatialSound && this._soundPanner) {
  71345. if (this.useCustomAttenuation) {
  71346. // Tricks to disable in a way embedded Web Audio attenuation
  71347. this._soundPanner.distanceModel = "linear";
  71348. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71349. this._soundPanner.refDistance = 1;
  71350. this._soundPanner.rolloffFactor = 1;
  71351. this._soundPanner.panningModel = this._panningModel;
  71352. }
  71353. else {
  71354. this._soundPanner.distanceModel = this.distanceModel;
  71355. this._soundPanner.maxDistance = this.maxDistance;
  71356. this._soundPanner.refDistance = this.refDistance;
  71357. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71358. this._soundPanner.panningModel = this._panningModel;
  71359. }
  71360. }
  71361. };
  71362. /**
  71363. * Switch the panning model to HRTF:
  71364. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71365. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71366. */
  71367. Sound.prototype.switchPanningModelToHRTF = function () {
  71368. this._panningModel = "HRTF";
  71369. this._switchPanningModel();
  71370. };
  71371. /**
  71372. * Switch the panning model to Equal Power:
  71373. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71374. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71375. */
  71376. Sound.prototype.switchPanningModelToEqualPower = function () {
  71377. this._panningModel = "equalpower";
  71378. this._switchPanningModel();
  71379. };
  71380. Sound.prototype._switchPanningModel = function () {
  71381. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71382. this._soundPanner.panningModel = this._panningModel;
  71383. }
  71384. };
  71385. /**
  71386. * Connect this sound to a sound track audio node like gain...
  71387. * @param soundTrackAudioNode the sound track audio node to connect to
  71388. */
  71389. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71390. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71391. if (this._isOutputConnected) {
  71392. this._outputAudioNode.disconnect();
  71393. }
  71394. this._outputAudioNode.connect(soundTrackAudioNode);
  71395. this._isOutputConnected = true;
  71396. }
  71397. };
  71398. /**
  71399. * Transform this sound into a directional source
  71400. * @param coneInnerAngle Size of the inner cone in degree
  71401. * @param coneOuterAngle Size of the outer cone in degree
  71402. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71403. */
  71404. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71405. if (coneOuterAngle < coneInnerAngle) {
  71406. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71407. return;
  71408. }
  71409. this._coneInnerAngle = coneInnerAngle;
  71410. this._coneOuterAngle = coneOuterAngle;
  71411. this._coneOuterGain = coneOuterGain;
  71412. this._isDirectional = true;
  71413. if (this.isPlaying && this.loop) {
  71414. this.stop();
  71415. this.play();
  71416. }
  71417. };
  71418. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71419. /**
  71420. * Gets or sets the inner angle for the directional cone.
  71421. */
  71422. get: function () {
  71423. return this._coneInnerAngle;
  71424. },
  71425. /**
  71426. * Gets or sets the inner angle for the directional cone.
  71427. */
  71428. set: function (value) {
  71429. if (value != this._coneInnerAngle) {
  71430. if (this._coneOuterAngle < value) {
  71431. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71432. return;
  71433. }
  71434. this._coneInnerAngle = value;
  71435. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71436. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71437. }
  71438. }
  71439. },
  71440. enumerable: true,
  71441. configurable: true
  71442. });
  71443. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71444. /**
  71445. * Gets or sets the outer angle for the directional cone.
  71446. */
  71447. get: function () {
  71448. return this._coneOuterAngle;
  71449. },
  71450. /**
  71451. * Gets or sets the outer angle for the directional cone.
  71452. */
  71453. set: function (value) {
  71454. if (value != this._coneOuterAngle) {
  71455. if (value < this._coneInnerAngle) {
  71456. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71457. return;
  71458. }
  71459. this._coneOuterAngle = value;
  71460. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71461. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71462. }
  71463. }
  71464. },
  71465. enumerable: true,
  71466. configurable: true
  71467. });
  71468. /**
  71469. * Sets the position of the emitter if spatial sound is enabled
  71470. * @param newPosition Defines the new posisiton
  71471. */
  71472. Sound.prototype.setPosition = function (newPosition) {
  71473. this._position = newPosition;
  71474. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71475. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71476. }
  71477. };
  71478. /**
  71479. * Sets the local direction of the emitter if spatial sound is enabled
  71480. * @param newLocalDirection Defines the new local direction
  71481. */
  71482. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71483. this._localDirection = newLocalDirection;
  71484. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {
  71485. this._updateDirection();
  71486. }
  71487. };
  71488. Sound.prototype._updateDirection = function () {
  71489. if (!this._connectedTransformNode || !this._soundPanner) {
  71490. return;
  71491. }
  71492. var mat = this._connectedTransformNode.getWorldMatrix();
  71493. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71494. direction.normalize();
  71495. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71496. };
  71497. /** @hidden */
  71498. Sound.prototype.updateDistanceFromListener = function () {
  71499. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71500. var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);
  71501. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71502. }
  71503. };
  71504. /**
  71505. * Sets a new custom attenuation function for the sound.
  71506. * @param callback Defines the function used for the attenuation
  71507. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71508. */
  71509. Sound.prototype.setAttenuationFunction = function (callback) {
  71510. this._customAttenuationFunction = callback;
  71511. };
  71512. /**
  71513. * Play the sound
  71514. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71515. * @param offset (optional) Start the sound setting it at a specific time
  71516. */
  71517. Sound.prototype.play = function (time, offset) {
  71518. var _this = this;
  71519. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71520. try {
  71521. if (this._startOffset < 0) {
  71522. time = -this._startOffset;
  71523. this._startOffset = 0;
  71524. }
  71525. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71526. if (!this._soundSource || !this._streamingSource) {
  71527. if (this.spatialSound && this._soundPanner) {
  71528. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71529. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71530. }
  71531. if (this._isDirectional) {
  71532. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71533. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71534. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71535. if (this._connectedTransformNode) {
  71536. this._updateDirection();
  71537. }
  71538. else {
  71539. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  71540. }
  71541. }
  71542. }
  71543. }
  71544. if (this._streaming) {
  71545. if (!this._streamingSource) {
  71546. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  71547. this._htmlAudioElement.onended = function () { _this._onended(); };
  71548. this._htmlAudioElement.playbackRate = this._playbackRate;
  71549. }
  71550. this._streamingSource.disconnect();
  71551. this._streamingSource.connect(this._inputAudioNode);
  71552. if (this._htmlAudioElement) {
  71553. // required to manage properly the new suspended default state of Chrome
  71554. // When the option 'streaming: true' is used, we need first to wait for
  71555. // the audio engine to be unlocked by a user gesture before trying to play
  71556. // an HTML Audio elememt
  71557. var tryToPlay = function () {
  71558. if (BABYLON.Engine.audioEngine.unlocked) {
  71559. var playPromise = _this._htmlAudioElement.play();
  71560. // In browsers that don’t yet support this functionality,
  71561. // playPromise won’t be defined.
  71562. if (playPromise !== undefined) {
  71563. playPromise.catch(function (error) {
  71564. // Automatic playback failed.
  71565. // Waiting for the audio engine to be unlocked by user click on unmute
  71566. BABYLON.Engine.audioEngine.lock();
  71567. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71568. });
  71569. }
  71570. }
  71571. else {
  71572. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71573. }
  71574. };
  71575. tryToPlay();
  71576. }
  71577. }
  71578. else {
  71579. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  71580. this._soundSource.buffer = this._audioBuffer;
  71581. this._soundSource.connect(this._inputAudioNode);
  71582. this._soundSource.loop = this.loop;
  71583. this._soundSource.playbackRate.value = this._playbackRate;
  71584. this._soundSource.onended = function () { _this._onended(); };
  71585. if (this._soundSource.buffer) {
  71586. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  71587. }
  71588. }
  71589. this._startTime = startTime;
  71590. this.isPlaying = true;
  71591. this.isPaused = false;
  71592. }
  71593. catch (ex) {
  71594. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  71595. }
  71596. }
  71597. };
  71598. Sound.prototype._onended = function () {
  71599. this.isPlaying = false;
  71600. if (this.onended) {
  71601. this.onended();
  71602. }
  71603. this.onEndedObservable.notifyObservers(this);
  71604. };
  71605. /**
  71606. * Stop the sound
  71607. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  71608. */
  71609. Sound.prototype.stop = function (time) {
  71610. if (this.isPlaying) {
  71611. if (this._streaming) {
  71612. if (this._htmlAudioElement) {
  71613. this._htmlAudioElement.pause();
  71614. // Test needed for Firefox or it will generate an Invalid State Error
  71615. if (this._htmlAudioElement.currentTime > 0) {
  71616. this._htmlAudioElement.currentTime = 0;
  71617. }
  71618. }
  71619. else {
  71620. this._streamingSource.disconnect();
  71621. }
  71622. }
  71623. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  71624. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71625. this._soundSource.stop(stopTime);
  71626. this._soundSource.onended = function () { };
  71627. if (!this.isPaused) {
  71628. this._startOffset = 0;
  71629. }
  71630. }
  71631. this.isPlaying = false;
  71632. }
  71633. };
  71634. /**
  71635. * Put the sound in pause
  71636. */
  71637. Sound.prototype.pause = function () {
  71638. if (this.isPlaying) {
  71639. this.isPaused = true;
  71640. if (this._streaming) {
  71641. if (this._htmlAudioElement) {
  71642. this._htmlAudioElement.pause();
  71643. }
  71644. else {
  71645. this._streamingSource.disconnect();
  71646. }
  71647. }
  71648. else if (BABYLON.Engine.audioEngine.audioContext) {
  71649. this.stop(0);
  71650. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  71651. }
  71652. }
  71653. };
  71654. /**
  71655. * Sets a dedicated volume for this sounds
  71656. * @param newVolume Define the new volume of the sound
  71657. * @param time Define in how long the sound should be at this value
  71658. */
  71659. Sound.prototype.setVolume = function (newVolume, time) {
  71660. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  71661. if (time && BABYLON.Engine.audioEngine.audioContext) {
  71662. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  71663. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  71664. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  71665. }
  71666. else {
  71667. this._soundGain.gain.value = newVolume;
  71668. }
  71669. }
  71670. this._volume = newVolume;
  71671. };
  71672. /**
  71673. * Set the sound play back rate
  71674. * @param newPlaybackRate Define the playback rate the sound should be played at
  71675. */
  71676. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  71677. this._playbackRate = newPlaybackRate;
  71678. if (this.isPlaying) {
  71679. if (this._streaming && this._htmlAudioElement) {
  71680. this._htmlAudioElement.playbackRate = this._playbackRate;
  71681. }
  71682. else if (this._soundSource) {
  71683. this._soundSource.playbackRate.value = this._playbackRate;
  71684. }
  71685. }
  71686. };
  71687. /**
  71688. * Gets the volume of the sound.
  71689. * @returns the volume of the sound
  71690. */
  71691. Sound.prototype.getVolume = function () {
  71692. return this._volume;
  71693. };
  71694. /**
  71695. * Attach the sound to a dedicated mesh
  71696. * @param transformNode The transform node to connect the sound with
  71697. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71698. */
  71699. Sound.prototype.attachToMesh = function (transformNode) {
  71700. var _this = this;
  71701. if (this._connectedTransformNode && this._registerFunc) {
  71702. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71703. this._registerFunc = null;
  71704. }
  71705. this._connectedTransformNode = transformNode;
  71706. if (!this.spatialSound) {
  71707. this.spatialSound = true;
  71708. this._createSpatialParameters();
  71709. if (this.isPlaying && this.loop) {
  71710. this.stop();
  71711. this.play();
  71712. }
  71713. }
  71714. this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);
  71715. this._registerFunc = function (transformNode) { return _this._onRegisterAfterWorldMatrixUpdate(transformNode); };
  71716. this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);
  71717. };
  71718. /**
  71719. * Detach the sound from the previously attached mesh
  71720. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71721. */
  71722. Sound.prototype.detachFromMesh = function () {
  71723. if (this._connectedTransformNode && this._registerFunc) {
  71724. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71725. this._registerFunc = null;
  71726. this._connectedTransformNode = null;
  71727. }
  71728. };
  71729. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  71730. if (!node.getBoundingInfo) {
  71731. return;
  71732. }
  71733. var mesh = node;
  71734. if (this._positionInEmitterSpace) {
  71735. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  71736. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  71737. }
  71738. else {
  71739. var boundingInfo = mesh.getBoundingInfo();
  71740. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  71741. }
  71742. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  71743. this._updateDirection();
  71744. }
  71745. };
  71746. /**
  71747. * Clone the current sound in the scene.
  71748. * @returns the new sound clone
  71749. */
  71750. Sound.prototype.clone = function () {
  71751. var _this = this;
  71752. if (!this._streaming) {
  71753. var setBufferAndRun = function () {
  71754. if (_this._isReadyToPlay) {
  71755. clonedSound._audioBuffer = _this.getAudioBuffer();
  71756. clonedSound._isReadyToPlay = true;
  71757. if (clonedSound.autoplay) {
  71758. clonedSound.play();
  71759. }
  71760. }
  71761. else {
  71762. window.setTimeout(setBufferAndRun, 300);
  71763. }
  71764. };
  71765. var currentOptions = {
  71766. autoplay: this.autoplay, loop: this.loop,
  71767. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  71768. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  71769. refDistance: this.refDistance, distanceModel: this.distanceModel
  71770. };
  71771. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  71772. if (this.useCustomAttenuation) {
  71773. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  71774. }
  71775. clonedSound.setPosition(this._position);
  71776. clonedSound.setPlaybackRate(this._playbackRate);
  71777. setBufferAndRun();
  71778. return clonedSound;
  71779. }
  71780. // Can't clone a streaming sound
  71781. else {
  71782. return null;
  71783. }
  71784. };
  71785. /**
  71786. * Gets the current underlying audio buffer containing the data
  71787. * @returns the audio buffer
  71788. */
  71789. Sound.prototype.getAudioBuffer = function () {
  71790. return this._audioBuffer;
  71791. };
  71792. /**
  71793. * Serializes the Sound in a JSON representation
  71794. * @returns the JSON representation of the sound
  71795. */
  71796. Sound.prototype.serialize = function () {
  71797. var serializationObject = {
  71798. name: this.name,
  71799. url: this.name,
  71800. autoplay: this.autoplay,
  71801. loop: this.loop,
  71802. volume: this._volume,
  71803. spatialSound: this.spatialSound,
  71804. maxDistance: this.maxDistance,
  71805. rolloffFactor: this.rolloffFactor,
  71806. refDistance: this.refDistance,
  71807. distanceModel: this.distanceModel,
  71808. playbackRate: this._playbackRate,
  71809. panningModel: this._panningModel,
  71810. soundTrackId: this.soundTrackId
  71811. };
  71812. if (this.spatialSound) {
  71813. if (this._connectedTransformNode) {
  71814. serializationObject.connectedMeshId = this._connectedTransformNode.id;
  71815. }
  71816. serializationObject.position = this._position.asArray();
  71817. serializationObject.refDistance = this.refDistance;
  71818. serializationObject.distanceModel = this.distanceModel;
  71819. serializationObject.isDirectional = this._isDirectional;
  71820. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  71821. serializationObject.coneInnerAngle = this._coneInnerAngle;
  71822. serializationObject.coneOuterAngle = this._coneOuterAngle;
  71823. serializationObject.coneOuterGain = this._coneOuterGain;
  71824. }
  71825. return serializationObject;
  71826. };
  71827. /**
  71828. * Parse a JSON representation of a sound to innstantiate in a given scene
  71829. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  71830. * @param scene Define the scene the new parsed sound should be created in
  71831. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  71832. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  71833. * @returns the newly parsed sound
  71834. */
  71835. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  71836. var soundName = parsedSound.name;
  71837. var soundUrl;
  71838. if (parsedSound.url) {
  71839. soundUrl = rootUrl + parsedSound.url;
  71840. }
  71841. else {
  71842. soundUrl = rootUrl + soundName;
  71843. }
  71844. var options = {
  71845. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  71846. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  71847. rolloffFactor: parsedSound.rolloffFactor,
  71848. refDistance: parsedSound.refDistance,
  71849. distanceModel: parsedSound.distanceModel,
  71850. playbackRate: parsedSound.playbackRate
  71851. };
  71852. var newSound;
  71853. if (!sourceSound) {
  71854. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  71855. scene._addPendingData(newSound);
  71856. }
  71857. else {
  71858. var setBufferAndRun = function () {
  71859. if (sourceSound._isReadyToPlay) {
  71860. newSound._audioBuffer = sourceSound.getAudioBuffer();
  71861. newSound._isReadyToPlay = true;
  71862. if (newSound.autoplay) {
  71863. newSound.play();
  71864. }
  71865. }
  71866. else {
  71867. window.setTimeout(setBufferAndRun, 300);
  71868. }
  71869. };
  71870. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  71871. setBufferAndRun();
  71872. }
  71873. if (parsedSound.position) {
  71874. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  71875. newSound.setPosition(soundPosition);
  71876. }
  71877. if (parsedSound.isDirectional) {
  71878. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  71879. if (parsedSound.localDirectionToMesh) {
  71880. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  71881. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  71882. }
  71883. }
  71884. if (parsedSound.connectedMeshId) {
  71885. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  71886. if (connectedMesh) {
  71887. newSound.attachToMesh(connectedMesh);
  71888. }
  71889. }
  71890. return newSound;
  71891. };
  71892. return Sound;
  71893. }());
  71894. BABYLON.Sound = Sound;
  71895. })(BABYLON || (BABYLON = {}));
  71896. //# sourceMappingURL=babylon.sound.js.map
  71897. var BABYLON;
  71898. (function (BABYLON) {
  71899. /**
  71900. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  71901. * It will be also used in a future release to apply effects on a specific track.
  71902. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71903. */
  71904. var SoundTrack = /** @class */ (function () {
  71905. /**
  71906. * Creates a new sound track.
  71907. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71908. * @param scene Define the scene the sound track belongs to
  71909. * @param options
  71910. */
  71911. function SoundTrack(scene, options) {
  71912. if (options === void 0) { options = {}; }
  71913. /**
  71914. * The unique identifier of the sound track in the scene.
  71915. */
  71916. this.id = -1;
  71917. this._isMainTrack = false;
  71918. this._isInitialized = false;
  71919. this._scene = scene;
  71920. this.soundCollection = new Array();
  71921. this._options = options;
  71922. if (!this._isMainTrack && this._scene.soundTracks) {
  71923. this._scene.soundTracks.push(this);
  71924. this.id = this._scene.soundTracks.length - 1;
  71925. }
  71926. }
  71927. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  71928. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71929. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  71930. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  71931. if (this._options) {
  71932. if (this._options.volume) {
  71933. this._outputAudioNode.gain.value = this._options.volume;
  71934. }
  71935. if (this._options.mainTrack) {
  71936. this._isMainTrack = this._options.mainTrack;
  71937. }
  71938. }
  71939. this._isInitialized = true;
  71940. }
  71941. };
  71942. /**
  71943. * Release the sound track and its associated resources
  71944. */
  71945. SoundTrack.prototype.dispose = function () {
  71946. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  71947. if (this._connectedAnalyser) {
  71948. this._connectedAnalyser.stopDebugCanvas();
  71949. }
  71950. while (this.soundCollection.length) {
  71951. this.soundCollection[0].dispose();
  71952. }
  71953. if (this._outputAudioNode) {
  71954. this._outputAudioNode.disconnect();
  71955. }
  71956. this._outputAudioNode = null;
  71957. }
  71958. };
  71959. /**
  71960. * Adds a sound to this sound track
  71961. * @param sound define the cound to add
  71962. * @ignoreNaming
  71963. */
  71964. SoundTrack.prototype.AddSound = function (sound) {
  71965. if (!this._isInitialized) {
  71966. this._initializeSoundTrackAudioGraph();
  71967. }
  71968. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71969. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  71970. }
  71971. if (sound.soundTrackId) {
  71972. if (sound.soundTrackId === -1) {
  71973. this._scene.mainSoundTrack.RemoveSound(sound);
  71974. }
  71975. else if (this._scene.soundTracks) {
  71976. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  71977. }
  71978. }
  71979. this.soundCollection.push(sound);
  71980. sound.soundTrackId = this.id;
  71981. };
  71982. /**
  71983. * Removes a sound to this sound track
  71984. * @param sound define the cound to remove
  71985. * @ignoreNaming
  71986. */
  71987. SoundTrack.prototype.RemoveSound = function (sound) {
  71988. var index = this.soundCollection.indexOf(sound);
  71989. if (index !== -1) {
  71990. this.soundCollection.splice(index, 1);
  71991. }
  71992. };
  71993. /**
  71994. * Set a global volume for the full sound track.
  71995. * @param newVolume Define the new volume of the sound track
  71996. */
  71997. SoundTrack.prototype.setVolume = function (newVolume) {
  71998. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71999. this._outputAudioNode.gain.value = newVolume;
  72000. }
  72001. };
  72002. /**
  72003. * Switch the panning model to HRTF:
  72004. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72005. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72006. */
  72007. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  72008. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72009. for (var i = 0; i < this.soundCollection.length; i++) {
  72010. this.soundCollection[i].switchPanningModelToHRTF();
  72011. }
  72012. }
  72013. };
  72014. /**
  72015. * Switch the panning model to Equal Power:
  72016. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72017. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72018. */
  72019. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  72020. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72021. for (var i = 0; i < this.soundCollection.length; i++) {
  72022. this.soundCollection[i].switchPanningModelToEqualPower();
  72023. }
  72024. }
  72025. };
  72026. /**
  72027. * Connect the sound track to an audio analyser allowing some amazing
  72028. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  72029. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  72030. * @param analyser The analyser to connect to the engine
  72031. */
  72032. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  72033. if (this._connectedAnalyser) {
  72034. this._connectedAnalyser.stopDebugCanvas();
  72035. }
  72036. this._connectedAnalyser = analyser;
  72037. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72038. this._outputAudioNode.disconnect();
  72039. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  72040. }
  72041. };
  72042. return SoundTrack;
  72043. }());
  72044. BABYLON.SoundTrack = SoundTrack;
  72045. })(BABYLON || (BABYLON = {}));
  72046. //# sourceMappingURL=babylon.soundtrack.js.map
  72047. var BABYLON;
  72048. (function (BABYLON) {
  72049. /**
  72050. * Class used to work with sound analyzer using fast fourier transform (FFT)
  72051. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  72052. */
  72053. var Analyser = /** @class */ (function () {
  72054. /**
  72055. * Creates a new analyser
  72056. * @param scene defines hosting scene
  72057. */
  72058. function Analyser(scene) {
  72059. /**
  72060. * Gets or sets the smoothing
  72061. * @ignorenaming
  72062. */
  72063. this.SMOOTHING = 0.75;
  72064. /**
  72065. * Gets or sets the FFT table size
  72066. * @ignorenaming
  72067. */
  72068. this.FFT_SIZE = 512;
  72069. /**
  72070. * Gets or sets the bar graph amplitude
  72071. * @ignorenaming
  72072. */
  72073. this.BARGRAPHAMPLITUDE = 256;
  72074. /**
  72075. * Gets or sets the position of the debug canvas
  72076. * @ignorenaming
  72077. */
  72078. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  72079. /**
  72080. * Gets or sets the debug canvas size
  72081. * @ignorenaming
  72082. */
  72083. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  72084. this._scene = scene;
  72085. this._audioEngine = BABYLON.Engine.audioEngine;
  72086. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  72087. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  72088. this._webAudioAnalyser.minDecibels = -140;
  72089. this._webAudioAnalyser.maxDecibels = 0;
  72090. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72091. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72092. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  72093. }
  72094. }
  72095. /**
  72096. * Get the number of data values you will have to play with for the visualization
  72097. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  72098. * @returns a number
  72099. */
  72100. Analyser.prototype.getFrequencyBinCount = function () {
  72101. if (this._audioEngine.canUseWebAudio) {
  72102. return this._webAudioAnalyser.frequencyBinCount;
  72103. }
  72104. else {
  72105. return 0;
  72106. }
  72107. };
  72108. /**
  72109. * Gets the current frequency data as a byte array
  72110. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72111. * @returns a Uint8Array
  72112. */
  72113. Analyser.prototype.getByteFrequencyData = function () {
  72114. if (this._audioEngine.canUseWebAudio) {
  72115. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72116. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72117. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  72118. }
  72119. return this._byteFreqs;
  72120. };
  72121. /**
  72122. * Gets the current waveform as a byte array
  72123. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  72124. * @returns a Uint8Array
  72125. */
  72126. Analyser.prototype.getByteTimeDomainData = function () {
  72127. if (this._audioEngine.canUseWebAudio) {
  72128. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72129. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72130. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  72131. }
  72132. return this._byteTime;
  72133. };
  72134. /**
  72135. * Gets the current frequency data as a float array
  72136. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72137. * @returns a Float32Array
  72138. */
  72139. Analyser.prototype.getFloatFrequencyData = function () {
  72140. if (this._audioEngine.canUseWebAudio) {
  72141. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72142. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72143. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72144. }
  72145. return this._floatFreqs;
  72146. };
  72147. /**
  72148. * Renders the debug canvas
  72149. */
  72150. Analyser.prototype.drawDebugCanvas = function () {
  72151. var _this = this;
  72152. if (this._audioEngine.canUseWebAudio) {
  72153. if (!this._debugCanvas) {
  72154. this._debugCanvas = document.createElement("canvas");
  72155. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72156. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72157. this._debugCanvas.style.position = "absolute";
  72158. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72159. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72160. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72161. document.body.appendChild(this._debugCanvas);
  72162. this._registerFunc = function () {
  72163. _this.drawDebugCanvas();
  72164. };
  72165. this._scene.registerBeforeRender(this._registerFunc);
  72166. }
  72167. if (this._registerFunc && this._debugCanvasContext) {
  72168. var workingArray = this.getByteFrequencyData();
  72169. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72170. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72171. // Draw the frequency domain chart.
  72172. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72173. var value = workingArray[i];
  72174. var percent = value / this.BARGRAPHAMPLITUDE;
  72175. var height = this.DEBUGCANVASSIZE.height * percent;
  72176. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72177. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72178. var hue = i / this.getFrequencyBinCount() * 360;
  72179. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72180. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72181. }
  72182. }
  72183. }
  72184. };
  72185. /**
  72186. * Stops rendering the debug canvas and removes it
  72187. */
  72188. Analyser.prototype.stopDebugCanvas = function () {
  72189. if (this._debugCanvas) {
  72190. if (this._registerFunc) {
  72191. this._scene.unregisterBeforeRender(this._registerFunc);
  72192. this._registerFunc = null;
  72193. }
  72194. document.body.removeChild(this._debugCanvas);
  72195. this._debugCanvas = null;
  72196. this._debugCanvasContext = null;
  72197. }
  72198. };
  72199. /**
  72200. * Connects two audio nodes
  72201. * @param inputAudioNode defines first node to connect
  72202. * @param outputAudioNode defines second node to connect
  72203. */
  72204. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72205. if (this._audioEngine.canUseWebAudio) {
  72206. inputAudioNode.connect(this._webAudioAnalyser);
  72207. this._webAudioAnalyser.connect(outputAudioNode);
  72208. }
  72209. };
  72210. /**
  72211. * Releases all associated resources
  72212. */
  72213. Analyser.prototype.dispose = function () {
  72214. if (this._audioEngine.canUseWebAudio) {
  72215. this._webAudioAnalyser.disconnect();
  72216. }
  72217. };
  72218. return Analyser;
  72219. }());
  72220. BABYLON.Analyser = Analyser;
  72221. })(BABYLON || (BABYLON = {}));
  72222. //# sourceMappingURL=babylon.analyser.js.map
  72223. var BABYLON;
  72224. (function (BABYLON) {
  72225. /**
  72226. * Wraps one or more Sound objects and selects one with random weight for playback.
  72227. */
  72228. var WeightedSound = /** @class */ (function () {
  72229. /**
  72230. * Creates a new WeightedSound from the list of sounds given.
  72231. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72232. * @param sounds Array of Sounds that will be selected from.
  72233. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72234. */
  72235. function WeightedSound(loop, sounds, weights) {
  72236. var _this = this;
  72237. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72238. this.loop = false;
  72239. this._coneInnerAngle = 360;
  72240. this._coneOuterAngle = 360;
  72241. this._volume = 1;
  72242. /** A Sound is currently playing. */
  72243. this.isPlaying = false;
  72244. /** A Sound is currently paused. */
  72245. this.isPaused = false;
  72246. this._sounds = [];
  72247. this._weights = [];
  72248. if (sounds.length !== weights.length) {
  72249. throw new Error('Sounds length does not equal weights length');
  72250. }
  72251. this.loop = loop;
  72252. this._weights = weights;
  72253. // Normalize the weights
  72254. var weightSum = 0;
  72255. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72256. var weight = weights_1[_i];
  72257. weightSum += weight;
  72258. }
  72259. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72260. for (var i = 0; i < this._weights.length; i++) {
  72261. this._weights[i] *= invWeightSum;
  72262. }
  72263. this._sounds = sounds;
  72264. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72265. var sound = _b[_a];
  72266. sound.onEndedObservable.add(function () { _this._onended(); });
  72267. }
  72268. }
  72269. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72270. /**
  72271. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72272. */
  72273. get: function () {
  72274. return this._coneInnerAngle;
  72275. },
  72276. /**
  72277. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72278. */
  72279. set: function (value) {
  72280. if (value !== this._coneInnerAngle) {
  72281. if (this._coneOuterAngle < value) {
  72282. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72283. return;
  72284. }
  72285. this._coneInnerAngle = value;
  72286. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72287. var sound = _a[_i];
  72288. sound.directionalConeInnerAngle = value;
  72289. }
  72290. }
  72291. },
  72292. enumerable: true,
  72293. configurable: true
  72294. });
  72295. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72296. /**
  72297. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72298. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72299. */
  72300. get: function () {
  72301. return this._coneOuterAngle;
  72302. },
  72303. /**
  72304. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72305. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72306. */
  72307. set: function (value) {
  72308. if (value !== this._coneOuterAngle) {
  72309. if (value < this._coneInnerAngle) {
  72310. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72311. return;
  72312. }
  72313. this._coneOuterAngle = value;
  72314. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72315. var sound = _a[_i];
  72316. sound.directionalConeOuterAngle = value;
  72317. }
  72318. }
  72319. },
  72320. enumerable: true,
  72321. configurable: true
  72322. });
  72323. Object.defineProperty(WeightedSound.prototype, "volume", {
  72324. /**
  72325. * Playback volume.
  72326. */
  72327. get: function () {
  72328. return this._volume;
  72329. },
  72330. /**
  72331. * Playback volume.
  72332. */
  72333. set: function (value) {
  72334. if (value !== this._volume) {
  72335. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72336. var sound = _a[_i];
  72337. sound.setVolume(value);
  72338. }
  72339. }
  72340. },
  72341. enumerable: true,
  72342. configurable: true
  72343. });
  72344. WeightedSound.prototype._onended = function () {
  72345. if (this._currentIndex !== undefined) {
  72346. this._sounds[this._currentIndex].autoplay = false;
  72347. }
  72348. if (this.loop && this.isPlaying) {
  72349. this.play();
  72350. }
  72351. else {
  72352. this.isPlaying = false;
  72353. }
  72354. };
  72355. /**
  72356. * Suspend playback
  72357. */
  72358. WeightedSound.prototype.pause = function () {
  72359. this.isPaused = true;
  72360. if (this._currentIndex !== undefined) {
  72361. this._sounds[this._currentIndex].pause();
  72362. }
  72363. };
  72364. /**
  72365. * Stop playback
  72366. */
  72367. WeightedSound.prototype.stop = function () {
  72368. this.isPlaying = false;
  72369. if (this._currentIndex !== undefined) {
  72370. this._sounds[this._currentIndex].stop();
  72371. }
  72372. };
  72373. /**
  72374. * Start playback.
  72375. * @param startOffset Position the clip head at a specific time in seconds.
  72376. */
  72377. WeightedSound.prototype.play = function (startOffset) {
  72378. if (!this.isPaused) {
  72379. this.stop();
  72380. var randomValue = Math.random();
  72381. var total = 0;
  72382. for (var i = 0; i < this._weights.length; i++) {
  72383. total += this._weights[i];
  72384. if (randomValue <= total) {
  72385. this._currentIndex = i;
  72386. break;
  72387. }
  72388. }
  72389. }
  72390. var sound = this._sounds[this._currentIndex];
  72391. if (sound.isReady()) {
  72392. sound.play(0, this.isPaused ? undefined : startOffset);
  72393. }
  72394. else {
  72395. sound.autoplay = true;
  72396. }
  72397. this.isPlaying = true;
  72398. this.isPaused = false;
  72399. };
  72400. return WeightedSound;
  72401. }());
  72402. BABYLON.WeightedSound = WeightedSound;
  72403. })(BABYLON || (BABYLON = {}));
  72404. //# sourceMappingURL=babylon.weightedsound.js.map
  72405. var BABYLON;
  72406. (function (BABYLON) {
  72407. // Adds the parser to the scene parsers.
  72408. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72409. // TODO: add sound
  72410. var loadedSounds = [];
  72411. var loadedSound;
  72412. container.sounds = container.sounds || [];
  72413. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72414. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72415. var parsedSound = parsedData.sounds[index];
  72416. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72417. if (!parsedSound.url) {
  72418. parsedSound.url = parsedSound.name;
  72419. }
  72420. if (!loadedSounds[parsedSound.url]) {
  72421. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72422. loadedSounds[parsedSound.url] = loadedSound;
  72423. container.sounds.push(loadedSound);
  72424. }
  72425. else {
  72426. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72427. }
  72428. }
  72429. else {
  72430. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72431. }
  72432. }
  72433. }
  72434. loadedSounds = [];
  72435. });
  72436. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72437. get: function () {
  72438. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72439. if (!compo) {
  72440. compo = new AudioSceneComponent(this);
  72441. this._addComponent(compo);
  72442. }
  72443. if (!this._mainSoundTrack) {
  72444. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72445. }
  72446. return this._mainSoundTrack;
  72447. },
  72448. enumerable: true,
  72449. configurable: true
  72450. });
  72451. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72452. var index;
  72453. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72454. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72455. return this.mainSoundTrack.soundCollection[index];
  72456. }
  72457. }
  72458. if (this.soundTracks) {
  72459. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72460. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72461. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72462. return this.soundTracks[sdIndex].soundCollection[index];
  72463. }
  72464. }
  72465. }
  72466. }
  72467. return null;
  72468. };
  72469. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72470. get: function () {
  72471. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72472. if (!compo) {
  72473. compo = new AudioSceneComponent(this);
  72474. this._addComponent(compo);
  72475. }
  72476. return compo.audioEnabled;
  72477. },
  72478. set: function (value) {
  72479. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72480. if (!compo) {
  72481. compo = new AudioSceneComponent(this);
  72482. this._addComponent(compo);
  72483. }
  72484. if (value) {
  72485. compo.enableAudio();
  72486. }
  72487. else {
  72488. compo.disableAudio();
  72489. }
  72490. },
  72491. enumerable: true,
  72492. configurable: true
  72493. });
  72494. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72495. get: function () {
  72496. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72497. if (!compo) {
  72498. compo = new AudioSceneComponent(this);
  72499. this._addComponent(compo);
  72500. }
  72501. return compo.headphone;
  72502. },
  72503. set: function (value) {
  72504. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72505. if (!compo) {
  72506. compo = new AudioSceneComponent(this);
  72507. this._addComponent(compo);
  72508. }
  72509. if (value) {
  72510. compo.switchAudioModeForHeadphones();
  72511. }
  72512. else {
  72513. compo.switchAudioModeForNormalSpeakers();
  72514. }
  72515. },
  72516. enumerable: true,
  72517. configurable: true
  72518. });
  72519. /**
  72520. * Defines the sound scene component responsible to manage any sounds
  72521. * in a given scene.
  72522. */
  72523. var AudioSceneComponent = /** @class */ (function () {
  72524. /**
  72525. * Creates a new instance of the component for the given scene
  72526. * @param scene Defines the scene to register the component in
  72527. */
  72528. function AudioSceneComponent(scene) {
  72529. /**
  72530. * The component name helpfull to identify the component in the list of scene components.
  72531. */
  72532. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72533. this._audioEnabled = true;
  72534. this._headphone = false;
  72535. this.scene = scene;
  72536. scene.soundTracks = new Array();
  72537. scene.sounds = new Array();
  72538. }
  72539. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  72540. /**
  72541. * Gets whether audio is enabled or not.
  72542. * Please use related enable/disable method to switch state.
  72543. */
  72544. get: function () {
  72545. return this._audioEnabled;
  72546. },
  72547. enumerable: true,
  72548. configurable: true
  72549. });
  72550. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  72551. /**
  72552. * Gets whether audio is outputing to headphone or not.
  72553. * Please use the according Switch methods to change output.
  72554. */
  72555. get: function () {
  72556. return this._headphone;
  72557. },
  72558. enumerable: true,
  72559. configurable: true
  72560. });
  72561. /**
  72562. * Registers the component in a given scene
  72563. */
  72564. AudioSceneComponent.prototype.register = function () {
  72565. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  72566. };
  72567. /**
  72568. * Rebuilds the elements related to this component in case of
  72569. * context lost for instance.
  72570. */
  72571. AudioSceneComponent.prototype.rebuild = function () {
  72572. // Nothing to do here. (Not rendering related)
  72573. };
  72574. /**
  72575. * Serializes the component data to the specified json object
  72576. * @param serializationObject The object to serialize to
  72577. */
  72578. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  72579. serializationObject.sounds = [];
  72580. if (this.scene.soundTracks) {
  72581. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  72582. var soundtrack = this.scene.soundTracks[index];
  72583. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  72584. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  72585. }
  72586. }
  72587. }
  72588. };
  72589. /**
  72590. * Adds all the element from the container to the scene
  72591. * @param container the container holding the elements
  72592. */
  72593. AudioSceneComponent.prototype.addFromContainer = function (container) {
  72594. var _this = this;
  72595. if (!container.sounds) {
  72596. return;
  72597. }
  72598. container.sounds.forEach(function (sound) {
  72599. sound.play();
  72600. sound.autoplay = true;
  72601. _this.scene.mainSoundTrack.AddSound(sound);
  72602. });
  72603. };
  72604. /**
  72605. * Removes all the elements in the container from the scene
  72606. * @param container contains the elements to remove
  72607. */
  72608. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  72609. var _this = this;
  72610. if (!container.sounds) {
  72611. return;
  72612. }
  72613. container.sounds.forEach(function (sound) {
  72614. sound.stop();
  72615. sound.autoplay = false;
  72616. _this.scene.mainSoundTrack.RemoveSound(sound);
  72617. });
  72618. };
  72619. /**
  72620. * Disposes the component and the associated ressources.
  72621. */
  72622. AudioSceneComponent.prototype.dispose = function () {
  72623. var scene = this.scene;
  72624. if (scene._mainSoundTrack) {
  72625. scene.mainSoundTrack.dispose();
  72626. }
  72627. if (scene.soundTracks) {
  72628. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  72629. scene.soundTracks[scIndex].dispose();
  72630. }
  72631. }
  72632. };
  72633. /**
  72634. * Disables audio in the associated scene.
  72635. */
  72636. AudioSceneComponent.prototype.disableAudio = function () {
  72637. var scene = this.scene;
  72638. this._audioEnabled = false;
  72639. var i;
  72640. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72641. scene.mainSoundTrack.soundCollection[i].pause();
  72642. }
  72643. if (scene.soundTracks) {
  72644. for (i = 0; i < scene.soundTracks.length; i++) {
  72645. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72646. scene.soundTracks[i].soundCollection[j].pause();
  72647. }
  72648. }
  72649. }
  72650. };
  72651. /**
  72652. * Enables audio in the associated scene.
  72653. */
  72654. AudioSceneComponent.prototype.enableAudio = function () {
  72655. var scene = this.scene;
  72656. this._audioEnabled = true;
  72657. var i;
  72658. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72659. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  72660. scene.mainSoundTrack.soundCollection[i].play();
  72661. }
  72662. }
  72663. if (scene.soundTracks) {
  72664. for (i = 0; i < scene.soundTracks.length; i++) {
  72665. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72666. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  72667. scene.soundTracks[i].soundCollection[j].play();
  72668. }
  72669. }
  72670. }
  72671. }
  72672. };
  72673. /**
  72674. * Switch audio to headphone output.
  72675. */
  72676. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  72677. var scene = this.scene;
  72678. this._headphone = true;
  72679. scene.mainSoundTrack.switchPanningModelToHRTF();
  72680. if (scene.soundTracks) {
  72681. for (var i = 0; i < scene.soundTracks.length; i++) {
  72682. scene.soundTracks[i].switchPanningModelToHRTF();
  72683. }
  72684. }
  72685. };
  72686. /**
  72687. * Switch audio to normal speakers.
  72688. */
  72689. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  72690. var scene = this.scene;
  72691. this._headphone = false;
  72692. scene.mainSoundTrack.switchPanningModelToEqualPower();
  72693. if (scene.soundTracks) {
  72694. for (var i = 0; i < scene.soundTracks.length; i++) {
  72695. scene.soundTracks[i].switchPanningModelToEqualPower();
  72696. }
  72697. }
  72698. };
  72699. AudioSceneComponent.prototype._afterRender = function () {
  72700. var scene = this.scene;
  72701. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  72702. return;
  72703. }
  72704. var listeningCamera;
  72705. var audioEngine = BABYLON.Engine.audioEngine;
  72706. if (scene.activeCameras.length > 0) {
  72707. listeningCamera = scene.activeCameras[0];
  72708. }
  72709. else {
  72710. listeningCamera = scene.activeCamera;
  72711. }
  72712. if (listeningCamera && audioEngine.audioContext) {
  72713. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  72714. // for VR cameras
  72715. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  72716. listeningCamera = listeningCamera.rigCameras[0];
  72717. }
  72718. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  72719. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  72720. cameraDirection.normalize();
  72721. // To avoid some errors on GearVR
  72722. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  72723. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  72724. }
  72725. var i;
  72726. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72727. var sound = scene.mainSoundTrack.soundCollection[i];
  72728. if (sound.useCustomAttenuation) {
  72729. sound.updateDistanceFromListener();
  72730. }
  72731. }
  72732. if (scene.soundTracks) {
  72733. for (i = 0; i < scene.soundTracks.length; i++) {
  72734. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72735. sound = scene.soundTracks[i].soundCollection[j];
  72736. if (sound.useCustomAttenuation) {
  72737. sound.updateDistanceFromListener();
  72738. }
  72739. }
  72740. }
  72741. }
  72742. }
  72743. };
  72744. return AudioSceneComponent;
  72745. }());
  72746. BABYLON.AudioSceneComponent = AudioSceneComponent;
  72747. })(BABYLON || (BABYLON = {}));
  72748. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  72749. var BABYLON;
  72750. (function (BABYLON) {
  72751. /**
  72752. * This defines an action helpful to play a defined sound on a triggered action.
  72753. */
  72754. var PlaySoundAction = /** @class */ (function (_super) {
  72755. __extends(PlaySoundAction, _super);
  72756. /**
  72757. * Instantiate the action
  72758. * @param triggerOptions defines the trigger options
  72759. * @param sound defines the sound to play
  72760. * @param condition defines the trigger related conditions
  72761. */
  72762. function PlaySoundAction(triggerOptions, sound, condition) {
  72763. var _this = _super.call(this, triggerOptions, condition) || this;
  72764. _this._sound = sound;
  72765. return _this;
  72766. }
  72767. /** @hidden */
  72768. PlaySoundAction.prototype._prepare = function () {
  72769. };
  72770. /**
  72771. * Execute the action and play the sound.
  72772. */
  72773. PlaySoundAction.prototype.execute = function () {
  72774. if (this._sound !== undefined) {
  72775. this._sound.play();
  72776. }
  72777. };
  72778. /**
  72779. * Serializes the actions and its related information.
  72780. * @param parent defines the object to serialize in
  72781. * @returns the serialized object
  72782. */
  72783. PlaySoundAction.prototype.serialize = function (parent) {
  72784. return _super.prototype._serialize.call(this, {
  72785. name: "PlaySoundAction",
  72786. properties: [{ name: "sound", value: this._sound.name }]
  72787. }, parent);
  72788. };
  72789. return PlaySoundAction;
  72790. }(BABYLON.Action));
  72791. BABYLON.PlaySoundAction = PlaySoundAction;
  72792. /**
  72793. * This defines an action helpful to stop a defined sound on a triggered action.
  72794. */
  72795. var StopSoundAction = /** @class */ (function (_super) {
  72796. __extends(StopSoundAction, _super);
  72797. /**
  72798. * Instantiate the action
  72799. * @param triggerOptions defines the trigger options
  72800. * @param sound defines the sound to stop
  72801. * @param condition defines the trigger related conditions
  72802. */
  72803. function StopSoundAction(triggerOptions, sound, condition) {
  72804. var _this = _super.call(this, triggerOptions, condition) || this;
  72805. _this._sound = sound;
  72806. return _this;
  72807. }
  72808. /** @hidden */
  72809. StopSoundAction.prototype._prepare = function () {
  72810. };
  72811. /**
  72812. * Execute the action and stop the sound.
  72813. */
  72814. StopSoundAction.prototype.execute = function () {
  72815. if (this._sound !== undefined) {
  72816. this._sound.stop();
  72817. }
  72818. };
  72819. /**
  72820. * Serializes the actions and its related information.
  72821. * @param parent defines the object to serialize in
  72822. * @returns the serialized object
  72823. */
  72824. StopSoundAction.prototype.serialize = function (parent) {
  72825. return _super.prototype._serialize.call(this, {
  72826. name: "StopSoundAction",
  72827. properties: [{ name: "sound", value: this._sound.name }]
  72828. }, parent);
  72829. };
  72830. return StopSoundAction;
  72831. }(BABYLON.Action));
  72832. BABYLON.StopSoundAction = StopSoundAction;
  72833. })(BABYLON || (BABYLON = {}));
  72834. //# sourceMappingURL=babylon.directAudioActions.js.map
  72835. var BABYLON;
  72836. (function (BABYLON) {
  72837. /**
  72838. * Class for creating a cube texture
  72839. */
  72840. var CubeTexture = /** @class */ (function (_super) {
  72841. __extends(CubeTexture, _super);
  72842. /**
  72843. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  72844. * as prefiltered data.
  72845. * @param rootUrl defines the url of the texture or the root name of the six images
  72846. * @param scene defines the scene the texture is attached to
  72847. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  72848. * @param noMipmap defines if mipmaps should be created or not
  72849. * @param files defines the six files to load for the different faces
  72850. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  72851. * @param onError defines a callback triggered in case of error during load
  72852. * @param format defines the internal format to use for the texture once loaded
  72853. * @param prefiltered defines whether or not the texture is created from prefiltered data
  72854. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  72855. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72856. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72857. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72858. * @return the cube texture
  72859. */
  72860. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  72861. if (extensions === void 0) { extensions = null; }
  72862. if (noMipmap === void 0) { noMipmap = false; }
  72863. if (files === void 0) { files = null; }
  72864. if (onLoad === void 0) { onLoad = null; }
  72865. if (onError === void 0) { onError = null; }
  72866. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72867. if (prefiltered === void 0) { prefiltered = false; }
  72868. if (forcedExtension === void 0) { forcedExtension = null; }
  72869. if (createPolynomials === void 0) { createPolynomials = false; }
  72870. if (lodScale === void 0) { lodScale = 0.8; }
  72871. if (lodOffset === void 0) { lodOffset = 0; }
  72872. var _this = _super.call(this, scene) || this;
  72873. /**
  72874. * Gets or sets the center of the bounding box associated with the cube texture.
  72875. * It must define where the camera used to render the texture was set
  72876. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72877. */
  72878. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  72879. _this._rotationY = 0;
  72880. /** @hidden */
  72881. _this._prefiltered = false;
  72882. _this.name = rootUrl;
  72883. _this.url = rootUrl;
  72884. _this._noMipmap = noMipmap;
  72885. _this.hasAlpha = false;
  72886. _this._format = format;
  72887. _this.isCube = true;
  72888. _this._textureMatrix = BABYLON.Matrix.Identity();
  72889. _this._createPolynomials = createPolynomials;
  72890. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  72891. if (!rootUrl && !files) {
  72892. return _this;
  72893. }
  72894. var lastDot = rootUrl.lastIndexOf(".");
  72895. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  72896. var isDDS = (extension === ".dds");
  72897. var isEnv = (extension === ".env");
  72898. if (isEnv) {
  72899. _this.gammaSpace = false;
  72900. _this._prefiltered = false;
  72901. }
  72902. else {
  72903. _this._prefiltered = prefiltered;
  72904. if (prefiltered) {
  72905. _this.gammaSpace = false;
  72906. }
  72907. }
  72908. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  72909. if (!files) {
  72910. if (!isEnv && !isDDS && !extensions) {
  72911. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  72912. }
  72913. files = [];
  72914. if (extensions) {
  72915. for (var index = 0; index < extensions.length; index++) {
  72916. files.push(rootUrl + extensions[index]);
  72917. }
  72918. }
  72919. }
  72920. _this._files = files;
  72921. if (!_this._texture) {
  72922. if (!scene.useDelayedTextureLoading) {
  72923. if (prefiltered) {
  72924. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  72925. }
  72926. else {
  72927. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  72928. }
  72929. }
  72930. else {
  72931. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  72932. }
  72933. }
  72934. else if (onLoad) {
  72935. if (_this._texture.isReady) {
  72936. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  72937. }
  72938. else {
  72939. _this._texture.onLoadedObservable.add(onLoad);
  72940. }
  72941. }
  72942. return _this;
  72943. }
  72944. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  72945. /**
  72946. * Returns the bounding box size
  72947. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72948. */
  72949. get: function () {
  72950. return this._boundingBoxSize;
  72951. },
  72952. /**
  72953. * Gets or sets the size of the bounding box associated with the cube texture
  72954. * When defined, the cubemap will switch to local mode
  72955. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72956. * @example https://www.babylonjs-playground.com/#RNASML
  72957. */
  72958. set: function (value) {
  72959. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  72960. return;
  72961. }
  72962. this._boundingBoxSize = value;
  72963. var scene = this.getScene();
  72964. if (scene) {
  72965. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  72966. }
  72967. },
  72968. enumerable: true,
  72969. configurable: true
  72970. });
  72971. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  72972. /**
  72973. * Gets texture matrix rotation angle around Y axis radians.
  72974. */
  72975. get: function () {
  72976. return this._rotationY;
  72977. },
  72978. /**
  72979. * Sets texture matrix rotation angle around Y axis in radians.
  72980. */
  72981. set: function (value) {
  72982. this._rotationY = value;
  72983. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  72984. },
  72985. enumerable: true,
  72986. configurable: true
  72987. });
  72988. /**
  72989. * Creates a cube texture from an array of image urls
  72990. * @param files defines an array of image urls
  72991. * @param scene defines the hosting scene
  72992. * @param noMipmap specifies if mip maps are not used
  72993. * @returns a cube texture
  72994. */
  72995. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  72996. var rootUrlKey = "";
  72997. files.forEach(function (url) { return rootUrlKey += url; });
  72998. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  72999. };
  73000. /**
  73001. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73002. * @param url defines the url of the prefiltered texture
  73003. * @param scene defines the scene the texture is attached to
  73004. * @param forcedExtension defines the extension of the file if different from the url
  73005. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73006. * @return the prefiltered texture
  73007. */
  73008. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  73009. if (forcedExtension === void 0) { forcedExtension = null; }
  73010. if (createPolynomials === void 0) { createPolynomials = true; }
  73011. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  73012. };
  73013. /**
  73014. * Delays loading of the cube texture
  73015. */
  73016. CubeTexture.prototype.delayLoad = function () {
  73017. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  73018. return;
  73019. }
  73020. var scene = this.getScene();
  73021. if (!scene) {
  73022. return;
  73023. }
  73024. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  73025. this._texture = this._getFromCache(this.url, this._noMipmap);
  73026. if (!this._texture) {
  73027. if (this._prefiltered) {
  73028. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, undefined, undefined, this._format, undefined, this._createPolynomials);
  73029. }
  73030. else {
  73031. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, undefined, undefined, this._format);
  73032. }
  73033. }
  73034. };
  73035. /**
  73036. * Returns the reflection texture matrix
  73037. * @returns the reflection texture matrix
  73038. */
  73039. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  73040. return this._textureMatrix;
  73041. };
  73042. /**
  73043. * Sets the reflection texture matrix
  73044. * @param value Reflection texture matrix
  73045. */
  73046. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  73047. this._textureMatrix = value;
  73048. };
  73049. /**
  73050. * Parses text to create a cube texture
  73051. * @param parsedTexture define the serialized text to read from
  73052. * @param scene defines the hosting scene
  73053. * @param rootUrl defines the root url of the cube texture
  73054. * @returns a cube texture
  73055. */
  73056. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  73057. var texture = BABYLON.SerializationHelper.Parse(function () {
  73058. var prefiltered = false;
  73059. if (parsedTexture.prefiltered) {
  73060. prefiltered = parsedTexture.prefiltered;
  73061. }
  73062. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  73063. }, parsedTexture, scene);
  73064. // Local Cubemaps
  73065. if (parsedTexture.boundingBoxPosition) {
  73066. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  73067. }
  73068. if (parsedTexture.boundingBoxSize) {
  73069. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  73070. }
  73071. // Animations
  73072. if (parsedTexture.animations) {
  73073. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  73074. var parsedAnimation = parsedTexture.animations[animationIndex];
  73075. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  73076. }
  73077. }
  73078. return texture;
  73079. };
  73080. /**
  73081. * Makes a clone, or deep copy, of the cube texture
  73082. * @returns a new cube texture
  73083. */
  73084. CubeTexture.prototype.clone = function () {
  73085. var _this = this;
  73086. return BABYLON.SerializationHelper.Clone(function () {
  73087. var scene = _this.getScene();
  73088. if (!scene) {
  73089. return _this;
  73090. }
  73091. return new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  73092. }, this);
  73093. };
  73094. __decorate([
  73095. BABYLON.serialize("rotationY")
  73096. ], CubeTexture.prototype, "rotationY", null);
  73097. return CubeTexture;
  73098. }(BABYLON.BaseTexture));
  73099. BABYLON.CubeTexture = CubeTexture;
  73100. })(BABYLON || (BABYLON = {}));
  73101. //# sourceMappingURL=babylon.cubeTexture.js.map
  73102. var BABYLON;
  73103. (function (BABYLON) {
  73104. /**
  73105. * Raw cube texture where the raw buffers are passed in
  73106. */
  73107. var RawCubeTexture = /** @class */ (function (_super) {
  73108. __extends(RawCubeTexture, _super);
  73109. /**
  73110. * Creates a cube texture where the raw buffers are passed in.
  73111. * @param scene defines the scene the texture is attached to
  73112. * @param data defines the array of data to use to create each face
  73113. * @param size defines the size of the textures
  73114. * @param format defines the format of the data
  73115. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  73116. * @param generateMipMaps defines if the engine should generate the mip levels
  73117. * @param invertY defines if data must be stored with Y axis inverted
  73118. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  73119. * @param compression defines the compression used (null by default)
  73120. */
  73121. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  73122. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73123. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73124. if (generateMipMaps === void 0) { generateMipMaps = false; }
  73125. if (invertY === void 0) { invertY = false; }
  73126. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73127. if (compression === void 0) { compression = null; }
  73128. var _this = _super.call(this, "", scene) || this;
  73129. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  73130. return _this;
  73131. }
  73132. /**
  73133. * Updates the raw cube texture.
  73134. * @param data defines the data to store
  73135. * @param format defines the data format
  73136. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  73137. * @param invertY defines if data must be stored with Y axis inverted
  73138. * @param compression defines the compression used (null by default)
  73139. * @param level defines which level of the texture to update
  73140. */
  73141. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  73142. if (compression === void 0) { compression = null; }
  73143. if (level === void 0) { level = 0; }
  73144. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73145. };
  73146. /**
  73147. * Updates a raw cube texture with RGBD encoded data.
  73148. * @param data defines the array of data [mipmap][face] to use to create each face
  73149. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73150. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73151. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73152. * @returns a promsie that resolves when the operation is complete
  73153. */
  73154. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73155. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73156. if (lodScale === void 0) { lodScale = 0.8; }
  73157. if (lodOffset === void 0) { lodOffset = 0; }
  73158. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73159. };
  73160. /**
  73161. * Clones the raw cube texture.
  73162. * @return a new cube texture
  73163. */
  73164. RawCubeTexture.prototype.clone = function () {
  73165. var _this = this;
  73166. return BABYLON.SerializationHelper.Clone(function () {
  73167. var scene = _this.getScene();
  73168. var internalTexture = _this._texture;
  73169. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73170. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73171. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73172. }
  73173. return texture;
  73174. }, this);
  73175. };
  73176. /** @hidden */
  73177. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73178. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73179. internalTexture._bufferViewArrayArray = data;
  73180. internalTexture._lodGenerationScale = lodScale;
  73181. internalTexture._lodGenerationOffset = lodOffset;
  73182. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73183. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73184. internalTexture.isReady = true;
  73185. });
  73186. };
  73187. return RawCubeTexture;
  73188. }(BABYLON.CubeTexture));
  73189. BABYLON.RawCubeTexture = RawCubeTexture;
  73190. })(BABYLON || (BABYLON = {}));
  73191. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  73192. var BABYLON;
  73193. (function (BABYLON) {
  73194. /**
  73195. * This Helps creating a texture that will be created from a camera in your scene.
  73196. * It is basically a dynamic texture that could be used to create special effects for instance.
  73197. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73198. */
  73199. var RenderTargetTexture = /** @class */ (function (_super) {
  73200. __extends(RenderTargetTexture, _super);
  73201. /**
  73202. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73203. * or used a shadow, depth texture...
  73204. * @param name The friendly name of the texture
  73205. * @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)
  73206. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73207. * @param generateMipMaps True if mip maps need to be generated after render.
  73208. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73209. * @param type The type of the buffer in the RTT (int, half float, float...)
  73210. * @param isCube True if a cube texture needs to be created
  73211. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73212. * @param generateDepthBuffer True to generate a depth buffer
  73213. * @param generateStencilBuffer True to generate a stencil buffer
  73214. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73215. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73216. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73217. */
  73218. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73219. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73220. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73221. if (isCube === void 0) { isCube = false; }
  73222. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73223. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73224. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73225. if (isMulti === void 0) { isMulti = false; }
  73226. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73227. if (delayAllocation === void 0) { delayAllocation = false; }
  73228. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73229. _this.isCube = isCube;
  73230. /**
  73231. * Define if particles should be rendered in your texture.
  73232. */
  73233. _this.renderParticles = true;
  73234. /**
  73235. * Define if sprites should be rendered in your texture.
  73236. */
  73237. _this.renderSprites = false;
  73238. /**
  73239. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73240. */
  73241. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73242. /**
  73243. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73244. */
  73245. _this.ignoreCameraViewport = false;
  73246. /**
  73247. * An event triggered when the texture is unbind.
  73248. */
  73249. _this.onBeforeBindObservable = new BABYLON.Observable();
  73250. /**
  73251. * An event triggered when the texture is unbind.
  73252. */
  73253. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73254. /**
  73255. * An event triggered before rendering the texture
  73256. */
  73257. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73258. /**
  73259. * An event triggered after rendering the texture
  73260. */
  73261. _this.onAfterRenderObservable = new BABYLON.Observable();
  73262. /**
  73263. * An event triggered after the texture clear
  73264. */
  73265. _this.onClearObservable = new BABYLON.Observable();
  73266. _this._currentRefreshId = -1;
  73267. _this._refreshRate = 1;
  73268. _this._samples = 1;
  73269. /**
  73270. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73271. * It must define where the camera used to render the texture is set
  73272. */
  73273. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73274. scene = _this.getScene();
  73275. if (!scene) {
  73276. return _this;
  73277. }
  73278. _this.renderList = new Array();
  73279. _this._engine = scene.getEngine();
  73280. _this.name = name;
  73281. _this.isRenderTarget = true;
  73282. _this._initialSizeParameter = size;
  73283. _this._processSizeParameter(size);
  73284. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73285. });
  73286. _this._generateMipMaps = generateMipMaps ? true : false;
  73287. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73288. // Rendering groups
  73289. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73290. _this._renderingManager._useSceneAutoClearSetup = true;
  73291. if (isMulti) {
  73292. return _this;
  73293. }
  73294. _this._renderTargetOptions = {
  73295. generateMipMaps: generateMipMaps,
  73296. type: type,
  73297. format: format,
  73298. samplingMode: samplingMode,
  73299. generateDepthBuffer: generateDepthBuffer,
  73300. generateStencilBuffer: generateStencilBuffer
  73301. };
  73302. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73303. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73304. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73305. }
  73306. if (!delayAllocation) {
  73307. if (isCube) {
  73308. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73309. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73310. _this._textureMatrix = BABYLON.Matrix.Identity();
  73311. }
  73312. else {
  73313. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73314. }
  73315. }
  73316. return _this;
  73317. }
  73318. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73319. /**
  73320. * Use this list to define the list of mesh you want to render.
  73321. */
  73322. get: function () {
  73323. return this._renderList;
  73324. },
  73325. set: function (value) {
  73326. this._renderList = value;
  73327. if (this._renderList) {
  73328. this._hookArray(this._renderList);
  73329. }
  73330. },
  73331. enumerable: true,
  73332. configurable: true
  73333. });
  73334. RenderTargetTexture.prototype._hookArray = function (array) {
  73335. var _this = this;
  73336. var oldPush = array.push;
  73337. array.push = function () {
  73338. var items = [];
  73339. for (var _i = 0; _i < arguments.length; _i++) {
  73340. items[_i] = arguments[_i];
  73341. }
  73342. var wasEmpty = array.length === 0;
  73343. var result = oldPush.apply(array, items);
  73344. if (wasEmpty) {
  73345. _this.getScene().meshes.forEach(function (mesh) {
  73346. mesh._markSubMeshesAsLightDirty();
  73347. });
  73348. }
  73349. return result;
  73350. };
  73351. var oldSplice = array.splice;
  73352. array.splice = function (index, deleteCount) {
  73353. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73354. if (array.length === 0) {
  73355. _this.getScene().meshes.forEach(function (mesh) {
  73356. mesh._markSubMeshesAsLightDirty();
  73357. });
  73358. }
  73359. return deleted;
  73360. };
  73361. };
  73362. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73363. /**
  73364. * Set a after unbind callback in the texture.
  73365. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  73366. */
  73367. set: function (callback) {
  73368. if (this._onAfterUnbindObserver) {
  73369. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  73370. }
  73371. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  73372. },
  73373. enumerable: true,
  73374. configurable: true
  73375. });
  73376. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  73377. /**
  73378. * Set a before render callback in the texture.
  73379. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  73380. */
  73381. set: function (callback) {
  73382. if (this._onBeforeRenderObserver) {
  73383. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  73384. }
  73385. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  73386. },
  73387. enumerable: true,
  73388. configurable: true
  73389. });
  73390. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  73391. /**
  73392. * Set a after render callback in the texture.
  73393. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  73394. */
  73395. set: function (callback) {
  73396. if (this._onAfterRenderObserver) {
  73397. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73398. }
  73399. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73400. },
  73401. enumerable: true,
  73402. configurable: true
  73403. });
  73404. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  73405. /**
  73406. * Set a clear callback in the texture.
  73407. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  73408. */
  73409. set: function (callback) {
  73410. if (this._onClearObserver) {
  73411. this.onClearObservable.remove(this._onClearObserver);
  73412. }
  73413. this._onClearObserver = this.onClearObservable.add(callback);
  73414. },
  73415. enumerable: true,
  73416. configurable: true
  73417. });
  73418. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73419. /**
  73420. * Gets render target creation options that were used.
  73421. */
  73422. get: function () {
  73423. return this._renderTargetOptions;
  73424. },
  73425. enumerable: true,
  73426. configurable: true
  73427. });
  73428. RenderTargetTexture.prototype._onRatioRescale = function () {
  73429. if (this._sizeRatio) {
  73430. this.resize(this._initialSizeParameter);
  73431. }
  73432. };
  73433. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73434. get: function () {
  73435. return this._boundingBoxSize;
  73436. },
  73437. /**
  73438. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73439. * When defined, the cubemap will switch to local mode
  73440. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73441. * @example https://www.babylonjs-playground.com/#RNASML
  73442. */
  73443. set: function (value) {
  73444. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73445. return;
  73446. }
  73447. this._boundingBoxSize = value;
  73448. var scene = this.getScene();
  73449. if (scene) {
  73450. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73451. }
  73452. },
  73453. enumerable: true,
  73454. configurable: true
  73455. });
  73456. /**
  73457. * Creates a depth stencil texture.
  73458. * This is only available in WebGL 2 or with the depth texture extension available.
  73459. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73460. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  73461. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  73462. */
  73463. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  73464. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  73465. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  73466. if (generateStencil === void 0) { generateStencil = false; }
  73467. if (!this.getScene()) {
  73468. return;
  73469. }
  73470. var engine = this.getScene().getEngine();
  73471. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  73472. bilinearFiltering: bilinearFiltering,
  73473. comparisonFunction: comparisonFunction,
  73474. generateStencil: generateStencil,
  73475. isCube: this.isCube
  73476. });
  73477. engine.setFrameBufferDepthStencilTexture(this);
  73478. };
  73479. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  73480. if (size.ratio) {
  73481. this._sizeRatio = size.ratio;
  73482. this._size = {
  73483. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  73484. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  73485. };
  73486. }
  73487. else {
  73488. this._size = size;
  73489. }
  73490. };
  73491. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  73492. /**
  73493. * Define the number of samples to use in case of MSAA.
  73494. * It defaults to one meaning no MSAA has been enabled.
  73495. */
  73496. get: function () {
  73497. return this._samples;
  73498. },
  73499. set: function (value) {
  73500. if (this._samples === value) {
  73501. return;
  73502. }
  73503. var scene = this.getScene();
  73504. if (!scene) {
  73505. return;
  73506. }
  73507. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  73508. },
  73509. enumerable: true,
  73510. configurable: true
  73511. });
  73512. /**
  73513. * Resets the refresh counter of the texture and start bak from scratch.
  73514. * Could be usefull to regenerate the texture if it is setup to render only once.
  73515. */
  73516. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  73517. this._currentRefreshId = -1;
  73518. };
  73519. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  73520. /**
  73521. * Define the refresh rate of the texture or the rendering frequency.
  73522. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  73523. */
  73524. get: function () {
  73525. return this._refreshRate;
  73526. },
  73527. set: function (value) {
  73528. this._refreshRate = value;
  73529. this.resetRefreshCounter();
  73530. },
  73531. enumerable: true,
  73532. configurable: true
  73533. });
  73534. /**
  73535. * Adds a post process to the render target rendering passes.
  73536. * @param postProcess define the post process to add
  73537. */
  73538. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  73539. if (!this._postProcessManager) {
  73540. var scene = this.getScene();
  73541. if (!scene) {
  73542. return;
  73543. }
  73544. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  73545. this._postProcesses = new Array();
  73546. }
  73547. this._postProcesses.push(postProcess);
  73548. this._postProcesses[0].autoClear = false;
  73549. };
  73550. /**
  73551. * Clear all the post processes attached to the render target
  73552. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  73553. */
  73554. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  73555. if (dispose === void 0) { dispose = false; }
  73556. if (!this._postProcesses) {
  73557. return;
  73558. }
  73559. if (dispose) {
  73560. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  73561. var postProcess = _a[_i];
  73562. postProcess.dispose();
  73563. }
  73564. }
  73565. this._postProcesses = [];
  73566. };
  73567. /**
  73568. * Remove one of the post process from the list of attached post processes to the texture
  73569. * @param postProcess define the post process to remove from the list
  73570. */
  73571. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  73572. if (!this._postProcesses) {
  73573. return;
  73574. }
  73575. var index = this._postProcesses.indexOf(postProcess);
  73576. if (index === -1) {
  73577. return;
  73578. }
  73579. this._postProcesses.splice(index, 1);
  73580. if (this._postProcesses.length > 0) {
  73581. this._postProcesses[0].autoClear = false;
  73582. }
  73583. };
  73584. /** @hidden */
  73585. RenderTargetTexture.prototype._shouldRender = function () {
  73586. if (this._currentRefreshId === -1) { // At least render once
  73587. this._currentRefreshId = 1;
  73588. return true;
  73589. }
  73590. if (this.refreshRate === this._currentRefreshId) {
  73591. this._currentRefreshId = 1;
  73592. return true;
  73593. }
  73594. this._currentRefreshId++;
  73595. return false;
  73596. };
  73597. /**
  73598. * Gets the actual render size of the texture.
  73599. * @returns the width of the render size
  73600. */
  73601. RenderTargetTexture.prototype.getRenderSize = function () {
  73602. return this.getRenderWidth();
  73603. };
  73604. /**
  73605. * Gets the actual render width of the texture.
  73606. * @returns the width of the render size
  73607. */
  73608. RenderTargetTexture.prototype.getRenderWidth = function () {
  73609. if (this._size.width) {
  73610. return this._size.width;
  73611. }
  73612. return this._size;
  73613. };
  73614. /**
  73615. * Gets the actual render height of the texture.
  73616. * @returns the height of the render size
  73617. */
  73618. RenderTargetTexture.prototype.getRenderHeight = function () {
  73619. if (this._size.width) {
  73620. return this._size.height;
  73621. }
  73622. return this._size;
  73623. };
  73624. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  73625. /**
  73626. * Get if the texture can be rescaled or not.
  73627. */
  73628. get: function () {
  73629. return true;
  73630. },
  73631. enumerable: true,
  73632. configurable: true
  73633. });
  73634. /**
  73635. * Resize the texture using a ratio.
  73636. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  73637. */
  73638. RenderTargetTexture.prototype.scale = function (ratio) {
  73639. var newSize = this.getRenderSize() * ratio;
  73640. this.resize(newSize);
  73641. };
  73642. /**
  73643. * Get the texture reflection matrix used to rotate/transform the reflection.
  73644. * @returns the reflection matrix
  73645. */
  73646. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  73647. if (this.isCube) {
  73648. return this._textureMatrix;
  73649. }
  73650. return _super.prototype.getReflectionTextureMatrix.call(this);
  73651. };
  73652. /**
  73653. * Resize the texture to a new desired size.
  73654. * Be carrefull as it will recreate all the data in the new texture.
  73655. * @param size Define the new size. It can be:
  73656. * - a number for squared texture,
  73657. * - an object containing { width: number, height: number }
  73658. * - or an object containing a ratio { ratio: number }
  73659. */
  73660. RenderTargetTexture.prototype.resize = function (size) {
  73661. this.releaseInternalTexture();
  73662. var scene = this.getScene();
  73663. if (!scene) {
  73664. return;
  73665. }
  73666. this._processSizeParameter(size);
  73667. if (this.isCube) {
  73668. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  73669. }
  73670. else {
  73671. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  73672. }
  73673. };
  73674. /**
  73675. * Renders all the objects from the render list into the texture.
  73676. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  73677. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  73678. */
  73679. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  73680. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  73681. if (dumpForDebug === void 0) { dumpForDebug = false; }
  73682. var scene = this.getScene();
  73683. if (!scene) {
  73684. return;
  73685. }
  73686. var engine = scene.getEngine();
  73687. if (this.useCameraPostProcesses !== undefined) {
  73688. useCameraPostProcess = this.useCameraPostProcesses;
  73689. }
  73690. if (this._waitingRenderList) {
  73691. this.renderList = [];
  73692. for (var index = 0; index < this._waitingRenderList.length; index++) {
  73693. var id = this._waitingRenderList[index];
  73694. var mesh_1 = scene.getMeshByID(id);
  73695. if (mesh_1) {
  73696. this.renderList.push(mesh_1);
  73697. }
  73698. }
  73699. delete this._waitingRenderList;
  73700. }
  73701. // Is predicate defined?
  73702. if (this.renderListPredicate) {
  73703. if (this.renderList) {
  73704. this.renderList.length = 0; // Clear previous renderList
  73705. }
  73706. else {
  73707. this.renderList = [];
  73708. }
  73709. var scene = this.getScene();
  73710. if (!scene) {
  73711. return;
  73712. }
  73713. var sceneMeshes = scene.meshes;
  73714. for (var index = 0; index < sceneMeshes.length; index++) {
  73715. var mesh = sceneMeshes[index];
  73716. if (this.renderListPredicate(mesh)) {
  73717. this.renderList.push(mesh);
  73718. }
  73719. }
  73720. }
  73721. this.onBeforeBindObservable.notifyObservers(this);
  73722. // Set custom projection.
  73723. // Needs to be before binding to prevent changing the aspect ratio.
  73724. var camera;
  73725. if (this.activeCamera) {
  73726. camera = this.activeCamera;
  73727. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73728. if (this.activeCamera !== scene.activeCamera) {
  73729. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  73730. }
  73731. }
  73732. else {
  73733. camera = scene.activeCamera;
  73734. if (camera) {
  73735. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73736. }
  73737. }
  73738. // Prepare renderingManager
  73739. this._renderingManager.reset();
  73740. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  73741. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  73742. var sceneRenderId = scene.getRenderId();
  73743. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  73744. var mesh = currentRenderList[meshIndex];
  73745. if (mesh) {
  73746. if (!mesh.isReady(this.refreshRate === 0)) {
  73747. this.resetRefreshCounter();
  73748. continue;
  73749. }
  73750. mesh._preActivateForIntermediateRendering(sceneRenderId);
  73751. var isMasked = void 0;
  73752. if (!this.renderList && camera) {
  73753. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  73754. }
  73755. else {
  73756. isMasked = false;
  73757. }
  73758. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  73759. mesh._activate(sceneRenderId);
  73760. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  73761. var subMesh = mesh.subMeshes[subIndex];
  73762. scene._activeIndices.addCount(subMesh.indexCount, false);
  73763. this._renderingManager.dispatch(subMesh, mesh);
  73764. }
  73765. }
  73766. }
  73767. }
  73768. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  73769. var particleSystem = scene.particleSystems[particleIndex];
  73770. var emitter = particleSystem.emitter;
  73771. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  73772. continue;
  73773. }
  73774. if (currentRenderList.indexOf(emitter) >= 0) {
  73775. this._renderingManager.dispatchParticles(particleSystem);
  73776. }
  73777. }
  73778. if (this.isCube) {
  73779. for (var face = 0; face < 6; face++) {
  73780. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73781. scene.incrementRenderId();
  73782. scene.resetCachedMaterial();
  73783. }
  73784. }
  73785. else {
  73786. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73787. }
  73788. this.onAfterUnbindObservable.notifyObservers(this);
  73789. if (scene.activeCamera) {
  73790. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  73791. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  73792. }
  73793. engine.setViewport(scene.activeCamera.viewport);
  73794. }
  73795. scene.resetCachedMaterial();
  73796. };
  73797. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  73798. var minimum = 128;
  73799. var x = renderDimension * scale;
  73800. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  73801. // Ensure we don't exceed the render dimension (while staying POT)
  73802. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  73803. };
  73804. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  73805. var _this = this;
  73806. if (!this._texture) {
  73807. return;
  73808. }
  73809. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  73810. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  73811. });
  73812. };
  73813. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  73814. var scene = this.getScene();
  73815. if (!scene) {
  73816. return;
  73817. }
  73818. var engine = scene.getEngine();
  73819. if (!this._texture) {
  73820. return;
  73821. }
  73822. // Bind
  73823. if (this._postProcessManager) {
  73824. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  73825. }
  73826. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  73827. if (this._texture) {
  73828. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  73829. }
  73830. }
  73831. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  73832. // Clear
  73833. if (this.onClearObservable.hasObservers()) {
  73834. this.onClearObservable.notifyObservers(engine);
  73835. }
  73836. else {
  73837. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  73838. }
  73839. if (!this._doNotChangeAspectRatio) {
  73840. scene.updateTransformMatrix(true);
  73841. }
  73842. // Render
  73843. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  73844. if (this._postProcessManager) {
  73845. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  73846. }
  73847. else if (useCameraPostProcess) {
  73848. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  73849. }
  73850. if (!this._doNotChangeAspectRatio) {
  73851. scene.updateTransformMatrix(true);
  73852. }
  73853. // Dump ?
  73854. if (dumpForDebug) {
  73855. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  73856. }
  73857. // Unbind
  73858. if (!this.isCube || faceIndex === 5) {
  73859. if (this.isCube) {
  73860. if (faceIndex === 5) {
  73861. engine.generateMipMapsForCubemap(this._texture);
  73862. }
  73863. }
  73864. this.unbindFrameBuffer(engine, faceIndex);
  73865. }
  73866. else {
  73867. this.onAfterRenderObservable.notifyObservers(faceIndex);
  73868. }
  73869. };
  73870. /**
  73871. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  73872. * This allowed control for front to back rendering or reversly depending of the special needs.
  73873. *
  73874. * @param renderingGroupId The rendering group id corresponding to its index
  73875. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  73876. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  73877. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  73878. */
  73879. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  73880. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  73881. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  73882. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  73883. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  73884. };
  73885. /**
  73886. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  73887. *
  73888. * @param renderingGroupId The rendering group id corresponding to its index
  73889. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  73890. */
  73891. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  73892. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  73893. this._renderingManager._useSceneAutoClearSetup = false;
  73894. };
  73895. /**
  73896. * Clones the texture.
  73897. * @returns the cloned texture
  73898. */
  73899. RenderTargetTexture.prototype.clone = function () {
  73900. var textureSize = this.getSize();
  73901. 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);
  73902. // Base texture
  73903. newTexture.hasAlpha = this.hasAlpha;
  73904. newTexture.level = this.level;
  73905. // RenderTarget Texture
  73906. newTexture.coordinatesMode = this.coordinatesMode;
  73907. if (this.renderList) {
  73908. newTexture.renderList = this.renderList.slice(0);
  73909. }
  73910. return newTexture;
  73911. };
  73912. /**
  73913. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  73914. * @returns The JSON representation of the texture
  73915. */
  73916. RenderTargetTexture.prototype.serialize = function () {
  73917. if (!this.name) {
  73918. return null;
  73919. }
  73920. var serializationObject = _super.prototype.serialize.call(this);
  73921. serializationObject.renderTargetSize = this.getRenderSize();
  73922. serializationObject.renderList = [];
  73923. if (this.renderList) {
  73924. for (var index = 0; index < this.renderList.length; index++) {
  73925. serializationObject.renderList.push(this.renderList[index].id);
  73926. }
  73927. }
  73928. return serializationObject;
  73929. };
  73930. /**
  73931. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  73932. */
  73933. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  73934. var objBuffer = this.getInternalTexture();
  73935. var scene = this.getScene();
  73936. if (objBuffer && scene) {
  73937. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  73938. }
  73939. };
  73940. /**
  73941. * Dispose the texture and release its associated resources.
  73942. */
  73943. RenderTargetTexture.prototype.dispose = function () {
  73944. if (this._postProcessManager) {
  73945. this._postProcessManager.dispose();
  73946. this._postProcessManager = null;
  73947. }
  73948. this.clearPostProcesses(true);
  73949. if (this._resizeObserver) {
  73950. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  73951. this._resizeObserver = null;
  73952. }
  73953. this.renderList = null;
  73954. // Remove from custom render targets
  73955. var scene = this.getScene();
  73956. if (!scene) {
  73957. return;
  73958. }
  73959. var index = scene.customRenderTargets.indexOf(this);
  73960. if (index >= 0) {
  73961. scene.customRenderTargets.splice(index, 1);
  73962. }
  73963. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  73964. var camera = _a[_i];
  73965. index = camera.customRenderTargets.indexOf(this);
  73966. if (index >= 0) {
  73967. camera.customRenderTargets.splice(index, 1);
  73968. }
  73969. }
  73970. _super.prototype.dispose.call(this);
  73971. };
  73972. /** @hidden */
  73973. RenderTargetTexture.prototype._rebuild = function () {
  73974. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  73975. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  73976. }
  73977. if (this._postProcessManager) {
  73978. this._postProcessManager._rebuild();
  73979. }
  73980. };
  73981. /**
  73982. * Clear the info related to rendering groups preventing retention point in material dispose.
  73983. */
  73984. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  73985. if (this._renderingManager) {
  73986. this._renderingManager.freeRenderingGroups();
  73987. }
  73988. };
  73989. /**
  73990. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  73991. */
  73992. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  73993. /**
  73994. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  73995. */
  73996. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  73997. /**
  73998. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  73999. * the central point of your effect and can save a lot of performances.
  74000. */
  74001. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  74002. return RenderTargetTexture;
  74003. }(BABYLON.Texture));
  74004. BABYLON.RenderTargetTexture = RenderTargetTexture;
  74005. })(BABYLON || (BABYLON = {}));
  74006. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  74007. var BABYLON;
  74008. (function (BABYLON) {
  74009. /**
  74010. * A multi render target, like a render target provides the ability to render to a texture.
  74011. * Unlike the render target, it can render to several draw buffers in one draw.
  74012. * This is specially interesting in deferred rendering or for any effects requiring more than
  74013. * just one color from a single pass.
  74014. */
  74015. var MultiRenderTarget = /** @class */ (function (_super) {
  74016. __extends(MultiRenderTarget, _super);
  74017. /**
  74018. * Instantiate a new multi render target texture.
  74019. * A multi render target, like a render target provides the ability to render to a texture.
  74020. * Unlike the render target, it can render to several draw buffers in one draw.
  74021. * This is specially interesting in deferred rendering or for any effects requiring more than
  74022. * just one color from a single pass.
  74023. * @param name Define the name of the texture
  74024. * @param size Define the size of the buffers to render to
  74025. * @param count Define the number of target we are rendering into
  74026. * @param scene Define the scene the texture belongs to
  74027. * @param options Define the options used to create the multi render target
  74028. */
  74029. function MultiRenderTarget(name, size, count, scene, options) {
  74030. var _this = this;
  74031. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  74032. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  74033. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  74034. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  74035. _this._engine = scene.getEngine();
  74036. if (!_this.isSupported) {
  74037. _this.dispose();
  74038. return;
  74039. }
  74040. var types = [];
  74041. var samplingModes = [];
  74042. for (var i = 0; i < count; i++) {
  74043. if (options && options.types && options.types[i] !== undefined) {
  74044. types.push(options.types[i]);
  74045. }
  74046. else {
  74047. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  74048. }
  74049. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  74050. samplingModes.push(options.samplingModes[i]);
  74051. }
  74052. else {
  74053. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  74054. }
  74055. }
  74056. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  74057. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  74058. _this._size = size;
  74059. _this._multiRenderTargetOptions = {
  74060. samplingModes: samplingModes,
  74061. generateMipMaps: generateMipMaps,
  74062. generateDepthBuffer: generateDepthBuffer,
  74063. generateStencilBuffer: generateStencilBuffer,
  74064. generateDepthTexture: generateDepthTexture,
  74065. types: types,
  74066. textureCount: count
  74067. };
  74068. _this._createInternalTextures();
  74069. _this._createTextures();
  74070. return _this;
  74071. }
  74072. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  74073. /**
  74074. * Get if draw buffers are currently supported by the used hardware and browser.
  74075. */
  74076. get: function () {
  74077. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  74078. },
  74079. enumerable: true,
  74080. configurable: true
  74081. });
  74082. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  74083. /**
  74084. * Get the list of textures generated by the multi render target.
  74085. */
  74086. get: function () {
  74087. return this._textures;
  74088. },
  74089. enumerable: true,
  74090. configurable: true
  74091. });
  74092. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  74093. /**
  74094. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  74095. */
  74096. get: function () {
  74097. return this._textures[this._textures.length - 1];
  74098. },
  74099. enumerable: true,
  74100. configurable: true
  74101. });
  74102. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  74103. /**
  74104. * Set the wrapping mode on U of all the textures we are rendering to.
  74105. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74106. */
  74107. set: function (wrap) {
  74108. if (this._textures) {
  74109. for (var i = 0; i < this._textures.length; i++) {
  74110. this._textures[i].wrapU = wrap;
  74111. }
  74112. }
  74113. },
  74114. enumerable: true,
  74115. configurable: true
  74116. });
  74117. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  74118. /**
  74119. * Set the wrapping mode on V of all the textures we are rendering to.
  74120. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74121. */
  74122. set: function (wrap) {
  74123. if (this._textures) {
  74124. for (var i = 0; i < this._textures.length; i++) {
  74125. this._textures[i].wrapV = wrap;
  74126. }
  74127. }
  74128. },
  74129. enumerable: true,
  74130. configurable: true
  74131. });
  74132. /** @hidden */
  74133. MultiRenderTarget.prototype._rebuild = function () {
  74134. this.releaseInternalTextures();
  74135. this._createInternalTextures();
  74136. for (var i = 0; i < this._internalTextures.length; i++) {
  74137. var texture = this._textures[i];
  74138. texture._texture = this._internalTextures[i];
  74139. }
  74140. // Keeps references to frame buffer and stencil/depth buffer
  74141. this._texture = this._internalTextures[0];
  74142. };
  74143. MultiRenderTarget.prototype._createInternalTextures = function () {
  74144. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74145. };
  74146. MultiRenderTarget.prototype._createTextures = function () {
  74147. this._textures = [];
  74148. for (var i = 0; i < this._internalTextures.length; i++) {
  74149. var texture = new BABYLON.Texture(null, this.getScene());
  74150. texture._texture = this._internalTextures[i];
  74151. this._textures.push(texture);
  74152. }
  74153. // Keeps references to frame buffer and stencil/depth buffer
  74154. this._texture = this._internalTextures[0];
  74155. };
  74156. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74157. /**
  74158. * Define the number of samples used if MSAA is enabled.
  74159. */
  74160. get: function () {
  74161. return this._samples;
  74162. },
  74163. set: function (value) {
  74164. if (this._samples === value) {
  74165. return;
  74166. }
  74167. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74168. },
  74169. enumerable: true,
  74170. configurable: true
  74171. });
  74172. /**
  74173. * Resize all the textures in the multi render target.
  74174. * Be carrefull as it will recreate all the data in the new texture.
  74175. * @param size Define the new size
  74176. */
  74177. MultiRenderTarget.prototype.resize = function (size) {
  74178. this.releaseInternalTextures();
  74179. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74180. this._createInternalTextures();
  74181. };
  74182. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74183. var _this = this;
  74184. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74185. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74186. });
  74187. };
  74188. /**
  74189. * Dispose the render targets and their associated resources
  74190. */
  74191. MultiRenderTarget.prototype.dispose = function () {
  74192. this.releaseInternalTextures();
  74193. _super.prototype.dispose.call(this);
  74194. };
  74195. /**
  74196. * Release all the underlying texture used as draw buffers.
  74197. */
  74198. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74199. if (!this._internalTextures) {
  74200. return;
  74201. }
  74202. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74203. if (this._internalTextures[i] !== undefined) {
  74204. this._internalTextures[i].dispose();
  74205. this._internalTextures.splice(i, 1);
  74206. }
  74207. }
  74208. };
  74209. return MultiRenderTarget;
  74210. }(BABYLON.RenderTargetTexture));
  74211. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74212. })(BABYLON || (BABYLON = {}));
  74213. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  74214. var BABYLON;
  74215. (function (BABYLON) {
  74216. /**
  74217. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74218. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74219. * You can then easily use it as a reflectionTexture on a flat surface.
  74220. * In case the surface is not a plane, please consider relying on reflection probes.
  74221. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74222. */
  74223. var MirrorTexture = /** @class */ (function (_super) {
  74224. __extends(MirrorTexture, _super);
  74225. /**
  74226. * Instantiates a Mirror Texture.
  74227. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74228. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74229. * You can then easily use it as a reflectionTexture on a flat surface.
  74230. * In case the surface is not a plane, please consider relying on reflection probes.
  74231. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74232. * @param name
  74233. * @param size
  74234. * @param scene
  74235. * @param generateMipMaps
  74236. * @param type
  74237. * @param samplingMode
  74238. * @param generateDepthBuffer
  74239. */
  74240. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74241. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74242. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74243. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74244. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74245. _this.scene = scene;
  74246. /**
  74247. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74248. * 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.
  74249. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74250. */
  74251. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74252. _this._transformMatrix = BABYLON.Matrix.Zero();
  74253. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74254. _this._adaptiveBlurKernel = 0;
  74255. _this._blurKernelX = 0;
  74256. _this._blurKernelY = 0;
  74257. _this._blurRatio = 1.0;
  74258. _this.ignoreCameraViewport = true;
  74259. _this._updateGammaSpace();
  74260. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74261. _this._updateGammaSpace;
  74262. });
  74263. _this.onBeforeRenderObservable.add(function () {
  74264. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74265. _this._savedViewMatrix = scene.getViewMatrix();
  74266. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74267. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74268. scene.clipPlane = _this.mirrorPlane;
  74269. scene.getEngine().cullBackFaces = false;
  74270. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74271. });
  74272. _this.onAfterRenderObservable.add(function () {
  74273. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74274. scene.getEngine().cullBackFaces = true;
  74275. scene._mirroredCameraPosition = null;
  74276. delete scene.clipPlane;
  74277. });
  74278. return _this;
  74279. }
  74280. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74281. get: function () {
  74282. return this._blurRatio;
  74283. },
  74284. /**
  74285. * Define the blur ratio used to blur the reflection if needed.
  74286. */
  74287. set: function (value) {
  74288. if (this._blurRatio === value) {
  74289. return;
  74290. }
  74291. this._blurRatio = value;
  74292. this._preparePostProcesses();
  74293. },
  74294. enumerable: true,
  74295. configurable: true
  74296. });
  74297. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74298. /**
  74299. * Define the adaptive blur kernel used to blur the reflection if needed.
  74300. * This will autocompute the closest best match for the `blurKernel`
  74301. */
  74302. set: function (value) {
  74303. this._adaptiveBlurKernel = value;
  74304. this._autoComputeBlurKernel();
  74305. },
  74306. enumerable: true,
  74307. configurable: true
  74308. });
  74309. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74310. /**
  74311. * Define the blur kernel used to blur the reflection if needed.
  74312. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74313. */
  74314. set: function (value) {
  74315. this.blurKernelX = value;
  74316. this.blurKernelY = value;
  74317. },
  74318. enumerable: true,
  74319. configurable: true
  74320. });
  74321. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74322. get: function () {
  74323. return this._blurKernelX;
  74324. },
  74325. /**
  74326. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74327. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74328. */
  74329. set: function (value) {
  74330. if (this._blurKernelX === value) {
  74331. return;
  74332. }
  74333. this._blurKernelX = value;
  74334. this._preparePostProcesses();
  74335. },
  74336. enumerable: true,
  74337. configurable: true
  74338. });
  74339. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74340. get: function () {
  74341. return this._blurKernelY;
  74342. },
  74343. /**
  74344. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74345. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74346. */
  74347. set: function (value) {
  74348. if (this._blurKernelY === value) {
  74349. return;
  74350. }
  74351. this._blurKernelY = value;
  74352. this._preparePostProcesses();
  74353. },
  74354. enumerable: true,
  74355. configurable: true
  74356. });
  74357. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  74358. var engine = this.getScene().getEngine();
  74359. var dw = this.getRenderWidth() / engine.getRenderWidth();
  74360. var dh = this.getRenderHeight() / engine.getRenderHeight();
  74361. this.blurKernelX = this._adaptiveBlurKernel * dw;
  74362. this.blurKernelY = this._adaptiveBlurKernel * dh;
  74363. };
  74364. MirrorTexture.prototype._onRatioRescale = function () {
  74365. if (this._sizeRatio) {
  74366. this.resize(this._initialSizeParameter);
  74367. if (!this._adaptiveBlurKernel) {
  74368. this._preparePostProcesses();
  74369. }
  74370. }
  74371. if (this._adaptiveBlurKernel) {
  74372. this._autoComputeBlurKernel();
  74373. }
  74374. };
  74375. MirrorTexture.prototype._updateGammaSpace = function () {
  74376. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  74377. };
  74378. MirrorTexture.prototype._preparePostProcesses = function () {
  74379. this.clearPostProcesses(true);
  74380. if (this._blurKernelX && this._blurKernelY) {
  74381. var engine = this.getScene().getEngine();
  74382. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  74383. 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);
  74384. this._blurX.autoClear = false;
  74385. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  74386. this._blurX.inputTexture = this._texture;
  74387. }
  74388. else {
  74389. this._blurX.alwaysForcePOT = true;
  74390. }
  74391. 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);
  74392. this._blurY.autoClear = false;
  74393. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  74394. this.addPostProcess(this._blurX);
  74395. this.addPostProcess(this._blurY);
  74396. }
  74397. else {
  74398. if (this._blurY) {
  74399. this.removePostProcess(this._blurY);
  74400. this._blurY.dispose();
  74401. this._blurY = null;
  74402. }
  74403. if (this._blurX) {
  74404. this.removePostProcess(this._blurX);
  74405. this._blurX.dispose();
  74406. this._blurX = null;
  74407. }
  74408. }
  74409. };
  74410. /**
  74411. * Clone the mirror texture.
  74412. * @returns the cloned texture
  74413. */
  74414. MirrorTexture.prototype.clone = function () {
  74415. var scene = this.getScene();
  74416. if (!scene) {
  74417. return this;
  74418. }
  74419. var textureSize = this.getSize();
  74420. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74421. // Base texture
  74422. newTexture.hasAlpha = this.hasAlpha;
  74423. newTexture.level = this.level;
  74424. // Mirror Texture
  74425. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74426. if (this.renderList) {
  74427. newTexture.renderList = this.renderList.slice(0);
  74428. }
  74429. return newTexture;
  74430. };
  74431. /**
  74432. * Serialize the texture to a JSON representation you could use in Parse later on
  74433. * @returns the serialized JSON representation
  74434. */
  74435. MirrorTexture.prototype.serialize = function () {
  74436. if (!this.name) {
  74437. return null;
  74438. }
  74439. var serializationObject = _super.prototype.serialize.call(this);
  74440. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74441. return serializationObject;
  74442. };
  74443. /**
  74444. * Dispose the texture and release its associated resources.
  74445. */
  74446. MirrorTexture.prototype.dispose = function () {
  74447. _super.prototype.dispose.call(this);
  74448. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74449. };
  74450. return MirrorTexture;
  74451. }(BABYLON.RenderTargetTexture));
  74452. BABYLON.MirrorTexture = MirrorTexture;
  74453. })(BABYLON || (BABYLON = {}));
  74454. //# sourceMappingURL=babylon.mirrorTexture.js.map
  74455. var BABYLON;
  74456. (function (BABYLON) {
  74457. /**
  74458. * Creates a refraction texture used by refraction channel of the standard material.
  74459. * It is like a mirror but to see through a material.
  74460. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74461. */
  74462. var RefractionTexture = /** @class */ (function (_super) {
  74463. __extends(RefractionTexture, _super);
  74464. /**
  74465. * Creates a refraction texture used by refraction channel of the standard material.
  74466. * It is like a mirror but to see through a material.
  74467. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74468. * @param name Define the texture name
  74469. * @param size Define the size of the underlying texture
  74470. * @param scene Define the scene the refraction belongs to
  74471. * @param generateMipMaps Define if we need to generate mips level for the refraction
  74472. */
  74473. function RefractionTexture(name, size, scene, generateMipMaps) {
  74474. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  74475. /**
  74476. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  74477. * 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.
  74478. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74479. */
  74480. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  74481. /**
  74482. * Define how deep under the surface we should see.
  74483. */
  74484. _this.depth = 2.0;
  74485. _this.onBeforeRenderObservable.add(function () {
  74486. scene.clipPlane = _this.refractionPlane;
  74487. });
  74488. _this.onAfterRenderObservable.add(function () {
  74489. delete scene.clipPlane;
  74490. });
  74491. return _this;
  74492. }
  74493. /**
  74494. * Clone the refraction texture.
  74495. * @returns the cloned texture
  74496. */
  74497. RefractionTexture.prototype.clone = function () {
  74498. var scene = this.getScene();
  74499. if (!scene) {
  74500. return this;
  74501. }
  74502. var textureSize = this.getSize();
  74503. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  74504. // Base texture
  74505. newTexture.hasAlpha = this.hasAlpha;
  74506. newTexture.level = this.level;
  74507. // Refraction Texture
  74508. newTexture.refractionPlane = this.refractionPlane.clone();
  74509. if (this.renderList) {
  74510. newTexture.renderList = this.renderList.slice(0);
  74511. }
  74512. newTexture.depth = this.depth;
  74513. return newTexture;
  74514. };
  74515. /**
  74516. * Serialize the texture to a JSON representation you could use in Parse later on
  74517. * @returns the serialized JSON representation
  74518. */
  74519. RefractionTexture.prototype.serialize = function () {
  74520. if (!this.name) {
  74521. return null;
  74522. }
  74523. var serializationObject = _super.prototype.serialize.call(this);
  74524. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  74525. serializationObject.depth = this.depth;
  74526. return serializationObject;
  74527. };
  74528. return RefractionTexture;
  74529. }(BABYLON.RenderTargetTexture));
  74530. BABYLON.RefractionTexture = RefractionTexture;
  74531. })(BABYLON || (BABYLON = {}));
  74532. //# sourceMappingURL=babylon.refractionTexture.js.map
  74533. var BABYLON;
  74534. (function (BABYLON) {
  74535. /**
  74536. * A class extending Texture allowing drawing on a texture
  74537. * @see http://doc.babylonjs.com/how_to/dynamictexture
  74538. */
  74539. var DynamicTexture = /** @class */ (function (_super) {
  74540. __extends(DynamicTexture, _super);
  74541. /**
  74542. * Creates a DynamicTexture
  74543. * @param name defines the name of the texture
  74544. * @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
  74545. * @param scene defines the scene where you want the texture
  74546. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  74547. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  74548. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  74549. */
  74550. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  74551. if (scene === void 0) { scene = null; }
  74552. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74553. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  74554. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  74555. _this.name = name;
  74556. _this._engine = _this.getScene().getEngine();
  74557. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74558. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74559. _this._generateMipMaps = generateMipMaps;
  74560. if (options.getContext) {
  74561. _this._canvas = options;
  74562. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74563. }
  74564. else {
  74565. _this._canvas = document.createElement("canvas");
  74566. if (options.width || options.width === 0) {
  74567. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74568. }
  74569. else {
  74570. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  74571. }
  74572. }
  74573. var textureSize = _this.getSize();
  74574. _this._canvas.width = textureSize.width;
  74575. _this._canvas.height = textureSize.height;
  74576. _this._context = _this._canvas.getContext("2d");
  74577. return _this;
  74578. }
  74579. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  74580. /**
  74581. * Gets the current state of canRescale
  74582. */
  74583. get: function () {
  74584. return true;
  74585. },
  74586. enumerable: true,
  74587. configurable: true
  74588. });
  74589. DynamicTexture.prototype._recreate = function (textureSize) {
  74590. this._canvas.width = textureSize.width;
  74591. this._canvas.height = textureSize.height;
  74592. this.releaseInternalTexture();
  74593. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  74594. };
  74595. /**
  74596. * Scales the texture
  74597. * @param ratio the scale factor to apply to both width and height
  74598. */
  74599. DynamicTexture.prototype.scale = function (ratio) {
  74600. var textureSize = this.getSize();
  74601. textureSize.width *= ratio;
  74602. textureSize.height *= ratio;
  74603. this._recreate(textureSize);
  74604. };
  74605. /**
  74606. * Resizes the texture
  74607. * @param width the new width
  74608. * @param height the new height
  74609. */
  74610. DynamicTexture.prototype.scaleTo = function (width, height) {
  74611. var textureSize = this.getSize();
  74612. textureSize.width = width;
  74613. textureSize.height = height;
  74614. this._recreate(textureSize);
  74615. };
  74616. /**
  74617. * Gets the context of the canvas used by the texture
  74618. * @returns the canvas context of the dynamic texture
  74619. */
  74620. DynamicTexture.prototype.getContext = function () {
  74621. return this._context;
  74622. };
  74623. /**
  74624. * Clears the texture
  74625. */
  74626. DynamicTexture.prototype.clear = function () {
  74627. var size = this.getSize();
  74628. this._context.fillRect(0, 0, size.width, size.height);
  74629. };
  74630. /**
  74631. * Updates the texture
  74632. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74633. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  74634. */
  74635. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  74636. if (premulAlpha === void 0) { premulAlpha = false; }
  74637. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  74638. };
  74639. /**
  74640. * Draws text onto the texture
  74641. * @param text defines the text to be drawn
  74642. * @param x defines the placement of the text from the left
  74643. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  74644. * @param font defines the font to be used with font-style, font-size, font-name
  74645. * @param color defines the color used for the text
  74646. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  74647. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74648. * @param update defines whether texture is immediately update (default is true)
  74649. */
  74650. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  74651. if (update === void 0) { update = true; }
  74652. var size = this.getSize();
  74653. if (clearColor) {
  74654. this._context.fillStyle = clearColor;
  74655. this._context.fillRect(0, 0, size.width, size.height);
  74656. }
  74657. this._context.font = font;
  74658. if (x === null || x === undefined) {
  74659. var textSize = this._context.measureText(text);
  74660. x = (size.width - textSize.width) / 2;
  74661. }
  74662. if (y === null || y === undefined) {
  74663. var fontSize = parseInt((font.replace(/\D/g, '')));
  74664. y = (size.height / 2) + (fontSize / 3.65);
  74665. }
  74666. this._context.fillStyle = color;
  74667. this._context.fillText(text, x, y);
  74668. if (update) {
  74669. this.update(invertY);
  74670. }
  74671. };
  74672. /**
  74673. * Clones the texture
  74674. * @returns the clone of the texture.
  74675. */
  74676. DynamicTexture.prototype.clone = function () {
  74677. var scene = this.getScene();
  74678. if (!scene) {
  74679. return this;
  74680. }
  74681. var textureSize = this.getSize();
  74682. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  74683. // Base texture
  74684. newTexture.hasAlpha = this.hasAlpha;
  74685. newTexture.level = this.level;
  74686. // Dynamic Texture
  74687. newTexture.wrapU = this.wrapU;
  74688. newTexture.wrapV = this.wrapV;
  74689. return newTexture;
  74690. };
  74691. /**
  74692. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  74693. * @returns a serialized dynamic texture object
  74694. */
  74695. DynamicTexture.prototype.serialize = function () {
  74696. var scene = this.getScene();
  74697. if (scene && !scene.isReady()) {
  74698. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  74699. }
  74700. var serializationObject = _super.prototype.serialize.call(this);
  74701. serializationObject.base64String = this._canvas.toDataURL();
  74702. serializationObject.invertY = this._invertY;
  74703. serializationObject.samplingMode = this.samplingMode;
  74704. return serializationObject;
  74705. };
  74706. /** @hidden */
  74707. DynamicTexture.prototype._rebuild = function () {
  74708. this.update();
  74709. };
  74710. return DynamicTexture;
  74711. }(BABYLON.Texture));
  74712. BABYLON.DynamicTexture = DynamicTexture;
  74713. })(BABYLON || (BABYLON = {}));
  74714. //# sourceMappingURL=babylon.dynamicTexture.js.map
  74715. var BABYLON;
  74716. (function (BABYLON) {
  74717. /**
  74718. * If you want to display a video in your scene, this is the special texture for that.
  74719. * This special texture works similar to other textures, with the exception of a few parameters.
  74720. * @see https://doc.babylonjs.com/how_to/video_texture
  74721. */
  74722. var VideoTexture = /** @class */ (function (_super) {
  74723. __extends(VideoTexture, _super);
  74724. /**
  74725. * Creates a video texture.
  74726. * If you want to display a video in your scene, this is the special texture for that.
  74727. * This special texture works similar to other textures, with the exception of a few parameters.
  74728. * @see https://doc.babylonjs.com/how_to/video_texture
  74729. * @param name optional name, will detect from video source, if not defined
  74730. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  74731. * @param scene is obviously the current scene.
  74732. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  74733. * @param invertY is false by default but can be used to invert video on Y axis
  74734. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  74735. * @param settings allows finer control over video usage
  74736. */
  74737. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  74738. if (generateMipMaps === void 0) { generateMipMaps = false; }
  74739. if (invertY === void 0) { invertY = false; }
  74740. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74741. if (settings === void 0) { settings = {
  74742. autoPlay: true,
  74743. loop: true,
  74744. autoUpdateTexture: true,
  74745. }; }
  74746. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74747. _this._onUserActionRequestedObservable = null;
  74748. _this._stillImageCaptured = false;
  74749. _this._poster = false;
  74750. _this._createInternalTexture = function () {
  74751. if (_this._texture != null) {
  74752. if (_this._poster) {
  74753. _this._texture.dispose();
  74754. _this._poster = false;
  74755. }
  74756. else {
  74757. return;
  74758. }
  74759. }
  74760. if (!_this._engine.needPOTTextures ||
  74761. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  74762. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  74763. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  74764. }
  74765. else {
  74766. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74767. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74768. _this._generateMipMaps = false;
  74769. }
  74770. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  74771. if (!_this.video.autoplay) {
  74772. var oldHandler_1 = _this.video.onplaying;
  74773. var error_1 = false;
  74774. _this.video.onplaying = function () {
  74775. _this.video.onplaying = oldHandler_1;
  74776. _this._texture.isReady = true;
  74777. _this._updateInternalTexture();
  74778. if (!error_1) {
  74779. _this.video.pause();
  74780. }
  74781. if (_this.onLoadObservable.hasObservers()) {
  74782. _this.onLoadObservable.notifyObservers(_this);
  74783. }
  74784. };
  74785. var playing = _this.video.play();
  74786. if (playing) {
  74787. playing.then(function () {
  74788. // Everything is good.
  74789. })
  74790. .catch(function () {
  74791. error_1 = true;
  74792. // On Chrome for instance, new policies might prevent playing without user interaction.
  74793. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  74794. _this._onUserActionRequestedObservable.notifyObservers(_this);
  74795. }
  74796. });
  74797. }
  74798. else {
  74799. _this.video.onplaying = oldHandler_1;
  74800. _this._texture.isReady = true;
  74801. _this._updateInternalTexture();
  74802. if (_this.onLoadObservable.hasObservers()) {
  74803. _this.onLoadObservable.notifyObservers(_this);
  74804. }
  74805. }
  74806. }
  74807. else {
  74808. _this._texture.isReady = true;
  74809. _this._updateInternalTexture();
  74810. if (_this.onLoadObservable.hasObservers()) {
  74811. _this.onLoadObservable.notifyObservers(_this);
  74812. }
  74813. }
  74814. };
  74815. _this.reset = function () {
  74816. if (_this._texture == null) {
  74817. return;
  74818. }
  74819. if (!_this._poster) {
  74820. _this._texture.dispose();
  74821. _this._texture = null;
  74822. }
  74823. };
  74824. _this._updateInternalTexture = function (e) {
  74825. if (_this._texture == null || !_this._texture.isReady) {
  74826. return;
  74827. }
  74828. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  74829. return;
  74830. }
  74831. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  74832. };
  74833. _this._engine = _this.getScene().getEngine();
  74834. _this._generateMipMaps = generateMipMaps;
  74835. _this._samplingMode = samplingMode;
  74836. _this.autoUpdateTexture = settings.autoUpdateTexture;
  74837. _this.name = name || _this._getName(src);
  74838. _this.video = _this._getVideo(src);
  74839. if (settings.poster) {
  74840. _this.video.poster = settings.poster;
  74841. }
  74842. if (settings.autoPlay !== undefined) {
  74843. _this.video.autoplay = settings.autoPlay;
  74844. }
  74845. if (settings.loop !== undefined) {
  74846. _this.video.loop = settings.loop;
  74847. }
  74848. _this.video.setAttribute("playsinline", "");
  74849. _this.video.addEventListener("canplay", _this._createInternalTexture);
  74850. _this.video.addEventListener("paused", _this._updateInternalTexture);
  74851. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  74852. _this.video.addEventListener("emptied", _this.reset);
  74853. if (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA) {
  74854. _this._createInternalTexture();
  74855. }
  74856. if (settings.poster) {
  74857. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  74858. _this._poster = true;
  74859. }
  74860. return _this;
  74861. }
  74862. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  74863. /**
  74864. * Event triggerd when a dom action is required by the user to play the video.
  74865. * This happens due to recent changes in browser policies preventing video to auto start.
  74866. */
  74867. get: function () {
  74868. if (!this._onUserActionRequestedObservable) {
  74869. this._onUserActionRequestedObservable = new BABYLON.Observable();
  74870. }
  74871. return this._onUserActionRequestedObservable;
  74872. },
  74873. enumerable: true,
  74874. configurable: true
  74875. });
  74876. VideoTexture.prototype._getName = function (src) {
  74877. if (src instanceof HTMLVideoElement) {
  74878. return src.currentSrc;
  74879. }
  74880. if (typeof src === "object") {
  74881. return src.toString();
  74882. }
  74883. return src;
  74884. };
  74885. VideoTexture.prototype._getVideo = function (src) {
  74886. if (src instanceof HTMLVideoElement) {
  74887. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  74888. return src;
  74889. }
  74890. var video = document.createElement("video");
  74891. if (typeof src === "string") {
  74892. BABYLON.Tools.SetCorsBehavior(src, video);
  74893. video.src = src;
  74894. }
  74895. else {
  74896. BABYLON.Tools.SetCorsBehavior(src[0], video);
  74897. src.forEach(function (url) {
  74898. var source = document.createElement("source");
  74899. source.src = url;
  74900. video.appendChild(source);
  74901. });
  74902. }
  74903. return video;
  74904. };
  74905. /**
  74906. * @hidden Internal method to initiate `update`.
  74907. */
  74908. VideoTexture.prototype._rebuild = function () {
  74909. this.update();
  74910. };
  74911. /**
  74912. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  74913. */
  74914. VideoTexture.prototype.update = function () {
  74915. if (!this.autoUpdateTexture) {
  74916. // Expecting user to call `updateTexture` manually
  74917. return;
  74918. }
  74919. this.updateTexture(true);
  74920. };
  74921. /**
  74922. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  74923. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  74924. */
  74925. VideoTexture.prototype.updateTexture = function (isVisible) {
  74926. if (!isVisible) {
  74927. return;
  74928. }
  74929. if (this.video.paused && this._stillImageCaptured) {
  74930. return;
  74931. }
  74932. this._stillImageCaptured = true;
  74933. this._updateInternalTexture();
  74934. };
  74935. /**
  74936. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  74937. * @param url New url.
  74938. */
  74939. VideoTexture.prototype.updateURL = function (url) {
  74940. this.video.src = url;
  74941. };
  74942. /**
  74943. * Dispose the texture and release its associated resources.
  74944. */
  74945. VideoTexture.prototype.dispose = function () {
  74946. _super.prototype.dispose.call(this);
  74947. if (this._onUserActionRequestedObservable) {
  74948. this._onUserActionRequestedObservable.clear();
  74949. this._onUserActionRequestedObservable = null;
  74950. }
  74951. this.video.removeEventListener("canplay", this._createInternalTexture);
  74952. this.video.removeEventListener("paused", this._updateInternalTexture);
  74953. this.video.removeEventListener("seeked", this._updateInternalTexture);
  74954. this.video.removeEventListener("emptied", this.reset);
  74955. this.video.pause();
  74956. };
  74957. /**
  74958. * Creates a video texture straight from your WebCam video feed.
  74959. * @param scene Define the scene the texture should be created in
  74960. * @param onReady Define a callback to triggered once the texture will be ready
  74961. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  74962. */
  74963. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  74964. var video = document.createElement("video");
  74965. video.setAttribute('autoplay', '');
  74966. video.setAttribute('muted', '');
  74967. video.setAttribute('playsinline', '');
  74968. var constraintsDeviceId;
  74969. if (constraints && constraints.deviceId) {
  74970. constraintsDeviceId = {
  74971. exact: constraints.deviceId,
  74972. };
  74973. }
  74974. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  74975. if (navigator.mediaDevices) {
  74976. navigator.mediaDevices.getUserMedia({ video: constraints })
  74977. .then(function (stream) {
  74978. if (video.mozSrcObject !== undefined) {
  74979. // hack for Firefox < 19
  74980. video.mozSrcObject = stream;
  74981. }
  74982. else {
  74983. video.srcObject = stream;
  74984. }
  74985. var onPlaying = function () {
  74986. if (onReady) {
  74987. onReady(new VideoTexture("video", video, scene, true, true));
  74988. }
  74989. video.removeEventListener("playing", onPlaying);
  74990. };
  74991. video.addEventListener("playing", onPlaying);
  74992. video.play();
  74993. })
  74994. .catch(function (err) {
  74995. BABYLON.Tools.Error(err.name);
  74996. });
  74997. }
  74998. else {
  74999. navigator.getUserMedia =
  75000. navigator.getUserMedia ||
  75001. navigator.webkitGetUserMedia ||
  75002. navigator.mozGetUserMedia ||
  75003. navigator.msGetUserMedia;
  75004. if (navigator.getUserMedia) {
  75005. navigator.getUserMedia({
  75006. video: {
  75007. deviceId: constraintsDeviceId,
  75008. width: {
  75009. min: (constraints && constraints.minWidth) || 256,
  75010. max: (constraints && constraints.maxWidth) || 640,
  75011. },
  75012. height: {
  75013. min: (constraints && constraints.minHeight) || 256,
  75014. max: (constraints && constraints.maxHeight) || 480,
  75015. },
  75016. },
  75017. }, function (stream) {
  75018. if (video.mozSrcObject !== undefined) {
  75019. // hack for Firefox < 19
  75020. video.mozSrcObject = stream;
  75021. }
  75022. else {
  75023. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  75024. }
  75025. video.play();
  75026. if (onReady) {
  75027. onReady(new VideoTexture("video", video, scene, true, true));
  75028. }
  75029. }, function (e) {
  75030. BABYLON.Tools.Error(e.name);
  75031. });
  75032. }
  75033. }
  75034. };
  75035. return VideoTexture;
  75036. }(BABYLON.Texture));
  75037. BABYLON.VideoTexture = VideoTexture;
  75038. })(BABYLON || (BABYLON = {}));
  75039. //# sourceMappingURL=babylon.videoTexture.js.map
  75040. var BABYLON;
  75041. (function (BABYLON) {
  75042. /**
  75043. * Raw texture can help creating a texture directly from an array of data.
  75044. * This can be super useful if you either get the data from an uncompressed source or
  75045. * if you wish to create your texture pixel by pixel.
  75046. */
  75047. var RawTexture = /** @class */ (function (_super) {
  75048. __extends(RawTexture, _super);
  75049. /**
  75050. * Instantiates a new RawTexture.
  75051. * Raw texture can help creating a texture directly from an array of data.
  75052. * This can be super useful if you either get the data from an uncompressed source or
  75053. * if you wish to create your texture pixel by pixel.
  75054. * @param data define the array of data to use to create the texture
  75055. * @param width define the width of the texture
  75056. * @param height define the height of the texture
  75057. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75058. * @param scene define the scene the texture belongs to
  75059. * @param generateMipMaps define whether mip maps should be generated or not
  75060. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75061. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75062. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75063. */
  75064. function RawTexture(data, width, height,
  75065. /**
  75066. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75067. */
  75068. format, scene, generateMipMaps, invertY, samplingMode, type) {
  75069. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75070. if (invertY === void 0) { invertY = false; }
  75071. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75072. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75073. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75074. _this.format = format;
  75075. _this._engine = scene.getEngine();
  75076. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  75077. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75078. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75079. return _this;
  75080. }
  75081. /**
  75082. * Updates the texture underlying data.
  75083. * @param data Define the new data of the texture
  75084. */
  75085. RawTexture.prototype.update = function (data) {
  75086. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75087. };
  75088. /**
  75089. * Creates a luminance texture from some data.
  75090. * @param data Define the texture data
  75091. * @param width Define the width of the texture
  75092. * @param height Define the height of the texture
  75093. * @param scene Define the scene the texture belongs to
  75094. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75095. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75096. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75097. * @returns the luminance texture
  75098. */
  75099. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75100. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75101. if (invertY === void 0) { invertY = false; }
  75102. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75103. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  75104. };
  75105. /**
  75106. * Creates a luminance alpha texture from some data.
  75107. * @param data Define the texture data
  75108. * @param width Define the width of the texture
  75109. * @param height Define the height of the texture
  75110. * @param scene Define the scene the texture belongs to
  75111. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75112. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75113. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75114. * @returns the luminance alpha texture
  75115. */
  75116. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75117. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75118. if (invertY === void 0) { invertY = false; }
  75119. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75120. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75121. };
  75122. /**
  75123. * Creates an alpha texture from some data.
  75124. * @param data Define the texture data
  75125. * @param width Define the width of the texture
  75126. * @param height Define the height of the texture
  75127. * @param scene Define the scene the texture belongs to
  75128. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75129. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75130. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75131. * @returns the alpha texture
  75132. */
  75133. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75134. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75135. if (invertY === void 0) { invertY = false; }
  75136. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75137. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75138. };
  75139. /**
  75140. * Creates a RGB texture from some data.
  75141. * @param data Define the texture data
  75142. * @param width Define the width of the texture
  75143. * @param height Define the height of the texture
  75144. * @param scene Define the scene the texture belongs to
  75145. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75146. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75147. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75148. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75149. * @returns the RGB alpha texture
  75150. */
  75151. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75152. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75153. if (invertY === void 0) { invertY = false; }
  75154. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75155. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75156. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75157. };
  75158. /**
  75159. * Creates a RGBA texture from some data.
  75160. * @param data Define the texture data
  75161. * @param width Define the width of the texture
  75162. * @param height Define the height of the texture
  75163. * @param scene Define the scene the texture belongs to
  75164. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75165. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75166. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75167. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75168. * @returns the RGBA texture
  75169. */
  75170. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75171. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75172. if (invertY === void 0) { invertY = false; }
  75173. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75174. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75175. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75176. };
  75177. /**
  75178. * Creates a R texture from some data.
  75179. * @param data Define the texture data
  75180. * @param width Define the width of the texture
  75181. * @param height Define the height of the texture
  75182. * @param scene Define the scene the texture belongs to
  75183. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75184. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75185. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75186. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75187. * @returns the R texture
  75188. */
  75189. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75190. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75191. if (invertY === void 0) { invertY = false; }
  75192. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75193. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75194. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75195. };
  75196. return RawTexture;
  75197. }(BABYLON.Texture));
  75198. BABYLON.RawTexture = RawTexture;
  75199. })(BABYLON || (BABYLON = {}));
  75200. //# sourceMappingURL=babylon.rawTexture.js.map
  75201. var BABYLON;
  75202. (function (BABYLON) {
  75203. /**
  75204. * Class used to store 3D textures containing user data
  75205. */
  75206. var RawTexture3D = /** @class */ (function (_super) {
  75207. __extends(RawTexture3D, _super);
  75208. /**
  75209. * Create a new RawTexture3D
  75210. * @param data defines the data of the texture
  75211. * @param width defines the width of the texture
  75212. * @param height defines the height of the texture
  75213. * @param depth defines the depth of the texture
  75214. * @param format defines the texture format to use
  75215. * @param scene defines the hosting scene
  75216. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75217. * @param invertY defines if texture must be stored with Y axis inverted
  75218. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75219. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75220. */
  75221. function RawTexture3D(data, width, height, depth,
  75222. /** Gets or sets the texture format to use */
  75223. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75224. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75225. if (invertY === void 0) { invertY = false; }
  75226. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75227. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75228. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75229. _this.format = format;
  75230. _this._engine = scene.getEngine();
  75231. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75232. _this.is3D = true;
  75233. return _this;
  75234. }
  75235. /**
  75236. * Update the texture with new data
  75237. * @param data defines the data to store in the texture
  75238. */
  75239. RawTexture3D.prototype.update = function (data) {
  75240. if (!this._texture) {
  75241. return;
  75242. }
  75243. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75244. };
  75245. return RawTexture3D;
  75246. }(BABYLON.Texture));
  75247. BABYLON.RawTexture3D = RawTexture3D;
  75248. })(BABYLON || (BABYLON = {}));
  75249. //# sourceMappingURL=babylon.rawTexture3D.js.map
  75250. var BABYLON;
  75251. (function (BABYLON) {
  75252. /**
  75253. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75254. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75255. */
  75256. var PostProcessManager = /** @class */ (function () {
  75257. /**
  75258. * Creates a new instance PostProcess
  75259. * @param scene The scene that the post process is associated with.
  75260. */
  75261. function PostProcessManager(scene) {
  75262. this._vertexBuffers = {};
  75263. this._scene = scene;
  75264. }
  75265. PostProcessManager.prototype._prepareBuffers = function () {
  75266. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75267. return;
  75268. }
  75269. // VBO
  75270. var vertices = [];
  75271. vertices.push(1, 1);
  75272. vertices.push(-1, 1);
  75273. vertices.push(-1, -1);
  75274. vertices.push(1, -1);
  75275. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75276. this._buildIndexBuffer();
  75277. };
  75278. PostProcessManager.prototype._buildIndexBuffer = function () {
  75279. // Indices
  75280. var indices = [];
  75281. indices.push(0);
  75282. indices.push(1);
  75283. indices.push(2);
  75284. indices.push(0);
  75285. indices.push(2);
  75286. indices.push(3);
  75287. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75288. };
  75289. /**
  75290. * Rebuilds the vertex buffers of the manager.
  75291. * @hidden
  75292. */
  75293. PostProcessManager.prototype._rebuild = function () {
  75294. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75295. if (!vb) {
  75296. return;
  75297. }
  75298. vb._rebuild();
  75299. this._buildIndexBuffer();
  75300. };
  75301. // Methods
  75302. /**
  75303. * Prepares a frame to be run through a post process.
  75304. * @param sourceTexture The input texture to the post procesess. (default: null)
  75305. * @param postProcesses An array of post processes to be run. (default: null)
  75306. * @returns True if the post processes were able to be run.
  75307. * @hidden
  75308. */
  75309. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75310. if (sourceTexture === void 0) { sourceTexture = null; }
  75311. if (postProcesses === void 0) { postProcesses = null; }
  75312. var camera = this._scene.activeCamera;
  75313. if (!camera) {
  75314. return false;
  75315. }
  75316. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75317. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75318. return false;
  75319. }
  75320. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75321. return true;
  75322. };
  75323. /**
  75324. * Manually render a set of post processes to a texture.
  75325. * @param postProcesses An array of post processes to be run.
  75326. * @param targetTexture The target texture to render to.
  75327. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75328. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75329. * @param lodLevel defines which lod of the texture to render to
  75330. */
  75331. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75332. if (targetTexture === void 0) { targetTexture = null; }
  75333. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75334. if (faceIndex === void 0) { faceIndex = 0; }
  75335. if (lodLevel === void 0) { lodLevel = 0; }
  75336. var engine = this._scene.getEngine();
  75337. for (var index = 0; index < postProcesses.length; index++) {
  75338. if (index < postProcesses.length - 1) {
  75339. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75340. }
  75341. else {
  75342. if (targetTexture) {
  75343. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  75344. }
  75345. else {
  75346. engine.restoreDefaultFramebuffer();
  75347. }
  75348. }
  75349. var pp = postProcesses[index];
  75350. var effect = pp.apply();
  75351. if (effect) {
  75352. pp.onBeforeRenderObservable.notifyObservers(effect);
  75353. // VBOs
  75354. this._prepareBuffers();
  75355. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75356. // Draw order
  75357. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75358. pp.onAfterRenderObservable.notifyObservers(effect);
  75359. }
  75360. }
  75361. // Restore depth buffer
  75362. engine.setDepthBuffer(true);
  75363. engine.setDepthWrite(true);
  75364. };
  75365. /**
  75366. * Finalize the result of the output of the postprocesses.
  75367. * @param doNotPresent If true the result will not be displayed to the screen.
  75368. * @param targetTexture The target texture to render to.
  75369. * @param faceIndex The index of the face to bind the target texture to.
  75370. * @param postProcesses The array of post processes to render.
  75371. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  75372. * @hidden
  75373. */
  75374. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  75375. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75376. var camera = this._scene.activeCamera;
  75377. if (!camera) {
  75378. return;
  75379. }
  75380. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75381. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75382. return;
  75383. }
  75384. var engine = this._scene.getEngine();
  75385. for (var index = 0, len = postProcesses.length; index < len; index++) {
  75386. var pp = postProcesses[index];
  75387. if (index < len - 1) {
  75388. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  75389. }
  75390. else {
  75391. if (targetTexture) {
  75392. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  75393. pp._outputTexture = targetTexture;
  75394. }
  75395. else {
  75396. engine.restoreDefaultFramebuffer();
  75397. pp._outputTexture = null;
  75398. }
  75399. }
  75400. if (doNotPresent) {
  75401. break;
  75402. }
  75403. var effect = pp.apply();
  75404. if (effect) {
  75405. pp.onBeforeRenderObservable.notifyObservers(effect);
  75406. // VBOs
  75407. this._prepareBuffers();
  75408. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75409. // Draw order
  75410. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75411. pp.onAfterRenderObservable.notifyObservers(effect);
  75412. }
  75413. }
  75414. // Restore states
  75415. engine.setDepthBuffer(true);
  75416. engine.setDepthWrite(true);
  75417. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75418. };
  75419. /**
  75420. * Disposes of the post process manager.
  75421. */
  75422. PostProcessManager.prototype.dispose = function () {
  75423. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75424. if (buffer) {
  75425. buffer.dispose();
  75426. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75427. }
  75428. if (this._indexBuffer) {
  75429. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75430. this._indexBuffer = null;
  75431. }
  75432. };
  75433. return PostProcessManager;
  75434. }());
  75435. BABYLON.PostProcessManager = PostProcessManager;
  75436. })(BABYLON || (BABYLON = {}));
  75437. //# sourceMappingURL=babylon.postProcessManager.js.map
  75438. var BABYLON;
  75439. (function (BABYLON) {
  75440. /**
  75441. * PostProcess can be used to apply a shader to a texture after it has been rendered
  75442. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75443. */
  75444. var PostProcess = /** @class */ (function () {
  75445. /**
  75446. * Creates a new instance PostProcess
  75447. * @param name The name of the PostProcess.
  75448. * @param fragmentUrl The url of the fragment shader to be used.
  75449. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  75450. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  75451. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  75452. * @param camera The camera to apply the render pass to.
  75453. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75454. * @param engine The engine which the post process will be applied. (default: current engine)
  75455. * @param reusable If the post process can be reused on the same frame. (default: false)
  75456. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  75457. * @param textureType Type of textures used when performing the post process. (default: 0)
  75458. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  75459. * @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
  75460. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  75461. */
  75462. function PostProcess(
  75463. /** Name of the PostProcess. */
  75464. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  75465. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  75466. if (defines === void 0) { defines = null; }
  75467. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75468. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  75469. if (blockCompilation === void 0) { blockCompilation = false; }
  75470. this.name = name;
  75471. /**
  75472. * Width of the texture to apply the post process on
  75473. */
  75474. this.width = -1;
  75475. /**
  75476. * Height of the texture to apply the post process on
  75477. */
  75478. this.height = -1;
  75479. /**
  75480. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  75481. * @hidden
  75482. */
  75483. this._outputTexture = null;
  75484. /**
  75485. * If the buffer needs to be cleared before applying the post process. (default: true)
  75486. * Should be set to false if shader will overwrite all previous pixels.
  75487. */
  75488. this.autoClear = true;
  75489. /**
  75490. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  75491. */
  75492. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  75493. /**
  75494. * Animations to be used for the post processing
  75495. */
  75496. this.animations = new Array();
  75497. /**
  75498. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  75499. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  75500. */
  75501. this.enablePixelPerfectMode = false;
  75502. /**
  75503. * Force the postprocess to be applied without taking in account viewport
  75504. */
  75505. this.forceFullscreenViewport = true;
  75506. /**
  75507. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  75508. *
  75509. * | Value | Type | Description |
  75510. * | ----- | ----------------------------------- | ----------- |
  75511. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  75512. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  75513. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  75514. *
  75515. */
  75516. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  75517. /**
  75518. * Force textures to be a power of two (default: false)
  75519. */
  75520. this.alwaysForcePOT = false;
  75521. this._samples = 1;
  75522. /**
  75523. * Modify the scale of the post process to be the same as the viewport (default: false)
  75524. */
  75525. this.adaptScaleToCurrentViewport = false;
  75526. this._reusable = false;
  75527. /**
  75528. * Smart array of input and output textures for the post process.
  75529. * @hidden
  75530. */
  75531. this._textures = new BABYLON.SmartArray(2);
  75532. /**
  75533. * The index in _textures that corresponds to the output texture.
  75534. * @hidden
  75535. */
  75536. this._currentRenderTextureInd = 0;
  75537. this._scaleRatio = new BABYLON.Vector2(1, 1);
  75538. this._texelSize = BABYLON.Vector2.Zero();
  75539. // Events
  75540. /**
  75541. * An event triggered when the postprocess is activated.
  75542. */
  75543. this.onActivateObservable = new BABYLON.Observable();
  75544. /**
  75545. * An event triggered when the postprocess changes its size.
  75546. */
  75547. this.onSizeChangedObservable = new BABYLON.Observable();
  75548. /**
  75549. * An event triggered when the postprocess applies its effect.
  75550. */
  75551. this.onApplyObservable = new BABYLON.Observable();
  75552. /**
  75553. * An event triggered before rendering the postprocess
  75554. */
  75555. this.onBeforeRenderObservable = new BABYLON.Observable();
  75556. /**
  75557. * An event triggered after rendering the postprocess
  75558. */
  75559. this.onAfterRenderObservable = new BABYLON.Observable();
  75560. if (camera != null) {
  75561. this._camera = camera;
  75562. this._scene = camera.getScene();
  75563. camera.attachPostProcess(this);
  75564. this._engine = this._scene.getEngine();
  75565. this._scene.postProcesses.push(this);
  75566. }
  75567. else if (engine) {
  75568. this._engine = engine;
  75569. this._engine.postProcesses.push(this);
  75570. }
  75571. this._options = options;
  75572. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  75573. this._reusable = reusable || false;
  75574. this._textureType = textureType;
  75575. this._samplers = samplers || [];
  75576. this._samplers.push("textureSampler");
  75577. this._fragmentUrl = fragmentUrl;
  75578. this._vertexUrl = vertexUrl;
  75579. this._parameters = parameters || [];
  75580. this._parameters.push("scale");
  75581. this._indexParameters = indexParameters;
  75582. if (!blockCompilation) {
  75583. this.updateEffect(defines);
  75584. }
  75585. }
  75586. Object.defineProperty(PostProcess.prototype, "samples", {
  75587. /**
  75588. * Number of sample textures (default: 1)
  75589. */
  75590. get: function () {
  75591. return this._samples;
  75592. },
  75593. set: function (n) {
  75594. var _this = this;
  75595. this._samples = n;
  75596. this._textures.forEach(function (texture) {
  75597. if (texture.samples !== _this._samples) {
  75598. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  75599. }
  75600. });
  75601. },
  75602. enumerable: true,
  75603. configurable: true
  75604. });
  75605. Object.defineProperty(PostProcess.prototype, "onActivate", {
  75606. /**
  75607. * A function that is added to the onActivateObservable
  75608. */
  75609. set: function (callback) {
  75610. if (this._onActivateObserver) {
  75611. this.onActivateObservable.remove(this._onActivateObserver);
  75612. }
  75613. if (callback) {
  75614. this._onActivateObserver = this.onActivateObservable.add(callback);
  75615. }
  75616. },
  75617. enumerable: true,
  75618. configurable: true
  75619. });
  75620. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  75621. /**
  75622. * A function that is added to the onSizeChangedObservable
  75623. */
  75624. set: function (callback) {
  75625. if (this._onSizeChangedObserver) {
  75626. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  75627. }
  75628. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  75629. },
  75630. enumerable: true,
  75631. configurable: true
  75632. });
  75633. Object.defineProperty(PostProcess.prototype, "onApply", {
  75634. /**
  75635. * A function that is added to the onApplyObservable
  75636. */
  75637. set: function (callback) {
  75638. if (this._onApplyObserver) {
  75639. this.onApplyObservable.remove(this._onApplyObserver);
  75640. }
  75641. this._onApplyObserver = this.onApplyObservable.add(callback);
  75642. },
  75643. enumerable: true,
  75644. configurable: true
  75645. });
  75646. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  75647. /**
  75648. * A function that is added to the onBeforeRenderObservable
  75649. */
  75650. set: function (callback) {
  75651. if (this._onBeforeRenderObserver) {
  75652. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  75653. }
  75654. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  75655. },
  75656. enumerable: true,
  75657. configurable: true
  75658. });
  75659. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  75660. /**
  75661. * A function that is added to the onAfterRenderObservable
  75662. */
  75663. set: function (callback) {
  75664. if (this._onAfterRenderObserver) {
  75665. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  75666. }
  75667. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  75668. },
  75669. enumerable: true,
  75670. configurable: true
  75671. });
  75672. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  75673. /**
  75674. * 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
  75675. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  75676. */
  75677. get: function () {
  75678. return this._textures.data[this._currentRenderTextureInd];
  75679. },
  75680. set: function (value) {
  75681. this._forcedOutputTexture = value;
  75682. },
  75683. enumerable: true,
  75684. configurable: true
  75685. });
  75686. /**
  75687. * Gets the camera which post process is applied to.
  75688. * @returns The camera the post process is applied to.
  75689. */
  75690. PostProcess.prototype.getCamera = function () {
  75691. return this._camera;
  75692. };
  75693. Object.defineProperty(PostProcess.prototype, "texelSize", {
  75694. /**
  75695. * Gets the texel size of the postprocess.
  75696. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  75697. */
  75698. get: function () {
  75699. if (this._shareOutputWithPostProcess) {
  75700. return this._shareOutputWithPostProcess.texelSize;
  75701. }
  75702. if (this._forcedOutputTexture) {
  75703. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  75704. }
  75705. return this._texelSize;
  75706. },
  75707. enumerable: true,
  75708. configurable: true
  75709. });
  75710. /**
  75711. * Gets the engine which this post process belongs to.
  75712. * @returns The engine the post process was enabled with.
  75713. */
  75714. PostProcess.prototype.getEngine = function () {
  75715. return this._engine;
  75716. };
  75717. /**
  75718. * The effect that is created when initializing the post process.
  75719. * @returns The created effect corrisponding the the postprocess.
  75720. */
  75721. PostProcess.prototype.getEffect = function () {
  75722. return this._effect;
  75723. };
  75724. /**
  75725. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  75726. * @param postProcess The post process to share the output with.
  75727. * @returns This post process.
  75728. */
  75729. PostProcess.prototype.shareOutputWith = function (postProcess) {
  75730. this._disposeTextures();
  75731. this._shareOutputWithPostProcess = postProcess;
  75732. return this;
  75733. };
  75734. /**
  75735. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  75736. * This should be called if the post process that shares output with this post process is disabled/disposed.
  75737. */
  75738. PostProcess.prototype.useOwnOutput = function () {
  75739. if (this._textures.length == 0) {
  75740. this._textures = new BABYLON.SmartArray(2);
  75741. }
  75742. this._shareOutputWithPostProcess = null;
  75743. };
  75744. /**
  75745. * Updates the effect with the current post process compile time values and recompiles the shader.
  75746. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  75747. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  75748. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  75749. * @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
  75750. * @param onCompiled Called when the shader has been compiled.
  75751. * @param onError Called if there is an error when compiling a shader.
  75752. */
  75753. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  75754. if (defines === void 0) { defines = null; }
  75755. if (uniforms === void 0) { uniforms = null; }
  75756. if (samplers === void 0) { samplers = null; }
  75757. 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);
  75758. };
  75759. /**
  75760. * The post process is reusable if it can be used multiple times within one frame.
  75761. * @returns If the post process is reusable
  75762. */
  75763. PostProcess.prototype.isReusable = function () {
  75764. return this._reusable;
  75765. };
  75766. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  75767. PostProcess.prototype.markTextureDirty = function () {
  75768. this.width = -1;
  75769. };
  75770. /**
  75771. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  75772. * 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.
  75773. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  75774. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  75775. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  75776. * @returns The target texture that was bound to be written to.
  75777. */
  75778. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  75779. var _this = this;
  75780. if (sourceTexture === void 0) { sourceTexture = null; }
  75781. camera = camera || this._camera;
  75782. var scene = camera.getScene();
  75783. var engine = scene.getEngine();
  75784. var maxSize = engine.getCaps().maxTextureSize;
  75785. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  75786. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  75787. // 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
  75788. var webVRCamera = camera.parent;
  75789. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  75790. requiredWidth /= 2;
  75791. }
  75792. var desiredWidth = (this._options.width || requiredWidth);
  75793. var desiredHeight = this._options.height || requiredHeight;
  75794. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  75795. if (this.adaptScaleToCurrentViewport) {
  75796. var currentViewport = engine.currentViewport;
  75797. if (currentViewport) {
  75798. desiredWidth *= currentViewport.width;
  75799. desiredHeight *= currentViewport.height;
  75800. }
  75801. }
  75802. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  75803. if (!this._options.width) {
  75804. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  75805. }
  75806. if (!this._options.height) {
  75807. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  75808. }
  75809. }
  75810. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  75811. if (this._textures.length > 0) {
  75812. for (var i = 0; i < this._textures.length; i++) {
  75813. this._engine._releaseTexture(this._textures.data[i]);
  75814. }
  75815. this._textures.reset();
  75816. }
  75817. this.width = desiredWidth;
  75818. this.height = desiredHeight;
  75819. var textureSize = { width: this.width, height: this.height };
  75820. var textureOptions = {
  75821. generateMipMaps: false,
  75822. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  75823. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  75824. samplingMode: this.renderTargetSamplingMode,
  75825. type: this._textureType
  75826. };
  75827. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75828. if (this._reusable) {
  75829. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75830. }
  75831. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  75832. this.onSizeChangedObservable.notifyObservers(this);
  75833. }
  75834. this._textures.forEach(function (texture) {
  75835. if (texture.samples !== _this.samples) {
  75836. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  75837. }
  75838. });
  75839. }
  75840. var target;
  75841. if (this._shareOutputWithPostProcess) {
  75842. target = this._shareOutputWithPostProcess.inputTexture;
  75843. }
  75844. else if (this._forcedOutputTexture) {
  75845. target = this._forcedOutputTexture;
  75846. this.width = this._forcedOutputTexture.width;
  75847. this.height = this._forcedOutputTexture.height;
  75848. }
  75849. else {
  75850. target = this.inputTexture;
  75851. }
  75852. // Bind the input of this post process to be used as the output of the previous post process.
  75853. if (this.enablePixelPerfectMode) {
  75854. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  75855. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  75856. }
  75857. else {
  75858. this._scaleRatio.copyFromFloats(1, 1);
  75859. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  75860. }
  75861. this.onActivateObservable.notifyObservers(camera);
  75862. // Clear
  75863. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  75864. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  75865. }
  75866. if (this._reusable) {
  75867. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  75868. }
  75869. return target;
  75870. };
  75871. Object.defineProperty(PostProcess.prototype, "isSupported", {
  75872. /**
  75873. * If the post process is supported.
  75874. */
  75875. get: function () {
  75876. return this._effect.isSupported;
  75877. },
  75878. enumerable: true,
  75879. configurable: true
  75880. });
  75881. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  75882. /**
  75883. * The aspect ratio of the output texture.
  75884. */
  75885. get: function () {
  75886. if (this._shareOutputWithPostProcess) {
  75887. return this._shareOutputWithPostProcess.aspectRatio;
  75888. }
  75889. if (this._forcedOutputTexture) {
  75890. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  75891. }
  75892. return this.width / this.height;
  75893. },
  75894. enumerable: true,
  75895. configurable: true
  75896. });
  75897. /**
  75898. * Get a value indicating if the post-process is ready to be used
  75899. * @returns true if the post-process is ready (shader is compiled)
  75900. */
  75901. PostProcess.prototype.isReady = function () {
  75902. return this._effect && this._effect.isReady();
  75903. };
  75904. /**
  75905. * Binds all textures and uniforms to the shader, this will be run on every pass.
  75906. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  75907. */
  75908. PostProcess.prototype.apply = function () {
  75909. // Check
  75910. if (!this._effect || !this._effect.isReady()) {
  75911. return null;
  75912. }
  75913. // States
  75914. this._engine.enableEffect(this._effect);
  75915. this._engine.setState(false);
  75916. this._engine.setDepthBuffer(false);
  75917. this._engine.setDepthWrite(false);
  75918. // Alpha
  75919. this._engine.setAlphaMode(this.alphaMode);
  75920. if (this.alphaConstants) {
  75921. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  75922. }
  75923. // Bind the output texture of the preivous post process as the input to this post process.
  75924. var source;
  75925. if (this._shareOutputWithPostProcess) {
  75926. source = this._shareOutputWithPostProcess.inputTexture;
  75927. }
  75928. else if (this._forcedOutputTexture) {
  75929. source = this._forcedOutputTexture;
  75930. }
  75931. else {
  75932. source = this.inputTexture;
  75933. }
  75934. this._effect._bindTexture("textureSampler", source);
  75935. // Parameters
  75936. this._effect.setVector2("scale", this._scaleRatio);
  75937. this.onApplyObservable.notifyObservers(this._effect);
  75938. return this._effect;
  75939. };
  75940. PostProcess.prototype._disposeTextures = function () {
  75941. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  75942. return;
  75943. }
  75944. if (this._textures.length > 0) {
  75945. for (var i = 0; i < this._textures.length; i++) {
  75946. this._engine._releaseTexture(this._textures.data[i]);
  75947. }
  75948. }
  75949. this._textures.dispose();
  75950. };
  75951. /**
  75952. * Disposes the post process.
  75953. * @param camera The camera to dispose the post process on.
  75954. */
  75955. PostProcess.prototype.dispose = function (camera) {
  75956. camera = camera || this._camera;
  75957. this._disposeTextures();
  75958. if (this._scene) {
  75959. var index_1 = this._scene.postProcesses.indexOf(this);
  75960. if (index_1 !== -1) {
  75961. this._scene.postProcesses.splice(index_1, 1);
  75962. }
  75963. }
  75964. else {
  75965. var index_2 = this._engine.postProcesses.indexOf(this);
  75966. if (index_2 !== -1) {
  75967. this._engine.postProcesses.splice(index_2, 1);
  75968. }
  75969. }
  75970. if (!camera) {
  75971. return;
  75972. }
  75973. camera.detachPostProcess(this);
  75974. var index = camera._postProcesses.indexOf(this);
  75975. if (index === 0 && camera._postProcesses.length > 0) {
  75976. var firstPostProcess = this._camera._getFirstPostProcess();
  75977. if (firstPostProcess) {
  75978. firstPostProcess.markTextureDirty();
  75979. }
  75980. }
  75981. this.onActivateObservable.clear();
  75982. this.onAfterRenderObservable.clear();
  75983. this.onApplyObservable.clear();
  75984. this.onBeforeRenderObservable.clear();
  75985. this.onSizeChangedObservable.clear();
  75986. };
  75987. return PostProcess;
  75988. }());
  75989. BABYLON.PostProcess = PostProcess;
  75990. })(BABYLON || (BABYLON = {}));
  75991. //# sourceMappingURL=babylon.postProcess.js.map
  75992. var BABYLON;
  75993. (function (BABYLON) {
  75994. /**
  75995. * PassPostProcess which produces an output the same as it's input
  75996. */
  75997. var PassPostProcess = /** @class */ (function (_super) {
  75998. __extends(PassPostProcess, _super);
  75999. /**
  76000. * Creates the PassPostProcess
  76001. * @param name The name of the effect.
  76002. * @param options The required width/height ratio to downsize to before computing the render pass.
  76003. * @param camera The camera to apply the render pass to.
  76004. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76005. * @param engine The engine which the post process will be applied. (default: current engine)
  76006. * @param reusable If the post process can be reused on the same frame. (default: false)
  76007. * @param textureType The type of texture to be used when performing the post processing.
  76008. * @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)
  76009. */
  76010. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76011. if (camera === void 0) { camera = null; }
  76012. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76013. if (blockCompilation === void 0) { blockCompilation = false; }
  76014. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  76015. }
  76016. return PassPostProcess;
  76017. }(BABYLON.PostProcess));
  76018. BABYLON.PassPostProcess = PassPostProcess;
  76019. })(BABYLON || (BABYLON = {}));
  76020. //# sourceMappingURL=babylon.passPostProcess.js.map
  76021. var __assign = (this && this.__assign) || function () {
  76022. __assign = Object.assign || function(t) {
  76023. for (var s, i = 1, n = arguments.length; i < n; i++) {
  76024. s = arguments[i];
  76025. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  76026. t[p] = s[p];
  76027. }
  76028. return t;
  76029. };
  76030. return __assign.apply(this, arguments);
  76031. };
  76032. var BABYLON;
  76033. (function (BABYLON) {
  76034. /**
  76035. * Default implementation IShadowGenerator.
  76036. * This is the main object responsible of generating shadows in the framework.
  76037. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76038. */
  76039. var ShadowGenerator = /** @class */ (function () {
  76040. /**
  76041. * Creates a ShadowGenerator object.
  76042. * A ShadowGenerator is the required tool to use the shadows.
  76043. * Each light casting shadows needs to use its own ShadowGenerator.
  76044. * Documentation : http://doc.babylonjs.com/tutorials/shadows
  76045. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  76046. * @param light The light object generating the shadows.
  76047. * @param useFullFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  76048. */
  76049. function ShadowGenerator(mapSize, light, useFullFloatFirst) {
  76050. this._bias = 0.00005;
  76051. this._normalBias = 0;
  76052. this._blurBoxOffset = 1;
  76053. this._blurScale = 2;
  76054. this._blurKernel = 1;
  76055. this._useKernelBlur = false;
  76056. this._filter = ShadowGenerator.FILTER_NONE;
  76057. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  76058. this._contactHardeningLightSizeUVRatio = 0.1;
  76059. this._darkness = 0;
  76060. this._transparencyShadow = false;
  76061. /**
  76062. * Controls the extent to which the shadows fade out at the edge of the frustum
  76063. * Used only by directionals and spots
  76064. */
  76065. this.frustumEdgeFalloff = 0;
  76066. /**
  76067. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  76068. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  76069. * It might on the other hand introduce peter panning.
  76070. */
  76071. this.forceBackFacesOnly = false;
  76072. this._lightDirection = BABYLON.Vector3.Zero();
  76073. this._viewMatrix = BABYLON.Matrix.Zero();
  76074. this._projectionMatrix = BABYLON.Matrix.Zero();
  76075. this._transformMatrix = BABYLON.Matrix.Zero();
  76076. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76077. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76078. this._currentFaceIndex = 0;
  76079. this._currentFaceIndexCache = 0;
  76080. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  76081. this._mapSize = mapSize;
  76082. this._light = light;
  76083. this._scene = light.getScene();
  76084. light._shadowGenerator = this;
  76085. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  76086. if (!component) {
  76087. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  76088. this._scene._addComponent(component);
  76089. }
  76090. // Texture type fallback from float to int if not supported.
  76091. var caps = this._scene.getEngine().getCaps();
  76092. if (!useFullFloatFirst) {
  76093. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76094. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76095. }
  76096. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76097. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76098. }
  76099. else {
  76100. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76101. }
  76102. }
  76103. else {
  76104. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76105. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76106. }
  76107. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76108. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76109. }
  76110. else {
  76111. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76112. }
  76113. }
  76114. this._initializeGenerator();
  76115. this._applyFilterValues();
  76116. }
  76117. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  76118. /**
  76119. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76120. */
  76121. get: function () {
  76122. return this._bias;
  76123. },
  76124. /**
  76125. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76126. */
  76127. set: function (bias) {
  76128. this._bias = bias;
  76129. },
  76130. enumerable: true,
  76131. configurable: true
  76132. });
  76133. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  76134. /**
  76135. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76136. */
  76137. get: function () {
  76138. return this._normalBias;
  76139. },
  76140. /**
  76141. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76142. */
  76143. set: function (normalBias) {
  76144. this._normalBias = normalBias;
  76145. },
  76146. enumerable: true,
  76147. configurable: true
  76148. });
  76149. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76150. /**
  76151. * Gets the blur box offset: offset applied during the blur pass.
  76152. * Only usefull if useKernelBlur = false
  76153. */
  76154. get: function () {
  76155. return this._blurBoxOffset;
  76156. },
  76157. /**
  76158. * Sets the blur box offset: offset applied during the blur pass.
  76159. * Only usefull if useKernelBlur = false
  76160. */
  76161. set: function (value) {
  76162. if (this._blurBoxOffset === value) {
  76163. return;
  76164. }
  76165. this._blurBoxOffset = value;
  76166. this._disposeBlurPostProcesses();
  76167. },
  76168. enumerable: true,
  76169. configurable: true
  76170. });
  76171. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76172. /**
  76173. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76174. * 2 means half of the size.
  76175. */
  76176. get: function () {
  76177. return this._blurScale;
  76178. },
  76179. /**
  76180. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76181. * 2 means half of the size.
  76182. */
  76183. set: function (value) {
  76184. if (this._blurScale === value) {
  76185. return;
  76186. }
  76187. this._blurScale = value;
  76188. this._disposeBlurPostProcesses();
  76189. },
  76190. enumerable: true,
  76191. configurable: true
  76192. });
  76193. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  76194. /**
  76195. * Gets the blur kernel: kernel size of the blur pass.
  76196. * Only usefull if useKernelBlur = true
  76197. */
  76198. get: function () {
  76199. return this._blurKernel;
  76200. },
  76201. /**
  76202. * Sets the blur kernel: kernel size of the blur pass.
  76203. * Only usefull if useKernelBlur = true
  76204. */
  76205. set: function (value) {
  76206. if (this._blurKernel === value) {
  76207. return;
  76208. }
  76209. this._blurKernel = value;
  76210. this._disposeBlurPostProcesses();
  76211. },
  76212. enumerable: true,
  76213. configurable: true
  76214. });
  76215. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  76216. /**
  76217. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76218. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  76219. */
  76220. get: function () {
  76221. return this._useKernelBlur;
  76222. },
  76223. /**
  76224. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76225. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  76226. */
  76227. set: function (value) {
  76228. if (this._useKernelBlur === value) {
  76229. return;
  76230. }
  76231. this._useKernelBlur = value;
  76232. this._disposeBlurPostProcesses();
  76233. },
  76234. enumerable: true,
  76235. configurable: true
  76236. });
  76237. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  76238. /**
  76239. * Gets the depth scale used in ESM mode.
  76240. */
  76241. get: function () {
  76242. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  76243. },
  76244. /**
  76245. * Sets the depth scale used in ESM mode.
  76246. * This can override the scale stored on the light.
  76247. */
  76248. set: function (value) {
  76249. this._depthScale = value;
  76250. },
  76251. enumerable: true,
  76252. configurable: true
  76253. });
  76254. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  76255. /**
  76256. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76257. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76258. */
  76259. get: function () {
  76260. return this._filter;
  76261. },
  76262. /**
  76263. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76264. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76265. */
  76266. set: function (value) {
  76267. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76268. if (this._light.needCube()) {
  76269. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76270. this.useExponentialShadowMap = true;
  76271. return;
  76272. }
  76273. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76274. this.useCloseExponentialShadowMap = true;
  76275. return;
  76276. }
  76277. // PCF on cubemap would also be expensive
  76278. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76279. this.usePoissonSampling = true;
  76280. return;
  76281. }
  76282. }
  76283. // Weblg1 fallback for PCF.
  76284. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76285. if (this._scene.getEngine().webGLVersion === 1) {
  76286. this.usePoissonSampling = true;
  76287. return;
  76288. }
  76289. }
  76290. if (this._filter === value) {
  76291. return;
  76292. }
  76293. this._filter = value;
  76294. this._disposeBlurPostProcesses();
  76295. this._applyFilterValues();
  76296. this._light._markMeshesAsLightDirty();
  76297. },
  76298. enumerable: true,
  76299. configurable: true
  76300. });
  76301. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  76302. /**
  76303. * Gets if the current filter is set to Poisson Sampling.
  76304. */
  76305. get: function () {
  76306. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  76307. },
  76308. /**
  76309. * Sets the current filter to Poisson Sampling.
  76310. */
  76311. set: function (value) {
  76312. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  76313. return;
  76314. }
  76315. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  76316. },
  76317. enumerable: true,
  76318. configurable: true
  76319. });
  76320. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  76321. /**
  76322. * Gets if the current filter is set to ESM.
  76323. */
  76324. get: function () {
  76325. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  76326. },
  76327. /**
  76328. * Sets the current filter is to ESM.
  76329. */
  76330. set: function (value) {
  76331. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  76332. return;
  76333. }
  76334. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76335. },
  76336. enumerable: true,
  76337. configurable: true
  76338. });
  76339. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  76340. /**
  76341. * Gets if the current filter is set to filtered ESM.
  76342. */
  76343. get: function () {
  76344. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  76345. },
  76346. /**
  76347. * Gets if the current filter is set to filtered ESM.
  76348. */
  76349. set: function (value) {
  76350. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76351. return;
  76352. }
  76353. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76354. },
  76355. enumerable: true,
  76356. configurable: true
  76357. });
  76358. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  76359. /**
  76360. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76361. * exponential to prevent steep falloff artifacts).
  76362. */
  76363. get: function () {
  76364. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  76365. },
  76366. /**
  76367. * Sets the current filter to "close ESM" (using the inverse of the
  76368. * exponential to prevent steep falloff artifacts).
  76369. */
  76370. set: function (value) {
  76371. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  76372. return;
  76373. }
  76374. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76375. },
  76376. enumerable: true,
  76377. configurable: true
  76378. });
  76379. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  76380. /**
  76381. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  76382. * exponential to prevent steep falloff artifacts).
  76383. */
  76384. get: function () {
  76385. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  76386. },
  76387. /**
  76388. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76389. * exponential to prevent steep falloff artifacts).
  76390. */
  76391. set: function (value) {
  76392. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76393. return;
  76394. }
  76395. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76396. },
  76397. enumerable: true,
  76398. configurable: true
  76399. });
  76400. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  76401. /**
  76402. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  76403. */
  76404. get: function () {
  76405. return this.filter === ShadowGenerator.FILTER_PCF;
  76406. },
  76407. /**
  76408. * Sets the current filter to "PCF" (percentage closer filtering).
  76409. */
  76410. set: function (value) {
  76411. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  76412. return;
  76413. }
  76414. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  76415. },
  76416. enumerable: true,
  76417. configurable: true
  76418. });
  76419. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  76420. /**
  76421. * Gets the PCF or PCSS Quality.
  76422. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76423. */
  76424. get: function () {
  76425. return this._filteringQuality;
  76426. },
  76427. /**
  76428. * Sets the PCF or PCSS Quality.
  76429. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76430. */
  76431. set: function (filteringQuality) {
  76432. this._filteringQuality = filteringQuality;
  76433. },
  76434. enumerable: true,
  76435. configurable: true
  76436. });
  76437. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  76438. /**
  76439. * Gets if the current filter is set to "PCSS" (contact hardening).
  76440. */
  76441. get: function () {
  76442. return this.filter === ShadowGenerator.FILTER_PCSS;
  76443. },
  76444. /**
  76445. * Sets the current filter to "PCSS" (contact hardening).
  76446. */
  76447. set: function (value) {
  76448. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  76449. return;
  76450. }
  76451. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  76452. },
  76453. enumerable: true,
  76454. configurable: true
  76455. });
  76456. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  76457. /**
  76458. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76459. * Using a ratio helps keeping shape stability independently of the map size.
  76460. *
  76461. * It does not account for the light projection as it was having too much
  76462. * instability during the light setup or during light position changes.
  76463. *
  76464. * Only valid if useContactHardeningShadow is true.
  76465. */
  76466. get: function () {
  76467. return this._contactHardeningLightSizeUVRatio;
  76468. },
  76469. /**
  76470. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76471. * Using a ratio helps keeping shape stability independently of the map size.
  76472. *
  76473. * It does not account for the light projection as it was having too much
  76474. * instability during the light setup or during light position changes.
  76475. *
  76476. * Only valid if useContactHardeningShadow is true.
  76477. */
  76478. set: function (contactHardeningLightSizeUVRatio) {
  76479. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  76480. },
  76481. enumerable: true,
  76482. configurable: true
  76483. });
  76484. /**
  76485. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  76486. * 0 means strongest and 1 would means no shadow.
  76487. * @returns the darkness.
  76488. */
  76489. ShadowGenerator.prototype.getDarkness = function () {
  76490. return this._darkness;
  76491. };
  76492. /**
  76493. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  76494. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  76495. * @returns the shadow generator allowing fluent coding.
  76496. */
  76497. ShadowGenerator.prototype.setDarkness = function (darkness) {
  76498. if (darkness >= 1.0) {
  76499. this._darkness = 1.0;
  76500. }
  76501. else if (darkness <= 0.0) {
  76502. this._darkness = 0.0;
  76503. }
  76504. else {
  76505. this._darkness = darkness;
  76506. }
  76507. return this;
  76508. };
  76509. /**
  76510. * Sets the ability to have transparent shadow (boolean).
  76511. * @param transparent True if transparent else False
  76512. * @returns the shadow generator allowing fluent coding
  76513. */
  76514. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  76515. this._transparencyShadow = transparent;
  76516. return this;
  76517. };
  76518. /**
  76519. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76520. * @returns The render target texture if present otherwise, null
  76521. */
  76522. ShadowGenerator.prototype.getShadowMap = function () {
  76523. return this._shadowMap;
  76524. };
  76525. /**
  76526. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76527. * @returns The render target texture if the shadow map is present otherwise, null
  76528. */
  76529. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  76530. if (this._shadowMap2) {
  76531. return this._shadowMap2;
  76532. }
  76533. return this._shadowMap;
  76534. };
  76535. /**
  76536. * Helper function to add a mesh and its descendants to the list of shadow casters.
  76537. * @param mesh Mesh to add
  76538. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  76539. * @returns the Shadow Generator itself
  76540. */
  76541. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  76542. if (includeDescendants === void 0) { includeDescendants = true; }
  76543. var _a;
  76544. if (!this._shadowMap) {
  76545. return this;
  76546. }
  76547. if (!this._shadowMap.renderList) {
  76548. this._shadowMap.renderList = [];
  76549. }
  76550. this._shadowMap.renderList.push(mesh);
  76551. if (includeDescendants) {
  76552. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  76553. }
  76554. return this;
  76555. };
  76556. /**
  76557. * Helper function to remove a mesh and its descendants from the list of shadow casters
  76558. * @param mesh Mesh to remove
  76559. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  76560. * @returns the Shadow Generator itself
  76561. */
  76562. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  76563. if (includeDescendants === void 0) { includeDescendants = true; }
  76564. if (!this._shadowMap || !this._shadowMap.renderList) {
  76565. return this;
  76566. }
  76567. var index = this._shadowMap.renderList.indexOf(mesh);
  76568. if (index !== -1) {
  76569. this._shadowMap.renderList.splice(index, 1);
  76570. }
  76571. if (includeDescendants) {
  76572. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  76573. var child = _a[_i];
  76574. this.removeShadowCaster(child);
  76575. }
  76576. }
  76577. return this;
  76578. };
  76579. /**
  76580. * Returns the associated light object.
  76581. * @returns the light generating the shadow
  76582. */
  76583. ShadowGenerator.prototype.getLight = function () {
  76584. return this._light;
  76585. };
  76586. ShadowGenerator.prototype._initializeGenerator = function () {
  76587. this._light._markMeshesAsLightDirty();
  76588. this._initializeShadowMap();
  76589. };
  76590. ShadowGenerator.prototype._initializeShadowMap = function () {
  76591. var _this = this;
  76592. // Render target
  76593. var engine = this._scene.getEngine();
  76594. if (engine.webGLVersion > 1) {
  76595. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  76596. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  76597. }
  76598. else {
  76599. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  76600. }
  76601. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76602. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76603. this._shadowMap.anisotropicFilteringLevel = 1;
  76604. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76605. this._shadowMap.renderParticles = false;
  76606. this._shadowMap.ignoreCameraViewport = true;
  76607. // Record Face Index before render.
  76608. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  76609. _this._currentFaceIndex = faceIndex;
  76610. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76611. engine.setColorWrite(false);
  76612. }
  76613. });
  76614. // Custom render function.
  76615. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  76616. // Blur if required afer render.
  76617. this._shadowMap.onAfterUnbindObservable.add(function () {
  76618. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76619. engine.setColorWrite(true);
  76620. }
  76621. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  76622. return;
  76623. }
  76624. var shadowMap = _this.getShadowMapForRendering();
  76625. if (shadowMap) {
  76626. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  76627. }
  76628. });
  76629. // Clear according to the chosen filter.
  76630. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  76631. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  76632. this._shadowMap.onClearObservable.add(function (engine) {
  76633. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76634. engine.clear(clearOne, false, true, false);
  76635. }
  76636. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  76637. engine.clear(clearZero, true, true, false);
  76638. }
  76639. else {
  76640. engine.clear(clearOne, true, true, false);
  76641. }
  76642. });
  76643. };
  76644. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  76645. var _this = this;
  76646. var engine = this._scene.getEngine();
  76647. var targetSize = this._mapSize / this.blurScale;
  76648. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  76649. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  76650. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76651. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76652. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76653. }
  76654. if (this.useKernelBlur) {
  76655. 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);
  76656. this._kernelBlurXPostprocess.width = targetSize;
  76657. this._kernelBlurXPostprocess.height = targetSize;
  76658. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  76659. effect.setTexture("textureSampler", _this._shadowMap);
  76660. });
  76661. 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);
  76662. this._kernelBlurXPostprocess.autoClear = false;
  76663. this._kernelBlurYPostprocess.autoClear = false;
  76664. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76665. this._kernelBlurXPostprocess.packedFloat = true;
  76666. this._kernelBlurYPostprocess.packedFloat = true;
  76667. }
  76668. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  76669. }
  76670. else {
  76671. 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);
  76672. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  76673. effect.setFloat2("screenSize", targetSize, targetSize);
  76674. effect.setTexture("textureSampler", _this._shadowMap);
  76675. });
  76676. this._boxBlurPostprocess.autoClear = false;
  76677. this._blurPostProcesses = [this._boxBlurPostprocess];
  76678. }
  76679. };
  76680. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  76681. var index;
  76682. var engine = this._scene.getEngine();
  76683. if (depthOnlySubMeshes.length) {
  76684. engine.setColorWrite(false);
  76685. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  76686. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  76687. }
  76688. engine.setColorWrite(true);
  76689. }
  76690. for (index = 0; index < opaqueSubMeshes.length; index++) {
  76691. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  76692. }
  76693. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  76694. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  76695. }
  76696. if (this._transparencyShadow) {
  76697. for (index = 0; index < transparentSubMeshes.length; index++) {
  76698. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  76699. }
  76700. }
  76701. };
  76702. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  76703. var _this = this;
  76704. var mesh = subMesh.getRenderingMesh();
  76705. var scene = this._scene;
  76706. var engine = scene.getEngine();
  76707. var material = subMesh.getMaterial();
  76708. if (!material || subMesh.verticesCount === 0) {
  76709. return;
  76710. }
  76711. // Culling
  76712. engine.setState(material.backFaceCulling);
  76713. // Managing instances
  76714. var batch = mesh._getInstancesRenderList(subMesh._id);
  76715. if (batch.mustReturn) {
  76716. return;
  76717. }
  76718. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  76719. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  76720. engine.enableEffect(this._effect);
  76721. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  76722. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  76723. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  76724. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76725. this._effect.setVector3("lightData", this._cachedDirection);
  76726. }
  76727. else {
  76728. this._effect.setVector3("lightData", this._cachedPosition);
  76729. }
  76730. if (scene.activeCamera) {
  76731. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  76732. }
  76733. // Alpha test
  76734. if (material && material.needAlphaTesting()) {
  76735. var alphaTexture = material.getAlphaTestTexture();
  76736. if (alphaTexture) {
  76737. this._effect.setTexture("diffuseSampler", alphaTexture);
  76738. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  76739. }
  76740. }
  76741. // Bones
  76742. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  76743. var skeleton = mesh.skeleton;
  76744. if (skeleton.isUsingTextureForMatrices) {
  76745. var boneTexture = skeleton.getTransformMatrixTexture();
  76746. if (!boneTexture) {
  76747. return;
  76748. }
  76749. this._effect.setTexture("boneSampler", boneTexture);
  76750. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  76751. }
  76752. else {
  76753. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  76754. }
  76755. }
  76756. // Morph targets
  76757. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  76758. if (this.forceBackFacesOnly) {
  76759. engine.setState(true, 0, false, true);
  76760. }
  76761. // Draw
  76762. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  76763. if (this.forceBackFacesOnly) {
  76764. engine.setState(true, 0, false, false);
  76765. }
  76766. }
  76767. else {
  76768. // Need to reset refresh rate of the shadowMap
  76769. if (this._shadowMap) {
  76770. this._shadowMap.resetRefreshCounter();
  76771. }
  76772. }
  76773. };
  76774. ShadowGenerator.prototype._applyFilterValues = function () {
  76775. if (!this._shadowMap) {
  76776. return;
  76777. }
  76778. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  76779. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  76780. }
  76781. else {
  76782. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76783. }
  76784. };
  76785. /**
  76786. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76787. * @param onCompiled Callback triggered at the and of the effects compilation
  76788. * @param options Sets of optional options forcing the compilation with different modes
  76789. */
  76790. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  76791. var _this = this;
  76792. var localOptions = __assign({ useInstances: false }, options);
  76793. var shadowMap = this.getShadowMap();
  76794. if (!shadowMap) {
  76795. if (onCompiled) {
  76796. onCompiled(this);
  76797. }
  76798. return;
  76799. }
  76800. var renderList = shadowMap.renderList;
  76801. if (!renderList) {
  76802. if (onCompiled) {
  76803. onCompiled(this);
  76804. }
  76805. return;
  76806. }
  76807. var subMeshes = new Array();
  76808. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  76809. var mesh = renderList_1[_i];
  76810. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  76811. }
  76812. if (subMeshes.length === 0) {
  76813. if (onCompiled) {
  76814. onCompiled(this);
  76815. }
  76816. return;
  76817. }
  76818. var currentIndex = 0;
  76819. var checkReady = function () {
  76820. if (!_this._scene || !_this._scene.getEngine()) {
  76821. return;
  76822. }
  76823. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  76824. currentIndex++;
  76825. if (currentIndex >= subMeshes.length) {
  76826. if (onCompiled) {
  76827. onCompiled(_this);
  76828. }
  76829. return;
  76830. }
  76831. }
  76832. setTimeout(checkReady, 16);
  76833. };
  76834. checkReady();
  76835. };
  76836. /**
  76837. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76838. * @param options Sets of optional options forcing the compilation with different modes
  76839. * @returns A promise that resolves when the compilation completes
  76840. */
  76841. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  76842. var _this = this;
  76843. return new Promise(function (resolve) {
  76844. _this.forceCompilation(function () {
  76845. resolve();
  76846. }, options);
  76847. });
  76848. };
  76849. /**
  76850. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  76851. * @param subMesh The submesh we want to render in the shadow map
  76852. * @param useInstances Defines wether will draw in the map using instances
  76853. * @returns true if ready otherwise, false
  76854. */
  76855. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  76856. var defines = [];
  76857. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76858. defines.push("#define FLOAT");
  76859. }
  76860. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  76861. defines.push("#define ESM");
  76862. }
  76863. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  76864. defines.push("#define DEPTHTEXTURE");
  76865. }
  76866. var attribs = [BABYLON.VertexBuffer.PositionKind];
  76867. var mesh = subMesh.getMesh();
  76868. var material = subMesh.getMaterial();
  76869. // Normal bias.
  76870. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  76871. attribs.push(BABYLON.VertexBuffer.NormalKind);
  76872. defines.push("#define NORMAL");
  76873. if (mesh.nonUniformScaling) {
  76874. defines.push("#define NONUNIFORMSCALING");
  76875. }
  76876. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76877. defines.push("#define DIRECTIONINLIGHTDATA");
  76878. }
  76879. }
  76880. // Alpha test
  76881. if (material && material.needAlphaTesting()) {
  76882. var alphaTexture = material.getAlphaTestTexture();
  76883. if (alphaTexture) {
  76884. defines.push("#define ALPHATEST");
  76885. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  76886. attribs.push(BABYLON.VertexBuffer.UVKind);
  76887. defines.push("#define UV1");
  76888. }
  76889. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  76890. if (alphaTexture.coordinatesIndex === 1) {
  76891. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  76892. defines.push("#define UV2");
  76893. }
  76894. }
  76895. }
  76896. }
  76897. // Bones
  76898. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  76899. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  76900. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  76901. if (mesh.numBoneInfluencers > 4) {
  76902. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  76903. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  76904. }
  76905. var skeleton = mesh.skeleton;
  76906. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  76907. if (skeleton.isUsingTextureForMatrices) {
  76908. defines.push("#define BONETEXTURE");
  76909. }
  76910. else {
  76911. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  76912. }
  76913. }
  76914. else {
  76915. defines.push("#define NUM_BONE_INFLUENCERS 0");
  76916. }
  76917. // Morph targets
  76918. var manager = mesh.morphTargetManager;
  76919. var morphInfluencers = 0;
  76920. if (manager) {
  76921. if (manager.numInfluencers > 0) {
  76922. defines.push("#define MORPHTARGETS");
  76923. morphInfluencers = manager.numInfluencers;
  76924. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  76925. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  76926. }
  76927. }
  76928. // Instances
  76929. if (useInstances) {
  76930. defines.push("#define INSTANCES");
  76931. attribs.push("world0");
  76932. attribs.push("world1");
  76933. attribs.push("world2");
  76934. attribs.push("world3");
  76935. }
  76936. // Get correct effect
  76937. var join = defines.join("\n");
  76938. if (this._cachedDefines !== join) {
  76939. this._cachedDefines = join;
  76940. 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 });
  76941. }
  76942. if (!this._effect.isReady()) {
  76943. return false;
  76944. }
  76945. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  76946. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  76947. this._initializeBlurRTTAndPostProcesses();
  76948. }
  76949. }
  76950. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  76951. return false;
  76952. }
  76953. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  76954. return false;
  76955. }
  76956. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  76957. return false;
  76958. }
  76959. return true;
  76960. };
  76961. /**
  76962. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  76963. * @param defines Defines of the material we want to update
  76964. * @param lightIndex Index of the light in the enabled light list of the material
  76965. */
  76966. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  76967. var scene = this._scene;
  76968. var light = this._light;
  76969. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  76970. return;
  76971. }
  76972. defines["SHADOW" + lightIndex] = true;
  76973. if (this.useContactHardeningShadow) {
  76974. defines["SHADOWPCSS" + lightIndex] = true;
  76975. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  76976. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  76977. }
  76978. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  76979. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  76980. }
  76981. // else default to high.
  76982. }
  76983. if (this.usePercentageCloserFiltering) {
  76984. defines["SHADOWPCF" + lightIndex] = true;
  76985. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  76986. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  76987. }
  76988. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  76989. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  76990. }
  76991. // else default to high.
  76992. }
  76993. else if (this.usePoissonSampling) {
  76994. defines["SHADOWPOISSON" + lightIndex] = true;
  76995. }
  76996. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  76997. defines["SHADOWESM" + lightIndex] = true;
  76998. }
  76999. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77000. defines["SHADOWCLOSEESM" + lightIndex] = true;
  77001. }
  77002. if (light.needCube()) {
  77003. defines["SHADOWCUBE" + lightIndex] = true;
  77004. }
  77005. };
  77006. /**
  77007. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77008. * defined in the generator but impacting the effect).
  77009. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77010. * @param effect The effect we are binfing the information for
  77011. */
  77012. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  77013. var light = this._light;
  77014. var scene = this._scene;
  77015. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77016. return;
  77017. }
  77018. var camera = scene.activeCamera;
  77019. if (!camera) {
  77020. return;
  77021. }
  77022. var shadowMap = this.getShadowMap();
  77023. if (!shadowMap) {
  77024. return;
  77025. }
  77026. if (!light.needCube()) {
  77027. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  77028. }
  77029. // Only PCF uses depth stencil texture.
  77030. if (this._filter === ShadowGenerator.FILTER_PCF) {
  77031. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77032. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77033. }
  77034. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  77035. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77036. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  77037. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77038. }
  77039. else {
  77040. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77041. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  77042. }
  77043. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  77044. };
  77045. /**
  77046. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77047. * (eq to shadow prjection matrix * light transform matrix)
  77048. * @returns The transform matrix used to create the shadow map
  77049. */
  77050. ShadowGenerator.prototype.getTransformMatrix = function () {
  77051. var scene = this._scene;
  77052. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  77053. return this._transformMatrix;
  77054. }
  77055. this._currentRenderID = scene.getRenderId();
  77056. this._currentFaceIndexCache = this._currentFaceIndex;
  77057. var lightPosition = this._light.position;
  77058. if (this._light.computeTransformedInformation()) {
  77059. lightPosition = this._light.transformedPosition;
  77060. }
  77061. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  77062. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  77063. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  77064. }
  77065. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  77066. this._cachedPosition.copyFrom(lightPosition);
  77067. this._cachedDirection.copyFrom(this._lightDirection);
  77068. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  77069. var shadowMap = this.getShadowMap();
  77070. if (shadowMap) {
  77071. var renderList = shadowMap.renderList;
  77072. if (renderList) {
  77073. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  77074. }
  77075. }
  77076. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  77077. }
  77078. return this._transformMatrix;
  77079. };
  77080. /**
  77081. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77082. * Cube and 2D textures for instance.
  77083. */
  77084. ShadowGenerator.prototype.recreateShadowMap = function () {
  77085. var shadowMap = this._shadowMap;
  77086. if (!shadowMap) {
  77087. return;
  77088. }
  77089. // Track render list.
  77090. var renderList = shadowMap.renderList;
  77091. // Clean up existing data.
  77092. this._disposeRTTandPostProcesses();
  77093. // Reinitializes.
  77094. this._initializeGenerator();
  77095. // Reaffect the filter to ensure a correct fallback if necessary.
  77096. this.filter = this.filter;
  77097. // Reaffect the filter.
  77098. this._applyFilterValues();
  77099. // Reaffect Render List.
  77100. this._shadowMap.renderList = renderList;
  77101. };
  77102. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  77103. if (this._shadowMap2) {
  77104. this._shadowMap2.dispose();
  77105. this._shadowMap2 = null;
  77106. }
  77107. if (this._boxBlurPostprocess) {
  77108. this._boxBlurPostprocess.dispose();
  77109. this._boxBlurPostprocess = null;
  77110. }
  77111. if (this._kernelBlurXPostprocess) {
  77112. this._kernelBlurXPostprocess.dispose();
  77113. this._kernelBlurXPostprocess = null;
  77114. }
  77115. if (this._kernelBlurYPostprocess) {
  77116. this._kernelBlurYPostprocess.dispose();
  77117. this._kernelBlurYPostprocess = null;
  77118. }
  77119. this._blurPostProcesses = [];
  77120. };
  77121. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77122. if (this._shadowMap) {
  77123. this._shadowMap.dispose();
  77124. this._shadowMap = null;
  77125. }
  77126. this._disposeBlurPostProcesses();
  77127. };
  77128. /**
  77129. * Disposes the ShadowGenerator.
  77130. * Returns nothing.
  77131. */
  77132. ShadowGenerator.prototype.dispose = function () {
  77133. this._disposeRTTandPostProcesses();
  77134. if (this._light) {
  77135. this._light._shadowGenerator = null;
  77136. this._light._markMeshesAsLightDirty();
  77137. }
  77138. };
  77139. /**
  77140. * Serializes the shadow generator setup to a json object.
  77141. * @returns The serialized JSON object
  77142. */
  77143. ShadowGenerator.prototype.serialize = function () {
  77144. var serializationObject = {};
  77145. var shadowMap = this.getShadowMap();
  77146. if (!shadowMap) {
  77147. return serializationObject;
  77148. }
  77149. serializationObject.lightId = this._light.id;
  77150. serializationObject.mapSize = shadowMap.getRenderSize();
  77151. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77152. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77153. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77154. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77155. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77156. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77157. serializationObject.depthScale = this.depthScale;
  77158. serializationObject.darkness = this.getDarkness();
  77159. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77160. serializationObject.blurKernel = this.blurKernel;
  77161. serializationObject.blurScale = this.blurScale;
  77162. serializationObject.useKernelBlur = this.useKernelBlur;
  77163. serializationObject.transparencyShadow = this._transparencyShadow;
  77164. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77165. serializationObject.bias = this.bias;
  77166. serializationObject.normalBias = this.normalBias;
  77167. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77168. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77169. serializationObject.filteringQuality = this.filteringQuality;
  77170. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77171. serializationObject.renderList = [];
  77172. if (shadowMap.renderList) {
  77173. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77174. var mesh = shadowMap.renderList[meshIndex];
  77175. serializationObject.renderList.push(mesh.id);
  77176. }
  77177. }
  77178. return serializationObject;
  77179. };
  77180. /**
  77181. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77182. * @param parsedShadowGenerator The JSON object to parse
  77183. * @param scene The scene to create the shadow map for
  77184. * @returns The parsed shadow generator
  77185. */
  77186. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  77187. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  77188. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  77189. var shadowMap = shadowGenerator.getShadowMap();
  77190. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  77191. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  77192. meshes.forEach(function (mesh) {
  77193. if (!shadowMap) {
  77194. return;
  77195. }
  77196. if (!shadowMap.renderList) {
  77197. shadowMap.renderList = [];
  77198. }
  77199. shadowMap.renderList.push(mesh);
  77200. });
  77201. }
  77202. if (parsedShadowGenerator.usePoissonSampling) {
  77203. shadowGenerator.usePoissonSampling = true;
  77204. }
  77205. else if (parsedShadowGenerator.useExponentialShadowMap) {
  77206. shadowGenerator.useExponentialShadowMap = true;
  77207. }
  77208. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  77209. shadowGenerator.useBlurExponentialShadowMap = true;
  77210. }
  77211. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  77212. shadowGenerator.useCloseExponentialShadowMap = true;
  77213. }
  77214. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  77215. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  77216. }
  77217. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  77218. shadowGenerator.usePercentageCloserFiltering = true;
  77219. }
  77220. else if (parsedShadowGenerator.useContactHardeningShadow) {
  77221. shadowGenerator.useContactHardeningShadow = true;
  77222. }
  77223. if (parsedShadowGenerator.filteringQuality) {
  77224. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  77225. }
  77226. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  77227. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  77228. }
  77229. // Backward compat
  77230. else if (parsedShadowGenerator.useVarianceShadowMap) {
  77231. shadowGenerator.useExponentialShadowMap = true;
  77232. }
  77233. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  77234. shadowGenerator.useBlurExponentialShadowMap = true;
  77235. }
  77236. if (parsedShadowGenerator.depthScale) {
  77237. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77238. }
  77239. if (parsedShadowGenerator.blurScale) {
  77240. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77241. }
  77242. if (parsedShadowGenerator.blurBoxOffset) {
  77243. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77244. }
  77245. if (parsedShadowGenerator.useKernelBlur) {
  77246. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77247. }
  77248. if (parsedShadowGenerator.blurKernel) {
  77249. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77250. }
  77251. if (parsedShadowGenerator.bias !== undefined) {
  77252. shadowGenerator.bias = parsedShadowGenerator.bias;
  77253. }
  77254. if (parsedShadowGenerator.normalBias !== undefined) {
  77255. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77256. }
  77257. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77258. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77259. }
  77260. if (parsedShadowGenerator.darkness) {
  77261. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77262. }
  77263. if (parsedShadowGenerator.transparencyShadow) {
  77264. shadowGenerator.setTransparencyShadow(true);
  77265. }
  77266. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77267. return shadowGenerator;
  77268. };
  77269. /**
  77270. * Shadow generator mode None: no filtering applied.
  77271. */
  77272. ShadowGenerator.FILTER_NONE = 0;
  77273. /**
  77274. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77275. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77276. */
  77277. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  77278. /**
  77279. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77280. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77281. */
  77282. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  77283. /**
  77284. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77285. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77286. */
  77287. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  77288. /**
  77289. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77290. * edge artifacts on steep falloff.
  77291. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77292. */
  77293. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  77294. /**
  77295. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77296. * edge artifacts on steep falloff.
  77297. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77298. */
  77299. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  77300. /**
  77301. * Shadow generator mode PCF: Percentage Closer Filtering
  77302. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77303. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77304. */
  77305. ShadowGenerator.FILTER_PCF = 6;
  77306. /**
  77307. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77308. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77309. * Contact Hardening
  77310. */
  77311. ShadowGenerator.FILTER_PCSS = 7;
  77312. /**
  77313. * Reserved for PCF and PCSS
  77314. * Highest Quality.
  77315. *
  77316. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77317. *
  77318. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77319. */
  77320. ShadowGenerator.QUALITY_HIGH = 0;
  77321. /**
  77322. * Reserved for PCF and PCSS
  77323. * Good tradeoff for quality/perf cross devices
  77324. *
  77325. * Execute PCF on a 3*3 kernel.
  77326. *
  77327. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77328. */
  77329. ShadowGenerator.QUALITY_MEDIUM = 1;
  77330. /**
  77331. * Reserved for PCF and PCSS
  77332. * The lowest quality but the fastest.
  77333. *
  77334. * Execute PCF on a 1*1 kernel.
  77335. *
  77336. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77337. */
  77338. ShadowGenerator.QUALITY_LOW = 2;
  77339. return ShadowGenerator;
  77340. }());
  77341. BABYLON.ShadowGenerator = ShadowGenerator;
  77342. })(BABYLON || (BABYLON = {}));
  77343. //# sourceMappingURL=babylon.shadowGenerator.js.map
  77344. var BABYLON;
  77345. (function (BABYLON) {
  77346. // Adds the parser to the scene parsers.
  77347. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  77348. // Shadows
  77349. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  77350. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  77351. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  77352. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  77353. // SG would be available on their associated lights
  77354. }
  77355. }
  77356. });
  77357. /**
  77358. * Defines the shadow generator component responsible to manage any shadow generators
  77359. * in a given scene.
  77360. */
  77361. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  77362. /**
  77363. * Creates a new instance of the component for the given scene
  77364. * @param scene Defines the scene to register the component in
  77365. */
  77366. function ShadowGeneratorSceneComponent(scene) {
  77367. /**
  77368. * The component name helpfull to identify the component in the list of scene components.
  77369. */
  77370. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  77371. this.scene = scene;
  77372. }
  77373. /**
  77374. * Registers the component in a given scene
  77375. */
  77376. ShadowGeneratorSceneComponent.prototype.register = function () {
  77377. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  77378. };
  77379. /**
  77380. * Rebuilds the elements related to this component in case of
  77381. * context lost for instance.
  77382. */
  77383. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  77384. // Nothing To Do Here.
  77385. };
  77386. /**
  77387. * Serializes the component data to the specified json object
  77388. * @param serializationObject The object to serialize to
  77389. */
  77390. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  77391. // Shadows
  77392. serializationObject.shadowGenerators = [];
  77393. var lights = this.scene.lights;
  77394. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  77395. var light = lights_1[_i];
  77396. var shadowGenerator = light.getShadowGenerator();
  77397. if (shadowGenerator) {
  77398. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  77399. }
  77400. }
  77401. };
  77402. /**
  77403. * Adds all the element from the container to the scene
  77404. * @param container the container holding the elements
  77405. */
  77406. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  77407. // Nothing To Do Here. (directly attached to a light)
  77408. };
  77409. /**
  77410. * Removes all the elements in the container from the scene
  77411. * @param container contains the elements to remove
  77412. */
  77413. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  77414. // Nothing To Do Here. (directly attached to a light)
  77415. };
  77416. /**
  77417. * Rebuilds the elements related to this component in case of
  77418. * context lost for instance.
  77419. */
  77420. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  77421. // Nothing To Do Here.
  77422. };
  77423. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  77424. // Shadows
  77425. var scene = this.scene;
  77426. if (this.scene.shadowsEnabled) {
  77427. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  77428. var light = scene.lights[lightIndex];
  77429. var shadowGenerator = light.getShadowGenerator();
  77430. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  77431. var shadowMap = (shadowGenerator.getShadowMap());
  77432. if (scene.textures.indexOf(shadowMap) !== -1) {
  77433. renderTargets.push(shadowMap);
  77434. }
  77435. }
  77436. }
  77437. }
  77438. };
  77439. return ShadowGeneratorSceneComponent;
  77440. }());
  77441. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  77442. })(BABYLON || (BABYLON = {}));
  77443. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  77444. var BABYLON;
  77445. (function (BABYLON) {
  77446. /**
  77447. * Class used for the default loading screen
  77448. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  77449. */
  77450. var DefaultLoadingScreen = /** @class */ (function () {
  77451. /**
  77452. * Creates a new default loading screen
  77453. * @param _renderingCanvas defines the canvas used to render the scene
  77454. * @param _loadingText defines the default text to display
  77455. * @param _loadingDivBackgroundColor defines the default background color
  77456. */
  77457. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  77458. if (_loadingText === void 0) { _loadingText = ""; }
  77459. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  77460. var _this = this;
  77461. this._renderingCanvas = _renderingCanvas;
  77462. this._loadingText = _loadingText;
  77463. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  77464. // Resize
  77465. this._resizeLoadingUI = function () {
  77466. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  77467. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  77468. if (!_this._loadingDiv) {
  77469. return;
  77470. }
  77471. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  77472. _this._loadingDiv.style.left = canvasRect.left + "px";
  77473. _this._loadingDiv.style.top = canvasRect.top + "px";
  77474. _this._loadingDiv.style.width = canvasRect.width + "px";
  77475. _this._loadingDiv.style.height = canvasRect.height + "px";
  77476. };
  77477. }
  77478. /**
  77479. * Function called to display the loading screen
  77480. */
  77481. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  77482. if (this._loadingDiv) {
  77483. // Do not add a loading screen if there is already one
  77484. return;
  77485. }
  77486. this._loadingDiv = document.createElement("div");
  77487. this._loadingDiv.id = "babylonjsLoadingDiv";
  77488. this._loadingDiv.style.opacity = "0";
  77489. this._loadingDiv.style.transition = "opacity 1.5s ease";
  77490. this._loadingDiv.style.pointerEvents = "none";
  77491. // Loading text
  77492. this._loadingTextDiv = document.createElement("div");
  77493. this._loadingTextDiv.style.position = "absolute";
  77494. this._loadingTextDiv.style.left = "0";
  77495. this._loadingTextDiv.style.top = "50%";
  77496. this._loadingTextDiv.style.marginTop = "80px";
  77497. this._loadingTextDiv.style.width = "100%";
  77498. this._loadingTextDiv.style.height = "20px";
  77499. this._loadingTextDiv.style.fontFamily = "Arial";
  77500. this._loadingTextDiv.style.fontSize = "14px";
  77501. this._loadingTextDiv.style.color = "white";
  77502. this._loadingTextDiv.style.textAlign = "center";
  77503. this._loadingTextDiv.innerHTML = "Loading";
  77504. this._loadingDiv.appendChild(this._loadingTextDiv);
  77505. //set the predefined text
  77506. this._loadingTextDiv.innerHTML = this._loadingText;
  77507. // Generating keyframes
  77508. var style = document.createElement('style');
  77509. style.type = 'text/css';
  77510. 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 }";
  77511. style.innerHTML = keyFrames;
  77512. document.getElementsByTagName('head')[0].appendChild(style);
  77513. // Loading img
  77514. var imgBack = new Image();
  77515. imgBack.src = "data:image/png;base64,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";
  77516. imgBack.style.position = "absolute";
  77517. imgBack.style.left = "50%";
  77518. imgBack.style.top = "50%";
  77519. imgBack.style.marginLeft = "-60px";
  77520. imgBack.style.marginTop = "-60px";
  77521. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  77522. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  77523. imgBack.style.transformOrigin = "50% 50%";
  77524. imgBack.style.webkitTransformOrigin = "50% 50%";
  77525. this._loadingDiv.appendChild(imgBack);
  77526. this._resizeLoadingUI();
  77527. window.addEventListener("resize", this._resizeLoadingUI);
  77528. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77529. document.body.appendChild(this._loadingDiv);
  77530. this._loadingDiv.style.opacity = "1";
  77531. };
  77532. /**
  77533. * Function called to hide the loading screen
  77534. */
  77535. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  77536. var _this = this;
  77537. if (!this._loadingDiv) {
  77538. return;
  77539. }
  77540. var onTransitionEnd = function () {
  77541. if (!_this._loadingDiv) {
  77542. return;
  77543. }
  77544. document.body.removeChild(_this._loadingDiv);
  77545. window.removeEventListener("resize", _this._resizeLoadingUI);
  77546. _this._loadingDiv = null;
  77547. };
  77548. this._loadingDiv.style.opacity = "0";
  77549. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  77550. };
  77551. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  77552. get: function () {
  77553. return this._loadingText;
  77554. },
  77555. /**
  77556. * Gets or sets the text to display while loading
  77557. */
  77558. set: function (text) {
  77559. this._loadingText = text;
  77560. if (this._loadingTextDiv) {
  77561. this._loadingTextDiv.innerHTML = this._loadingText;
  77562. }
  77563. },
  77564. enumerable: true,
  77565. configurable: true
  77566. });
  77567. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  77568. /**
  77569. * Gets or sets the color to use for the background
  77570. */
  77571. get: function () {
  77572. return this._loadingDivBackgroundColor;
  77573. },
  77574. set: function (color) {
  77575. this._loadingDivBackgroundColor = color;
  77576. if (!this._loadingDiv) {
  77577. return;
  77578. }
  77579. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77580. },
  77581. enumerable: true,
  77582. configurable: true
  77583. });
  77584. return DefaultLoadingScreen;
  77585. }());
  77586. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  77587. })(BABYLON || (BABYLON = {}));
  77588. //# sourceMappingURL=babylon.loadingScreen.js.map
  77589. var BABYLON;
  77590. (function (BABYLON) {
  77591. /**
  77592. * Class used to represent data loading progression
  77593. */
  77594. var SceneLoaderProgressEvent = /** @class */ (function () {
  77595. /**
  77596. * Create a new progress event
  77597. * @param lengthComputable defines if data length to load can be evaluated
  77598. * @param loaded defines the loaded data length
  77599. * @param total defines the data length to load
  77600. */
  77601. function SceneLoaderProgressEvent(
  77602. /** defines if data length to load can be evaluated */
  77603. lengthComputable,
  77604. /** defines the loaded data length */
  77605. loaded,
  77606. /** defines the data length to load */
  77607. total) {
  77608. this.lengthComputable = lengthComputable;
  77609. this.loaded = loaded;
  77610. this.total = total;
  77611. }
  77612. /**
  77613. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  77614. * @param event defines the source event
  77615. * @returns a new SceneLoaderProgressEvent
  77616. */
  77617. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  77618. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  77619. };
  77620. return SceneLoaderProgressEvent;
  77621. }());
  77622. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  77623. /**
  77624. * Class used to load scene from various file formats using registered plugins
  77625. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  77626. */
  77627. var SceneLoader = /** @class */ (function () {
  77628. function SceneLoader() {
  77629. }
  77630. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  77631. /**
  77632. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  77633. */
  77634. get: function () {
  77635. return SceneLoader._ForceFullSceneLoadingForIncremental;
  77636. },
  77637. set: function (value) {
  77638. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  77639. },
  77640. enumerable: true,
  77641. configurable: true
  77642. });
  77643. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  77644. /**
  77645. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  77646. */
  77647. get: function () {
  77648. return SceneLoader._ShowLoadingScreen;
  77649. },
  77650. set: function (value) {
  77651. SceneLoader._ShowLoadingScreen = value;
  77652. },
  77653. enumerable: true,
  77654. configurable: true
  77655. });
  77656. Object.defineProperty(SceneLoader, "loggingLevel", {
  77657. /**
  77658. * Defines the current logging level (while loading the scene)
  77659. * @ignorenaming
  77660. */
  77661. get: function () {
  77662. return SceneLoader._loggingLevel;
  77663. },
  77664. set: function (value) {
  77665. SceneLoader._loggingLevel = value;
  77666. },
  77667. enumerable: true,
  77668. configurable: true
  77669. });
  77670. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  77671. /**
  77672. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  77673. */
  77674. get: function () {
  77675. return SceneLoader._CleanBoneMatrixWeights;
  77676. },
  77677. set: function (value) {
  77678. SceneLoader._CleanBoneMatrixWeights = value;
  77679. },
  77680. enumerable: true,
  77681. configurable: true
  77682. });
  77683. SceneLoader._getDefaultPlugin = function () {
  77684. return SceneLoader._registeredPlugins[".babylon"];
  77685. };
  77686. SceneLoader._getPluginForExtension = function (extension) {
  77687. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  77688. if (registeredPlugin) {
  77689. return registeredPlugin;
  77690. }
  77691. 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");
  77692. return SceneLoader._getDefaultPlugin();
  77693. };
  77694. SceneLoader._getPluginForDirectLoad = function (data) {
  77695. for (var extension in SceneLoader._registeredPlugins) {
  77696. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  77697. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  77698. return SceneLoader._registeredPlugins[extension];
  77699. }
  77700. }
  77701. return SceneLoader._getDefaultPlugin();
  77702. };
  77703. SceneLoader._getPluginForFilename = function (sceneFilename) {
  77704. var queryStringPosition = sceneFilename.indexOf("?");
  77705. if (queryStringPosition !== -1) {
  77706. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  77707. }
  77708. var dotPosition = sceneFilename.lastIndexOf(".");
  77709. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  77710. return SceneLoader._getPluginForExtension(extension);
  77711. };
  77712. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  77713. SceneLoader._getDirectLoad = function (sceneFilename) {
  77714. if (sceneFilename.substr(0, 5) === "data:") {
  77715. return sceneFilename.substr(5);
  77716. }
  77717. return null;
  77718. };
  77719. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  77720. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  77721. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  77722. var plugin;
  77723. if (registeredPlugin.plugin.createPlugin) {
  77724. plugin = registeredPlugin.plugin.createPlugin();
  77725. }
  77726. else {
  77727. plugin = registeredPlugin.plugin;
  77728. }
  77729. var useArrayBuffer = registeredPlugin.isBinary;
  77730. var offlineProvider;
  77731. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  77732. var dataCallback = function (data, responseURL) {
  77733. if (scene.isDisposed) {
  77734. onError("Scene has been disposed");
  77735. return;
  77736. }
  77737. scene.offlineProvider = offlineProvider;
  77738. onSuccess(plugin, data, responseURL);
  77739. };
  77740. var request = null;
  77741. var pluginDisposed = false;
  77742. var onDisposeObservable = plugin.onDisposeObservable;
  77743. if (onDisposeObservable) {
  77744. onDisposeObservable.add(function () {
  77745. pluginDisposed = true;
  77746. if (request) {
  77747. request.abort();
  77748. request = null;
  77749. }
  77750. onDispose();
  77751. });
  77752. }
  77753. var manifestChecked = function () {
  77754. if (pluginDisposed) {
  77755. return;
  77756. }
  77757. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  77758. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  77759. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  77760. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  77761. });
  77762. };
  77763. if (directLoad) {
  77764. dataCallback(directLoad);
  77765. return plugin;
  77766. }
  77767. if (fileInfo.rootUrl.indexOf("file:") === -1) {
  77768. var engine = scene.getEngine();
  77769. var canUseOfflineSupport = engine.enableOfflineSupport;
  77770. if (canUseOfflineSupport) {
  77771. // Also check for exceptions
  77772. var exceptionFound = false;
  77773. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  77774. var regex = _a[_i];
  77775. if (regex.test(fileInfo.url)) {
  77776. exceptionFound = true;
  77777. break;
  77778. }
  77779. }
  77780. canUseOfflineSupport = !exceptionFound;
  77781. }
  77782. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  77783. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  77784. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  77785. }
  77786. else {
  77787. manifestChecked();
  77788. }
  77789. }
  77790. // Loading file from disk via input file or drag'n'drop
  77791. else {
  77792. var file = BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  77793. if (file) {
  77794. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  77795. }
  77796. else {
  77797. onError("Unable to find file named " + fileInfo.name);
  77798. }
  77799. }
  77800. return plugin;
  77801. };
  77802. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  77803. var url;
  77804. var name;
  77805. if (!sceneFilename) {
  77806. url = rootUrl;
  77807. name = BABYLON.Tools.GetFilename(rootUrl);
  77808. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  77809. }
  77810. else {
  77811. if (sceneFilename.substr(0, 1) === "/") {
  77812. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  77813. return null;
  77814. }
  77815. url = rootUrl + sceneFilename;
  77816. name = sceneFilename;
  77817. }
  77818. return {
  77819. url: url,
  77820. rootUrl: rootUrl,
  77821. name: name
  77822. };
  77823. };
  77824. // Public functions
  77825. /**
  77826. * Gets a plugin that can load the given extension
  77827. * @param extension defines the extension to load
  77828. * @returns a plugin or null if none works
  77829. */
  77830. SceneLoader.GetPluginForExtension = function (extension) {
  77831. return SceneLoader._getPluginForExtension(extension).plugin;
  77832. };
  77833. /**
  77834. * Gets a boolean indicating that the given extension can be loaded
  77835. * @param extension defines the extension to load
  77836. * @returns true if the extension is supported
  77837. */
  77838. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  77839. return !!SceneLoader._registeredPlugins[extension];
  77840. };
  77841. /**
  77842. * Adds a new plugin to the list of registered plugins
  77843. * @param plugin defines the plugin to add
  77844. */
  77845. SceneLoader.RegisterPlugin = function (plugin) {
  77846. if (typeof plugin.extensions === "string") {
  77847. var extension = plugin.extensions;
  77848. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77849. plugin: plugin,
  77850. isBinary: false
  77851. };
  77852. }
  77853. else {
  77854. var extensions = plugin.extensions;
  77855. Object.keys(extensions).forEach(function (extension) {
  77856. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77857. plugin: plugin,
  77858. isBinary: extensions[extension].isBinary
  77859. };
  77860. });
  77861. }
  77862. };
  77863. /**
  77864. * Import meshes into a scene
  77865. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  77866. * @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)
  77867. * @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)
  77868. * @param scene the instance of BABYLON.Scene to append to
  77869. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  77870. * @param onProgress a callback with a progress event for each file being loaded
  77871. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77872. * @param pluginExtension the extension used to determine the plugin
  77873. * @returns The loaded plugin
  77874. */
  77875. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77876. if (sceneFilename === void 0) { sceneFilename = ""; }
  77877. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77878. if (onSuccess === void 0) { onSuccess = null; }
  77879. if (onProgress === void 0) { onProgress = null; }
  77880. if (onError === void 0) { onError = null; }
  77881. if (pluginExtension === void 0) { pluginExtension = null; }
  77882. if (!scene) {
  77883. BABYLON.Tools.Error("No scene available to import mesh to");
  77884. return null;
  77885. }
  77886. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77887. if (!fileInfo) {
  77888. return null;
  77889. }
  77890. var loadingToken = {};
  77891. scene._addPendingData(loadingToken);
  77892. var disposeHandler = function () {
  77893. scene._removePendingData(loadingToken);
  77894. };
  77895. var errorHandler = function (message, exception) {
  77896. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  77897. if (onError) {
  77898. onError(scene, errorMessage, exception);
  77899. }
  77900. else {
  77901. BABYLON.Tools.Error(errorMessage);
  77902. // should the exception be thrown?
  77903. }
  77904. disposeHandler();
  77905. };
  77906. var progressHandler = onProgress ? function (event) {
  77907. try {
  77908. onProgress(event);
  77909. }
  77910. catch (e) {
  77911. errorHandler("Error in onProgress callback", e);
  77912. }
  77913. } : undefined;
  77914. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  77915. scene.importedMeshesFiles.push(fileInfo.url);
  77916. if (onSuccess) {
  77917. try {
  77918. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  77919. }
  77920. catch (e) {
  77921. errorHandler("Error in onSuccess callback", e);
  77922. }
  77923. }
  77924. scene._removePendingData(loadingToken);
  77925. };
  77926. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77927. if (plugin.rewriteRootURL) {
  77928. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  77929. }
  77930. if (plugin.importMesh) {
  77931. var syncedPlugin = plugin;
  77932. var meshes = new Array();
  77933. var particleSystems = new Array();
  77934. var skeletons = new Array();
  77935. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  77936. return;
  77937. }
  77938. scene.loadingPluginName = plugin.name;
  77939. successHandler(meshes, particleSystems, skeletons, []);
  77940. }
  77941. else {
  77942. var asyncedPlugin = plugin;
  77943. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  77944. scene.loadingPluginName = plugin.name;
  77945. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  77946. }).catch(function (error) {
  77947. errorHandler(error.message, error);
  77948. });
  77949. }
  77950. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77951. };
  77952. /**
  77953. * Import meshes into a scene
  77954. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  77955. * @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)
  77956. * @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)
  77957. * @param scene the instance of BABYLON.Scene to append to
  77958. * @param onProgress a callback with a progress event for each file being loaded
  77959. * @param pluginExtension the extension used to determine the plugin
  77960. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  77961. */
  77962. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77963. if (sceneFilename === void 0) { sceneFilename = ""; }
  77964. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77965. if (onProgress === void 0) { onProgress = null; }
  77966. if (pluginExtension === void 0) { pluginExtension = null; }
  77967. return new Promise(function (resolve, reject) {
  77968. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  77969. resolve({
  77970. meshes: meshes,
  77971. particleSystems: particleSystems,
  77972. skeletons: skeletons,
  77973. animationGroups: animationGroups
  77974. });
  77975. }, onProgress, function (scene, message, exception) {
  77976. reject(exception || new Error(message));
  77977. }, pluginExtension);
  77978. });
  77979. };
  77980. /**
  77981. * Load a scene
  77982. * @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)
  77983. * @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)
  77984. * @param engine is the instance of BABYLON.Engine to use to create the scene
  77985. * @param onSuccess a callback with the scene when import succeeds
  77986. * @param onProgress a callback with a progress event for each file being loaded
  77987. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77988. * @param pluginExtension the extension used to determine the plugin
  77989. * @returns The loaded plugin
  77990. */
  77991. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  77992. if (onSuccess === void 0) { onSuccess = null; }
  77993. if (onProgress === void 0) { onProgress = null; }
  77994. if (onError === void 0) { onError = null; }
  77995. if (pluginExtension === void 0) { pluginExtension = null; }
  77996. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  77997. };
  77998. /**
  77999. * Load a scene
  78000. * @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)
  78001. * @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)
  78002. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78003. * @param onProgress a callback with a progress event for each file being loaded
  78004. * @param pluginExtension the extension used to determine the plugin
  78005. * @returns The loaded scene
  78006. */
  78007. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  78008. if (onProgress === void 0) { onProgress = null; }
  78009. if (pluginExtension === void 0) { pluginExtension = null; }
  78010. return new Promise(function (resolve, reject) {
  78011. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  78012. resolve(scene);
  78013. }, onProgress, function (scene, message, exception) {
  78014. reject(exception || new Error(message));
  78015. }, pluginExtension);
  78016. });
  78017. };
  78018. /**
  78019. * Append a scene
  78020. * @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)
  78021. * @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)
  78022. * @param scene is the instance of BABYLON.Scene to append to
  78023. * @param onSuccess a callback with the scene when import succeeds
  78024. * @param onProgress a callback with a progress event for each file being loaded
  78025. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78026. * @param pluginExtension the extension used to determine the plugin
  78027. * @returns The loaded plugin
  78028. */
  78029. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78030. if (sceneFilename === void 0) { sceneFilename = ""; }
  78031. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78032. if (onSuccess === void 0) { onSuccess = null; }
  78033. if (onProgress === void 0) { onProgress = null; }
  78034. if (onError === void 0) { onError = null; }
  78035. if (pluginExtension === void 0) { pluginExtension = null; }
  78036. if (!scene) {
  78037. BABYLON.Tools.Error("No scene available to append to");
  78038. return null;
  78039. }
  78040. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78041. if (!fileInfo) {
  78042. return null;
  78043. }
  78044. if (SceneLoader.ShowLoadingScreen) {
  78045. scene.getEngine().displayLoadingUI();
  78046. }
  78047. var loadingToken = {};
  78048. scene._addPendingData(loadingToken);
  78049. var disposeHandler = function () {
  78050. scene._removePendingData(loadingToken);
  78051. scene.getEngine().hideLoadingUI();
  78052. };
  78053. var errorHandler = function (message, exception) {
  78054. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  78055. if (onError) {
  78056. onError(scene, errorMessage, exception);
  78057. }
  78058. else {
  78059. BABYLON.Tools.Error(errorMessage);
  78060. // should the exception be thrown?
  78061. }
  78062. disposeHandler();
  78063. };
  78064. var progressHandler = onProgress ? function (event) {
  78065. try {
  78066. onProgress(event);
  78067. }
  78068. catch (e) {
  78069. errorHandler("Error in onProgress callback", e);
  78070. }
  78071. } : undefined;
  78072. var successHandler = function () {
  78073. if (onSuccess) {
  78074. try {
  78075. onSuccess(scene);
  78076. }
  78077. catch (e) {
  78078. errorHandler("Error in onSuccess callback", e);
  78079. }
  78080. }
  78081. scene._removePendingData(loadingToken);
  78082. };
  78083. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78084. if (plugin.load) {
  78085. var syncedPlugin = plugin;
  78086. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  78087. return;
  78088. }
  78089. scene.loadingPluginName = plugin.name;
  78090. successHandler();
  78091. }
  78092. else {
  78093. var asyncedPlugin = plugin;
  78094. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  78095. scene.loadingPluginName = plugin.name;
  78096. successHandler();
  78097. }).catch(function (error) {
  78098. errorHandler(error.message, error);
  78099. });
  78100. }
  78101. if (SceneLoader.ShowLoadingScreen) {
  78102. scene.executeWhenReady(function () {
  78103. scene.getEngine().hideLoadingUI();
  78104. });
  78105. }
  78106. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78107. };
  78108. /**
  78109. * Append a scene
  78110. * @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)
  78111. * @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)
  78112. * @param scene is the instance of BABYLON.Scene to append to
  78113. * @param onProgress a callback with a progress event for each file being loaded
  78114. * @param pluginExtension the extension used to determine the plugin
  78115. * @returns The given scene
  78116. */
  78117. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78118. if (sceneFilename === void 0) { sceneFilename = ""; }
  78119. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78120. if (onProgress === void 0) { onProgress = null; }
  78121. if (pluginExtension === void 0) { pluginExtension = null; }
  78122. return new Promise(function (resolve, reject) {
  78123. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78124. resolve(scene);
  78125. }, onProgress, function (scene, message, exception) {
  78126. reject(exception || new Error(message));
  78127. }, pluginExtension);
  78128. });
  78129. };
  78130. /**
  78131. * Load a scene into an asset container
  78132. * @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)
  78133. * @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)
  78134. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78135. * @param onSuccess a callback with the scene when import succeeds
  78136. * @param onProgress a callback with a progress event for each file being loaded
  78137. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78138. * @param pluginExtension the extension used to determine the plugin
  78139. * @returns The loaded plugin
  78140. */
  78141. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78142. if (sceneFilename === void 0) { sceneFilename = ""; }
  78143. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78144. if (onSuccess === void 0) { onSuccess = null; }
  78145. if (onProgress === void 0) { onProgress = null; }
  78146. if (onError === void 0) { onError = null; }
  78147. if (pluginExtension === void 0) { pluginExtension = null; }
  78148. if (!scene) {
  78149. BABYLON.Tools.Error("No scene available to load asset container to");
  78150. return null;
  78151. }
  78152. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78153. if (!fileInfo) {
  78154. return null;
  78155. }
  78156. var loadingToken = {};
  78157. scene._addPendingData(loadingToken);
  78158. var disposeHandler = function () {
  78159. scene._removePendingData(loadingToken);
  78160. };
  78161. var errorHandler = function (message, exception) {
  78162. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78163. if (onError) {
  78164. onError(scene, errorMessage, exception);
  78165. }
  78166. else {
  78167. BABYLON.Tools.Error(errorMessage);
  78168. // should the exception be thrown?
  78169. }
  78170. disposeHandler();
  78171. };
  78172. var progressHandler = onProgress ? function (event) {
  78173. try {
  78174. onProgress(event);
  78175. }
  78176. catch (e) {
  78177. errorHandler("Error in onProgress callback", e);
  78178. }
  78179. } : undefined;
  78180. var successHandler = function (assets) {
  78181. if (onSuccess) {
  78182. try {
  78183. onSuccess(assets);
  78184. }
  78185. catch (e) {
  78186. errorHandler("Error in onSuccess callback", e);
  78187. }
  78188. }
  78189. scene._removePendingData(loadingToken);
  78190. };
  78191. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78192. if (plugin.loadAssetContainer) {
  78193. var syncedPlugin = plugin;
  78194. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  78195. if (!assetContainer) {
  78196. return;
  78197. }
  78198. scene.loadingPluginName = plugin.name;
  78199. successHandler(assetContainer);
  78200. }
  78201. else if (plugin.loadAssetContainerAsync) {
  78202. var asyncedPlugin = plugin;
  78203. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  78204. scene.loadingPluginName = plugin.name;
  78205. successHandler(assetContainer);
  78206. }).catch(function (error) {
  78207. errorHandler(error.message, error);
  78208. });
  78209. }
  78210. else {
  78211. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  78212. }
  78213. if (SceneLoader.ShowLoadingScreen) {
  78214. scene.executeWhenReady(function () {
  78215. scene.getEngine().hideLoadingUI();
  78216. });
  78217. }
  78218. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78219. };
  78220. /**
  78221. * Load a scene into an asset container
  78222. * @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)
  78223. * @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)
  78224. * @param scene is the instance of BABYLON.Scene to append to
  78225. * @param onProgress a callback with a progress event for each file being loaded
  78226. * @param pluginExtension the extension used to determine the plugin
  78227. * @returns The loaded asset container
  78228. */
  78229. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78230. if (sceneFilename === void 0) { sceneFilename = ""; }
  78231. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78232. if (onProgress === void 0) { onProgress = null; }
  78233. if (pluginExtension === void 0) { pluginExtension = null; }
  78234. return new Promise(function (resolve, reject) {
  78235. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78236. resolve(assetContainer);
  78237. }, onProgress, function (scene, message, exception) {
  78238. reject(exception || new Error(message));
  78239. }, pluginExtension);
  78240. });
  78241. };
  78242. // Flags
  78243. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78244. SceneLoader._ShowLoadingScreen = true;
  78245. SceneLoader._CleanBoneMatrixWeights = false;
  78246. /**
  78247. * No logging while loading
  78248. */
  78249. SceneLoader.NO_LOGGING = 0;
  78250. /**
  78251. * Minimal logging while loading
  78252. */
  78253. SceneLoader.MINIMAL_LOGGING = 1;
  78254. /**
  78255. * Summary logging while loading
  78256. */
  78257. SceneLoader.SUMMARY_LOGGING = 2;
  78258. /**
  78259. * Detailled logging while loading
  78260. */
  78261. SceneLoader.DETAILED_LOGGING = 3;
  78262. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  78263. // Members
  78264. /**
  78265. * Event raised when a plugin is used to load a scene
  78266. */
  78267. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  78268. SceneLoader._registeredPlugins = {};
  78269. return SceneLoader;
  78270. }());
  78271. BABYLON.SceneLoader = SceneLoader;
  78272. })(BABYLON || (BABYLON = {}));
  78273. //# sourceMappingURL=babylon.sceneLoader.js.map
  78274. var BABYLON;
  78275. (function (BABYLON) {
  78276. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  78277. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78278. var parsedMaterial = parsedData.materials[index];
  78279. if (parsedMaterial.id === id) {
  78280. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78281. }
  78282. }
  78283. return null;
  78284. };
  78285. var isDescendantOf = function (mesh, names, hierarchyIds) {
  78286. for (var i in names) {
  78287. if (mesh.name === names[i]) {
  78288. hierarchyIds.push(mesh.id);
  78289. return true;
  78290. }
  78291. }
  78292. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  78293. hierarchyIds.push(mesh.id);
  78294. return true;
  78295. }
  78296. return false;
  78297. };
  78298. var logOperation = function (operation, producer) {
  78299. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  78300. };
  78301. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  78302. if (addToScene === void 0) { addToScene = false; }
  78303. var container = new BABYLON.AssetContainer(scene);
  78304. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78305. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78306. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78307. // and avoid problems with multiple concurrent .babylon loads.
  78308. var log = "importScene has failed JSON parse";
  78309. try {
  78310. var parsedData = JSON.parse(data);
  78311. log = "";
  78312. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78313. var index;
  78314. var cache;
  78315. // Lights
  78316. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  78317. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  78318. var parsedLight = parsedData.lights[index];
  78319. var light = BABYLON.Light.Parse(parsedLight, scene);
  78320. if (light) {
  78321. container.lights.push(light);
  78322. log += (index === 0 ? "\n\tLights:" : "");
  78323. log += "\n\t\t" + light.toString(fullDetails);
  78324. }
  78325. }
  78326. }
  78327. // Animations
  78328. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  78329. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  78330. var parsedAnimation = parsedData.animations[index];
  78331. var animation = BABYLON.Animation.Parse(parsedAnimation);
  78332. scene.animations.push(animation);
  78333. container.animations.push(animation);
  78334. log += (index === 0 ? "\n\tAnimations:" : "");
  78335. log += "\n\t\t" + animation.toString(fullDetails);
  78336. }
  78337. }
  78338. // Materials
  78339. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  78340. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78341. var parsedMaterial = parsedData.materials[index];
  78342. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78343. container.materials.push(mat);
  78344. log += (index === 0 ? "\n\tMaterials:" : "");
  78345. log += "\n\t\t" + mat.toString(fullDetails);
  78346. }
  78347. }
  78348. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78349. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  78350. var parsedMultiMaterial = parsedData.multiMaterials[index];
  78351. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78352. container.multiMaterials.push(mmat);
  78353. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  78354. log += "\n\t\t" + mmat.toString(fullDetails);
  78355. }
  78356. }
  78357. // Morph targets
  78358. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78359. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78360. var managerData = _a[_i];
  78361. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  78362. }
  78363. }
  78364. // Skeletons
  78365. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78366. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  78367. var parsedSkeleton = parsedData.skeletons[index];
  78368. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78369. container.skeletons.push(skeleton);
  78370. log += (index === 0 ? "\n\tSkeletons:" : "");
  78371. log += "\n\t\t" + skeleton.toString(fullDetails);
  78372. }
  78373. }
  78374. // Geometries
  78375. var geometries = parsedData.geometries;
  78376. if (geometries !== undefined && geometries !== null) {
  78377. var addedGeometry = new Array();
  78378. // Boxes
  78379. var boxes = geometries.boxes;
  78380. if (boxes !== undefined && boxes !== null) {
  78381. for (index = 0, cache = boxes.length; index < cache; index++) {
  78382. var parsedBox = boxes[index];
  78383. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  78384. }
  78385. }
  78386. // Spheres
  78387. var spheres = geometries.spheres;
  78388. if (spheres !== undefined && spheres !== null) {
  78389. for (index = 0, cache = spheres.length; index < cache; index++) {
  78390. var parsedSphere = spheres[index];
  78391. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  78392. }
  78393. }
  78394. // Cylinders
  78395. var cylinders = geometries.cylinders;
  78396. if (cylinders !== undefined && cylinders !== null) {
  78397. for (index = 0, cache = cylinders.length; index < cache; index++) {
  78398. var parsedCylinder = cylinders[index];
  78399. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  78400. }
  78401. }
  78402. // Toruses
  78403. var toruses = geometries.toruses;
  78404. if (toruses !== undefined && toruses !== null) {
  78405. for (index = 0, cache = toruses.length; index < cache; index++) {
  78406. var parsedTorus = toruses[index];
  78407. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  78408. }
  78409. }
  78410. // Grounds
  78411. var grounds = geometries.grounds;
  78412. if (grounds !== undefined && grounds !== null) {
  78413. for (index = 0, cache = grounds.length; index < cache; index++) {
  78414. var parsedGround = grounds[index];
  78415. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  78416. }
  78417. }
  78418. // Planes
  78419. var planes = geometries.planes;
  78420. if (planes !== undefined && planes !== null) {
  78421. for (index = 0, cache = planes.length; index < cache; index++) {
  78422. var parsedPlane = planes[index];
  78423. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  78424. }
  78425. }
  78426. // TorusKnots
  78427. var torusKnots = geometries.torusKnots;
  78428. if (torusKnots !== undefined && torusKnots !== null) {
  78429. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  78430. var parsedTorusKnot = torusKnots[index];
  78431. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  78432. }
  78433. }
  78434. // VertexData
  78435. var vertexData = geometries.vertexData;
  78436. if (vertexData !== undefined && vertexData !== null) {
  78437. for (index = 0, cache = vertexData.length; index < cache; index++) {
  78438. var parsedVertexData = vertexData[index];
  78439. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  78440. }
  78441. }
  78442. addedGeometry.forEach(function (g) {
  78443. if (g) {
  78444. container.geometries.push(g);
  78445. }
  78446. });
  78447. }
  78448. // Transform nodes
  78449. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  78450. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  78451. var parsedTransformNode = parsedData.transformNodes[index];
  78452. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  78453. container.transformNodes.push(node);
  78454. }
  78455. }
  78456. // Meshes
  78457. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78458. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78459. var parsedMesh = parsedData.meshes[index];
  78460. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78461. container.meshes.push(mesh);
  78462. log += (index === 0 ? "\n\tMeshes:" : "");
  78463. log += "\n\t\t" + mesh.toString(fullDetails);
  78464. }
  78465. }
  78466. // Cameras
  78467. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  78468. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  78469. var parsedCamera = parsedData.cameras[index];
  78470. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  78471. container.cameras.push(camera);
  78472. log += (index === 0 ? "\n\tCameras:" : "");
  78473. log += "\n\t\t" + camera.toString(fullDetails);
  78474. }
  78475. }
  78476. // Animation Groups
  78477. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  78478. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  78479. var parsedAnimationGroup = parsedData.animationGroups[index];
  78480. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  78481. container.animationGroups.push(animationGroup);
  78482. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  78483. log += "\n\t\t" + animationGroup.toString(fullDetails);
  78484. }
  78485. }
  78486. // Browsing all the graph to connect the dots
  78487. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  78488. var camera = scene.cameras[index];
  78489. if (camera._waitingParentId) {
  78490. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  78491. camera._waitingParentId = null;
  78492. }
  78493. }
  78494. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78495. var light_1 = scene.lights[index];
  78496. if (light_1 && light_1._waitingParentId) {
  78497. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  78498. light_1._waitingParentId = null;
  78499. }
  78500. }
  78501. // Connect parents & children and parse actions
  78502. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  78503. var transformNode = scene.transformNodes[index];
  78504. if (transformNode._waitingParentId) {
  78505. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  78506. transformNode._waitingParentId = null;
  78507. }
  78508. }
  78509. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78510. var mesh = scene.meshes[index];
  78511. if (mesh._waitingParentId) {
  78512. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  78513. mesh._waitingParentId = null;
  78514. }
  78515. }
  78516. // freeze world matrix application
  78517. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78518. var currentMesh = scene.meshes[index];
  78519. if (currentMesh._waitingFreezeWorldMatrix) {
  78520. currentMesh.freezeWorldMatrix();
  78521. currentMesh._waitingFreezeWorldMatrix = null;
  78522. }
  78523. else {
  78524. currentMesh.computeWorldMatrix(true);
  78525. }
  78526. }
  78527. // Lights exclusions / inclusions
  78528. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78529. var light_2 = scene.lights[index];
  78530. // Excluded check
  78531. if (light_2._excludedMeshesIds.length > 0) {
  78532. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  78533. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  78534. if (excludedMesh) {
  78535. light_2.excludedMeshes.push(excludedMesh);
  78536. }
  78537. }
  78538. light_2._excludedMeshesIds = [];
  78539. }
  78540. // Included check
  78541. if (light_2._includedOnlyMeshesIds.length > 0) {
  78542. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  78543. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  78544. if (includedOnlyMesh) {
  78545. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  78546. }
  78547. }
  78548. light_2._includedOnlyMeshesIds = [];
  78549. }
  78550. }
  78551. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  78552. // Actions (scene) Done last as it can access other objects.
  78553. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78554. var mesh = scene.meshes[index];
  78555. if (mesh._waitingActions) {
  78556. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  78557. mesh._waitingActions = null;
  78558. }
  78559. }
  78560. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  78561. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  78562. }
  78563. if (!addToScene) {
  78564. container.removeAllFromScene();
  78565. }
  78566. }
  78567. catch (err) {
  78568. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  78569. if (onError) {
  78570. onError(msg, err);
  78571. }
  78572. else {
  78573. BABYLON.Tools.Log(msg);
  78574. throw err;
  78575. }
  78576. }
  78577. finally {
  78578. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78579. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78580. }
  78581. }
  78582. return container;
  78583. };
  78584. BABYLON.SceneLoader.RegisterPlugin({
  78585. name: "babylon.js",
  78586. extensions: ".babylon",
  78587. canDirectLoad: function (data) {
  78588. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  78589. return true;
  78590. }
  78591. return false;
  78592. },
  78593. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  78594. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78595. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78596. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78597. // and avoid problems with multiple concurrent .babylon loads.
  78598. var log = "importMesh has failed JSON parse";
  78599. try {
  78600. var parsedData = JSON.parse(data);
  78601. log = "";
  78602. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78603. if (!meshesNames) {
  78604. meshesNames = null;
  78605. }
  78606. else if (!Array.isArray(meshesNames)) {
  78607. meshesNames = [meshesNames];
  78608. }
  78609. var hierarchyIds = new Array();
  78610. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78611. var loadedSkeletonsIds = [];
  78612. var loadedMaterialsIds = [];
  78613. var index;
  78614. var cache;
  78615. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78616. var parsedMesh = parsedData.meshes[index];
  78617. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  78618. if (meshesNames !== null) {
  78619. // Remove found mesh name from list.
  78620. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  78621. }
  78622. //Geometry?
  78623. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  78624. //does the file contain geometries?
  78625. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  78626. //find the correct geometry and add it to the scene
  78627. var found = false;
  78628. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  78629. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  78630. return;
  78631. }
  78632. else {
  78633. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  78634. if (parsedGeometryData.id === parsedMesh.geometryId) {
  78635. switch (geometryType) {
  78636. case "boxes":
  78637. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  78638. break;
  78639. case "spheres":
  78640. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  78641. break;
  78642. case "cylinders":
  78643. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  78644. break;
  78645. case "toruses":
  78646. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  78647. break;
  78648. case "grounds":
  78649. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  78650. break;
  78651. case "planes":
  78652. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  78653. break;
  78654. case "torusKnots":
  78655. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  78656. break;
  78657. case "vertexData":
  78658. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  78659. break;
  78660. }
  78661. found = true;
  78662. }
  78663. });
  78664. }
  78665. });
  78666. if (found === false) {
  78667. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  78668. }
  78669. }
  78670. }
  78671. // Material ?
  78672. if (parsedMesh.materialId) {
  78673. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  78674. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78675. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  78676. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  78677. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  78678. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  78679. var subMatId = parsedMultiMaterial.materials[matIndex];
  78680. loadedMaterialsIds.push(subMatId);
  78681. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  78682. if (mat) {
  78683. log += "\n\tMaterial " + mat.toString(fullDetails);
  78684. }
  78685. }
  78686. loadedMaterialsIds.push(parsedMultiMaterial.id);
  78687. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78688. if (mmat) {
  78689. materialFound = true;
  78690. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  78691. }
  78692. break;
  78693. }
  78694. }
  78695. }
  78696. if (materialFound === false) {
  78697. loadedMaterialsIds.push(parsedMesh.materialId);
  78698. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  78699. if (!mat) {
  78700. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  78701. }
  78702. else {
  78703. log += "\n\tMaterial " + mat.toString(fullDetails);
  78704. }
  78705. }
  78706. }
  78707. // Skeleton ?
  78708. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78709. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  78710. if (skeletonAlreadyLoaded === false) {
  78711. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  78712. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  78713. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  78714. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78715. skeletons.push(skeleton);
  78716. loadedSkeletonsIds.push(parsedSkeleton.id);
  78717. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  78718. }
  78719. }
  78720. }
  78721. }
  78722. // Morph targets ?
  78723. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78724. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78725. var managerData = _a[_i];
  78726. BABYLON.MorphTargetManager.Parse(managerData, scene);
  78727. }
  78728. }
  78729. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78730. meshes.push(mesh);
  78731. log += "\n\tMesh " + mesh.toString(fullDetails);
  78732. }
  78733. }
  78734. // Connecting parents
  78735. var currentMesh;
  78736. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78737. currentMesh = scene.meshes[index];
  78738. if (currentMesh._waitingParentId) {
  78739. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  78740. currentMesh._waitingParentId = null;
  78741. }
  78742. }
  78743. // freeze and compute world matrix application
  78744. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78745. currentMesh = scene.meshes[index];
  78746. if (currentMesh._waitingFreezeWorldMatrix) {
  78747. currentMesh.freezeWorldMatrix();
  78748. currentMesh._waitingFreezeWorldMatrix = null;
  78749. }
  78750. else {
  78751. currentMesh.computeWorldMatrix(true);
  78752. }
  78753. }
  78754. }
  78755. // Particles
  78756. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  78757. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  78758. if (parser) {
  78759. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  78760. var parsedParticleSystem = parsedData.particleSystems[index];
  78761. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  78762. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  78763. }
  78764. }
  78765. }
  78766. }
  78767. return true;
  78768. }
  78769. catch (err) {
  78770. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  78771. if (onError) {
  78772. onError(msg, err);
  78773. }
  78774. else {
  78775. BABYLON.Tools.Log(msg);
  78776. throw err;
  78777. }
  78778. }
  78779. finally {
  78780. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78781. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78782. }
  78783. }
  78784. return false;
  78785. },
  78786. load: function (scene, data, rootUrl, onError) {
  78787. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78788. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78789. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78790. // and avoid problems with multiple concurrent .babylon loads.
  78791. var log = "importScene has failed JSON parse";
  78792. try {
  78793. var parsedData = JSON.parse(data);
  78794. log = "";
  78795. // Scene
  78796. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  78797. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  78798. }
  78799. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  78800. scene.autoClear = parsedData.autoClear;
  78801. }
  78802. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  78803. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  78804. }
  78805. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  78806. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  78807. }
  78808. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  78809. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  78810. }
  78811. // Fog
  78812. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  78813. scene.fogMode = parsedData.fogMode;
  78814. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  78815. scene.fogStart = parsedData.fogStart;
  78816. scene.fogEnd = parsedData.fogEnd;
  78817. scene.fogDensity = parsedData.fogDensity;
  78818. log += "\tFog mode for scene: ";
  78819. switch (scene.fogMode) {
  78820. // getters not compiling, so using hardcoded
  78821. case 1:
  78822. log += "exp\n";
  78823. break;
  78824. case 2:
  78825. log += "exp2\n";
  78826. break;
  78827. case 3:
  78828. log += "linear\n";
  78829. break;
  78830. }
  78831. }
  78832. //Physics
  78833. if (parsedData.physicsEnabled) {
  78834. var physicsPlugin;
  78835. if (parsedData.physicsEngine === "cannon") {
  78836. physicsPlugin = new BABYLON.CannonJSPlugin();
  78837. }
  78838. else if (parsedData.physicsEngine === "oimo") {
  78839. physicsPlugin = new BABYLON.OimoJSPlugin();
  78840. }
  78841. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  78842. //else - default engine, which is currently oimo
  78843. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  78844. scene.enablePhysics(physicsGravity, physicsPlugin);
  78845. }
  78846. // Metadata
  78847. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  78848. scene.metadata = parsedData.metadata;
  78849. }
  78850. //collisions, if defined. otherwise, default is true
  78851. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  78852. scene.collisionsEnabled = parsedData.collisionsEnabled;
  78853. }
  78854. scene.workerCollisions = !!parsedData.workerCollisions;
  78855. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  78856. if (!container) {
  78857. return false;
  78858. }
  78859. if (parsedData.autoAnimate) {
  78860. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  78861. }
  78862. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  78863. scene.setActiveCameraByID(parsedData.activeCameraID);
  78864. }
  78865. // Environment texture
  78866. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  78867. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  78868. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  78869. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize);
  78870. if (parsedData.environmentTextureRotationY) {
  78871. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  78872. }
  78873. scene.environmentTexture = hdrTexture;
  78874. }
  78875. else {
  78876. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  78877. if (parsedData.environmentTextureRotationY) {
  78878. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  78879. }
  78880. scene.environmentTexture = cubeTexture;
  78881. }
  78882. if (parsedData.createDefaultSkybox === true) {
  78883. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  78884. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  78885. scene.createDefaultSkybox(undefined, true, skyboxScale, skyboxBlurLevel);
  78886. }
  78887. }
  78888. // Finish
  78889. return true;
  78890. }
  78891. catch (err) {
  78892. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  78893. if (onError) {
  78894. onError(msg, err);
  78895. }
  78896. else {
  78897. BABYLON.Tools.Log(msg);
  78898. throw err;
  78899. }
  78900. }
  78901. finally {
  78902. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78903. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78904. }
  78905. }
  78906. return false;
  78907. },
  78908. loadAssetContainer: function (scene, data, rootUrl, onError) {
  78909. var container = loadAssetContainer(scene, data, rootUrl, onError);
  78910. return container;
  78911. }
  78912. });
  78913. })(BABYLON || (BABYLON = {}));
  78914. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  78915. var BABYLON;
  78916. (function (BABYLON) {
  78917. /**
  78918. * Class used to help managing file picking and drag'n'drop
  78919. */
  78920. var FilesInput = /** @class */ (function () {
  78921. /**
  78922. * Creates a new FilesInput
  78923. * @param engine defines the rendering engine
  78924. * @param scene defines the hosting scene
  78925. * @param sceneLoadedCallback callback called when scene is loaded
  78926. * @param progressCallback callback called to track progress
  78927. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  78928. * @param textureLoadingCallback callback called when a texture is loading
  78929. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  78930. * @param onReloadCallback callback called when a reload is requested
  78931. * @param errorCallback callback call if an error occurs
  78932. */
  78933. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  78934. /**
  78935. * Callback called when a file is processed
  78936. */
  78937. this.onProcessFileCallback = function () { return true; };
  78938. this._engine = engine;
  78939. this._currentScene = scene;
  78940. this._sceneLoadedCallback = sceneLoadedCallback;
  78941. this._progressCallback = progressCallback;
  78942. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  78943. this._textureLoadingCallback = textureLoadingCallback;
  78944. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  78945. this._onReloadCallback = onReloadCallback;
  78946. this._errorCallback = errorCallback;
  78947. }
  78948. /**
  78949. * Calls this function to listen to drag'n'drop events on a specific DOM element
  78950. * @param elementToMonitor defines the DOM element to track
  78951. */
  78952. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  78953. var _this = this;
  78954. if (elementToMonitor) {
  78955. this._elementToMonitor = elementToMonitor;
  78956. this._dragEnterHandler = function (e) { _this.drag(e); };
  78957. this._dragOverHandler = function (e) { _this.drag(e); };
  78958. this._dropHandler = function (e) { _this.drop(e); };
  78959. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  78960. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  78961. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  78962. }
  78963. };
  78964. /**
  78965. * Release all associated resources
  78966. */
  78967. FilesInput.prototype.dispose = function () {
  78968. if (!this._elementToMonitor) {
  78969. return;
  78970. }
  78971. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  78972. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  78973. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  78974. };
  78975. FilesInput.prototype.renderFunction = function () {
  78976. if (this._additionalRenderLoopLogicCallback) {
  78977. this._additionalRenderLoopLogicCallback();
  78978. }
  78979. if (this._currentScene) {
  78980. if (this._textureLoadingCallback) {
  78981. var remaining = this._currentScene.getWaitingItemsCount();
  78982. if (remaining > 0) {
  78983. this._textureLoadingCallback(remaining);
  78984. }
  78985. }
  78986. this._currentScene.render();
  78987. }
  78988. };
  78989. FilesInput.prototype.drag = function (e) {
  78990. e.stopPropagation();
  78991. e.preventDefault();
  78992. };
  78993. FilesInput.prototype.drop = function (eventDrop) {
  78994. eventDrop.stopPropagation();
  78995. eventDrop.preventDefault();
  78996. this.loadFiles(eventDrop);
  78997. };
  78998. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  78999. var _this = this;
  79000. var reader = folder.createReader();
  79001. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  79002. reader.readEntries(function (entries) {
  79003. remaining.count += entries.length;
  79004. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  79005. var entry = entries_1[_i];
  79006. if (entry.isFile) {
  79007. entry.file(function (file) {
  79008. file.correctName = relativePath + file.name;
  79009. files.push(file);
  79010. if (--remaining.count === 0) {
  79011. callback();
  79012. }
  79013. });
  79014. }
  79015. else if (entry.isDirectory) {
  79016. _this._traverseFolder(entry, files, remaining, callback);
  79017. }
  79018. }
  79019. if (--remaining.count) {
  79020. callback();
  79021. }
  79022. });
  79023. };
  79024. FilesInput.prototype._processFiles = function (files) {
  79025. for (var i = 0; i < files.length; i++) {
  79026. var name = files[i].correctName.toLowerCase();
  79027. var extension = name.split('.').pop();
  79028. if (!this.onProcessFileCallback(files[i], name, extension)) {
  79029. continue;
  79030. }
  79031. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  79032. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  79033. this._sceneFileToLoad = files[i];
  79034. }
  79035. FilesInput.FilesToLoad[name] = files[i];
  79036. }
  79037. };
  79038. /**
  79039. * Load files from a drop event
  79040. * @param event defines the drop event to use as source
  79041. */
  79042. FilesInput.prototype.loadFiles = function (event) {
  79043. var _this = this;
  79044. // Handling data transfer via drag'n'drop
  79045. if (event && event.dataTransfer && event.dataTransfer.files) {
  79046. this._filesToLoad = event.dataTransfer.files;
  79047. }
  79048. // Handling files from input files
  79049. if (event && event.target && event.target.files) {
  79050. this._filesToLoad = event.target.files;
  79051. }
  79052. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  79053. return;
  79054. }
  79055. if (this._startingProcessingFilesCallback) {
  79056. this._startingProcessingFilesCallback(this._filesToLoad);
  79057. }
  79058. if (this._filesToLoad && this._filesToLoad.length > 0) {
  79059. var files_1 = new Array();
  79060. var folders = [];
  79061. var items = event.dataTransfer ? event.dataTransfer.items : null;
  79062. for (var i = 0; i < this._filesToLoad.length; i++) {
  79063. var fileToLoad = this._filesToLoad[i];
  79064. var name_1 = fileToLoad.name.toLowerCase();
  79065. var entry = void 0;
  79066. fileToLoad.correctName = name_1;
  79067. if (items) {
  79068. var item = items[i];
  79069. if (item.getAsEntry) {
  79070. entry = item.getAsEntry();
  79071. }
  79072. else if (item.webkitGetAsEntry) {
  79073. entry = item.webkitGetAsEntry();
  79074. }
  79075. }
  79076. if (!entry) {
  79077. files_1.push(fileToLoad);
  79078. }
  79079. else {
  79080. if (entry.isDirectory) {
  79081. folders.push(entry);
  79082. }
  79083. else {
  79084. files_1.push(fileToLoad);
  79085. }
  79086. }
  79087. }
  79088. if (folders.length === 0) {
  79089. this._processFiles(files_1);
  79090. this._processReload();
  79091. }
  79092. else {
  79093. var remaining = { count: folders.length };
  79094. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  79095. var folder = folders_1[_i];
  79096. this._traverseFolder(folder, files_1, remaining, function () {
  79097. _this._processFiles(files_1);
  79098. if (remaining.count === 0) {
  79099. _this._processReload();
  79100. }
  79101. });
  79102. }
  79103. }
  79104. }
  79105. };
  79106. FilesInput.prototype._processReload = function () {
  79107. if (this._onReloadCallback) {
  79108. this._onReloadCallback(this._sceneFileToLoad);
  79109. }
  79110. else {
  79111. this.reload();
  79112. }
  79113. };
  79114. /**
  79115. * Reload the current scene from the loaded files
  79116. */
  79117. FilesInput.prototype.reload = function () {
  79118. var _this = this;
  79119. // If a scene file has been provided
  79120. if (this._sceneFileToLoad) {
  79121. if (this._currentScene) {
  79122. if (BABYLON.Tools.errorsCount > 0) {
  79123. BABYLON.Tools.ClearLogCache();
  79124. }
  79125. this._engine.stopRenderLoop();
  79126. }
  79127. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad.name, this._engine, function (progress) {
  79128. if (_this._progressCallback) {
  79129. _this._progressCallback(progress);
  79130. }
  79131. }).then(function (scene) {
  79132. if (_this._currentScene) {
  79133. _this._currentScene.dispose();
  79134. }
  79135. _this._currentScene = scene;
  79136. if (_this._sceneLoadedCallback) {
  79137. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79138. }
  79139. // Wait for textures and shaders to be ready
  79140. _this._currentScene.executeWhenReady(function () {
  79141. _this._engine.runRenderLoop(function () {
  79142. _this.renderFunction();
  79143. });
  79144. });
  79145. }).catch(function (error) {
  79146. if (_this._errorCallback) {
  79147. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79148. }
  79149. });
  79150. }
  79151. else {
  79152. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79153. }
  79154. };
  79155. /**
  79156. * List of files ready to be loaded
  79157. */
  79158. FilesInput.FilesToLoad = {};
  79159. return FilesInput;
  79160. }());
  79161. BABYLON.FilesInput = FilesInput;
  79162. })(BABYLON || (BABYLON = {}));
  79163. //# sourceMappingURL=babylon.filesInput.js.map
  79164. var BABYLON;
  79165. (function (BABYLON) {
  79166. /**
  79167. * Class used to store custom tags
  79168. */
  79169. var Tags = /** @class */ (function () {
  79170. function Tags() {
  79171. }
  79172. /**
  79173. * Adds support for tags on the given object
  79174. * @param obj defines the object to use
  79175. */
  79176. Tags.EnableFor = function (obj) {
  79177. obj._tags = obj._tags || {};
  79178. obj.hasTags = function () {
  79179. return Tags.HasTags(obj);
  79180. };
  79181. obj.addTags = function (tagsString) {
  79182. return Tags.AddTagsTo(obj, tagsString);
  79183. };
  79184. obj.removeTags = function (tagsString) {
  79185. return Tags.RemoveTagsFrom(obj, tagsString);
  79186. };
  79187. obj.matchesTagsQuery = function (tagsQuery) {
  79188. return Tags.MatchesQuery(obj, tagsQuery);
  79189. };
  79190. };
  79191. /**
  79192. * Removes tags support
  79193. * @param obj defines the object to use
  79194. */
  79195. Tags.DisableFor = function (obj) {
  79196. delete obj._tags;
  79197. delete obj.hasTags;
  79198. delete obj.addTags;
  79199. delete obj.removeTags;
  79200. delete obj.matchesTagsQuery;
  79201. };
  79202. /**
  79203. * Gets a boolean indicating if the given object has tags
  79204. * @param obj defines the object to use
  79205. * @returns a boolean
  79206. */
  79207. Tags.HasTags = function (obj) {
  79208. if (!obj._tags) {
  79209. return false;
  79210. }
  79211. return !BABYLON.Tools.IsEmpty(obj._tags);
  79212. };
  79213. /**
  79214. * Gets the tags available on a given object
  79215. * @param obj defines the object to use
  79216. * @param asString defines if the tags must be returned as a string instead of an array of strings
  79217. * @returns the tags
  79218. */
  79219. Tags.GetTags = function (obj, asString) {
  79220. if (asString === void 0) { asString = true; }
  79221. if (!obj._tags) {
  79222. return null;
  79223. }
  79224. if (asString) {
  79225. var tagsArray = [];
  79226. for (var tag in obj._tags) {
  79227. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  79228. tagsArray.push(tag);
  79229. }
  79230. }
  79231. return tagsArray.join(" ");
  79232. }
  79233. else {
  79234. return obj._tags;
  79235. }
  79236. };
  79237. /**
  79238. * Adds tags to an object
  79239. * @param obj defines the object to use
  79240. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  79241. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  79242. */
  79243. Tags.AddTagsTo = function (obj, tagsString) {
  79244. if (!tagsString) {
  79245. return;
  79246. }
  79247. if (typeof tagsString !== "string") {
  79248. return;
  79249. }
  79250. var tags = tagsString.split(" ");
  79251. tags.forEach(function (tag, index, array) {
  79252. Tags._AddTagTo(obj, tag);
  79253. });
  79254. };
  79255. /**
  79256. * @hidden
  79257. */
  79258. Tags._AddTagTo = function (obj, tag) {
  79259. tag = tag.trim();
  79260. if (tag === "" || tag === "true" || tag === "false") {
  79261. return;
  79262. }
  79263. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  79264. return;
  79265. }
  79266. Tags.EnableFor(obj);
  79267. obj._tags[tag] = true;
  79268. };
  79269. /**
  79270. * Removes specific tags from a specific object
  79271. * @param obj defines the object to use
  79272. * @param tagsString defines the tags to remove
  79273. */
  79274. Tags.RemoveTagsFrom = function (obj, tagsString) {
  79275. if (!Tags.HasTags(obj)) {
  79276. return;
  79277. }
  79278. var tags = tagsString.split(" ");
  79279. for (var t in tags) {
  79280. Tags._RemoveTagFrom(obj, tags[t]);
  79281. }
  79282. };
  79283. /**
  79284. * @hidden
  79285. */
  79286. Tags._RemoveTagFrom = function (obj, tag) {
  79287. delete obj._tags[tag];
  79288. };
  79289. /**
  79290. * Defines if tags hosted on an object match a given query
  79291. * @param obj defines the object to use
  79292. * @param tagsQuery defines the tag query
  79293. * @returns a boolean
  79294. */
  79295. Tags.MatchesQuery = function (obj, tagsQuery) {
  79296. if (tagsQuery === undefined) {
  79297. return true;
  79298. }
  79299. if (tagsQuery === "") {
  79300. return Tags.HasTags(obj);
  79301. }
  79302. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  79303. };
  79304. return Tags;
  79305. }());
  79306. BABYLON.Tags = Tags;
  79307. })(BABYLON || (BABYLON = {}));
  79308. //# sourceMappingURL=babylon.tags.js.map
  79309. var BABYLON;
  79310. (function (BABYLON) {
  79311. /**
  79312. * Class used to evalaute queries containing `and` and `or` operators
  79313. */
  79314. var AndOrNotEvaluator = /** @class */ (function () {
  79315. function AndOrNotEvaluator() {
  79316. }
  79317. /**
  79318. * Evaluate a query
  79319. * @param query defines the query to evaluate
  79320. * @param evaluateCallback defines the callback used to filter result
  79321. * @returns true if the query matches
  79322. */
  79323. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  79324. if (!query.match(/\([^\(\)]*\)/g)) {
  79325. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  79326. }
  79327. else {
  79328. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  79329. // remove parenthesis
  79330. r = r.slice(1, r.length - 1);
  79331. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  79332. });
  79333. }
  79334. if (query === "true") {
  79335. return true;
  79336. }
  79337. if (query === "false") {
  79338. return false;
  79339. }
  79340. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  79341. };
  79342. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  79343. evaluateCallback = evaluateCallback || (function (r) {
  79344. return r === "true" ? true : false;
  79345. });
  79346. var result;
  79347. var or = parenthesisContent.split("||");
  79348. for (var i in or) {
  79349. if (or.hasOwnProperty(i)) {
  79350. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  79351. var and = ori.split("&&");
  79352. if (and.length > 1) {
  79353. for (var j = 0; j < and.length; ++j) {
  79354. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  79355. if (andj !== "true" && andj !== "false") {
  79356. if (andj[0] === "!") {
  79357. result = !evaluateCallback(andj.substring(1));
  79358. }
  79359. else {
  79360. result = evaluateCallback(andj);
  79361. }
  79362. }
  79363. else {
  79364. result = andj === "true" ? true : false;
  79365. }
  79366. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  79367. ori = "false";
  79368. break;
  79369. }
  79370. }
  79371. }
  79372. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  79373. result = true;
  79374. break;
  79375. }
  79376. // result equals false (or undefined)
  79377. if (ori !== "true" && ori !== "false") {
  79378. if (ori[0] === "!") {
  79379. result = !evaluateCallback(ori.substring(1));
  79380. }
  79381. else {
  79382. result = evaluateCallback(ori);
  79383. }
  79384. }
  79385. else {
  79386. result = ori === "true" ? true : false;
  79387. }
  79388. }
  79389. }
  79390. // the whole parenthesis scope is replaced by 'true' or 'false'
  79391. return result ? "true" : "false";
  79392. };
  79393. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  79394. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  79395. // remove whitespaces
  79396. r = r.replace(/[\s]/g, function () { return ""; });
  79397. return r.length % 2 ? "!" : "";
  79398. });
  79399. booleanString = booleanString.trim();
  79400. if (booleanString === "!true") {
  79401. booleanString = "false";
  79402. }
  79403. else if (booleanString === "!false") {
  79404. booleanString = "true";
  79405. }
  79406. return booleanString;
  79407. };
  79408. return AndOrNotEvaluator;
  79409. }());
  79410. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  79411. })(BABYLON || (BABYLON = {}));
  79412. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  79413. var BABYLON;
  79414. (function (BABYLON) {
  79415. // Sets the default offline provider to Babylon.js
  79416. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  79417. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79418. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  79419. };
  79420. /**
  79421. * Class used to enable access to IndexedDB
  79422. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  79423. */
  79424. var Database = /** @class */ (function () {
  79425. /**
  79426. * Creates a new Database
  79427. * @param urlToScene defines the url to load the scene
  79428. * @param callbackManifestChecked defines the callback to use when manifest is checked
  79429. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  79430. */
  79431. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  79432. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79433. var _this = this;
  79434. // Handling various flavors of prefixed version of IndexedDB
  79435. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  79436. this._callbackManifestChecked = callbackManifestChecked;
  79437. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  79438. this._db = null;
  79439. this._enableSceneOffline = false;
  79440. this._enableTexturesOffline = false;
  79441. this._manifestVersionFound = 0;
  79442. this._mustUpdateRessources = false;
  79443. this._hasReachedQuota = false;
  79444. if (!Database.IDBStorageEnabled) {
  79445. this._callbackManifestChecked(true);
  79446. }
  79447. else {
  79448. if (disableManifestCheck) {
  79449. this._enableSceneOffline = true;
  79450. this._enableTexturesOffline = true;
  79451. this._manifestVersionFound = 1;
  79452. BABYLON.Tools.SetImmediate(function () {
  79453. _this._callbackManifestChecked(true);
  79454. });
  79455. }
  79456. else {
  79457. this._checkManifestFile();
  79458. }
  79459. }
  79460. }
  79461. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  79462. /**
  79463. * Gets a boolean indicating if scene must be saved in the database
  79464. */
  79465. get: function () {
  79466. return this._enableSceneOffline;
  79467. },
  79468. enumerable: true,
  79469. configurable: true
  79470. });
  79471. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  79472. /**
  79473. * Gets a boolean indicating if textures must be saved in the database
  79474. */
  79475. get: function () {
  79476. return this._enableTexturesOffline;
  79477. },
  79478. enumerable: true,
  79479. configurable: true
  79480. });
  79481. Database.prototype._checkManifestFile = function () {
  79482. var _this = this;
  79483. var noManifestFile = function () {
  79484. _this._enableSceneOffline = false;
  79485. _this._enableTexturesOffline = false;
  79486. _this._callbackManifestChecked(false);
  79487. };
  79488. var timeStampUsed = false;
  79489. var manifestURL = this._currentSceneUrl + ".manifest";
  79490. var xhr = new XMLHttpRequest();
  79491. if (navigator.onLine) {
  79492. // Adding a timestamp to by-pass browsers' cache
  79493. timeStampUsed = true;
  79494. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  79495. }
  79496. xhr.open("GET", manifestURL, true);
  79497. xhr.addEventListener("load", function () {
  79498. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  79499. try {
  79500. var manifestFile = JSON.parse(xhr.response);
  79501. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  79502. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  79503. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  79504. _this._manifestVersionFound = manifestFile.version;
  79505. }
  79506. if (_this._callbackManifestChecked) {
  79507. _this._callbackManifestChecked(true);
  79508. }
  79509. }
  79510. catch (ex) {
  79511. noManifestFile();
  79512. }
  79513. }
  79514. else {
  79515. noManifestFile();
  79516. }
  79517. }, false);
  79518. xhr.addEventListener("error", function (event) {
  79519. if (timeStampUsed) {
  79520. timeStampUsed = false;
  79521. // Let's retry without the timeStamp
  79522. // It could fail when coupled with HTML5 Offline API
  79523. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  79524. xhr.open("GET", retryManifestURL, true);
  79525. xhr.send();
  79526. }
  79527. else {
  79528. noManifestFile();
  79529. }
  79530. }, false);
  79531. try {
  79532. xhr.send();
  79533. }
  79534. catch (ex) {
  79535. BABYLON.Tools.Error("Error on XHR send request.");
  79536. this._callbackManifestChecked(false);
  79537. }
  79538. };
  79539. /**
  79540. * Open the database and make it available
  79541. * @param successCallback defines the callback to call on success
  79542. * @param errorCallback defines the callback to call on error
  79543. */
  79544. Database.prototype.open = function (successCallback, errorCallback) {
  79545. var _this = this;
  79546. var handleError = function () {
  79547. _this._isSupported = false;
  79548. if (errorCallback) {
  79549. errorCallback();
  79550. }
  79551. };
  79552. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  79553. // Your browser doesn't support IndexedDB
  79554. this._isSupported = false;
  79555. if (errorCallback) {
  79556. errorCallback();
  79557. }
  79558. }
  79559. else {
  79560. // If the DB hasn't been opened or created yet
  79561. if (!this._db) {
  79562. this._hasReachedQuota = false;
  79563. this._isSupported = true;
  79564. var request = this._idbFactory.open("babylonjs", 1);
  79565. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  79566. request.onerror = function (event) {
  79567. handleError();
  79568. };
  79569. // executes when a version change transaction cannot complete due to other active transactions
  79570. request.onblocked = function (event) {
  79571. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  79572. handleError();
  79573. };
  79574. // DB has been opened successfully
  79575. request.onsuccess = function (event) {
  79576. _this._db = request.result;
  79577. successCallback();
  79578. };
  79579. // Initialization of the DB. Creating Scenes & Textures stores
  79580. request.onupgradeneeded = function (event) {
  79581. _this._db = (event.target).result;
  79582. if (_this._db) {
  79583. try {
  79584. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  79585. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  79586. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  79587. }
  79588. catch (ex) {
  79589. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  79590. handleError();
  79591. }
  79592. }
  79593. };
  79594. }
  79595. // DB has already been created and opened
  79596. else {
  79597. if (successCallback) {
  79598. successCallback();
  79599. }
  79600. }
  79601. }
  79602. };
  79603. /**
  79604. * Loads an image from the database
  79605. * @param url defines the url to load from
  79606. * @param image defines the target DOM image
  79607. */
  79608. Database.prototype.loadImage = function (url, image) {
  79609. var _this = this;
  79610. var completeURL = Database._ReturnFullUrlLocation(url);
  79611. var saveAndLoadImage = function () {
  79612. if (!_this._hasReachedQuota && _this._db !== null) {
  79613. // the texture is not yet in the DB, let's try to save it
  79614. _this._saveImageIntoDBAsync(completeURL, image);
  79615. }
  79616. // If the texture is not in the DB and we've reached the DB quota limit
  79617. // let's load it directly from the web
  79618. else {
  79619. image.src = url;
  79620. }
  79621. };
  79622. if (!this._mustUpdateRessources) {
  79623. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  79624. }
  79625. // First time we're download the images or update requested in the manifest file by a version change
  79626. else {
  79627. saveAndLoadImage();
  79628. }
  79629. };
  79630. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  79631. if (this._isSupported && this._db !== null) {
  79632. var texture;
  79633. var transaction = this._db.transaction(["textures"]);
  79634. transaction.onabort = function (event) {
  79635. image.src = url;
  79636. };
  79637. transaction.oncomplete = function (event) {
  79638. var blobTextureURL;
  79639. if (texture) {
  79640. var URL = window.URL || window.webkitURL;
  79641. blobTextureURL = URL.createObjectURL(texture.data);
  79642. image.onerror = function () {
  79643. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  79644. image.src = url;
  79645. };
  79646. image.src = blobTextureURL;
  79647. }
  79648. else {
  79649. notInDBCallback();
  79650. }
  79651. };
  79652. var getRequest = transaction.objectStore("textures").get(url);
  79653. getRequest.onsuccess = function (event) {
  79654. texture = (event.target).result;
  79655. };
  79656. getRequest.onerror = function (event) {
  79657. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  79658. image.src = url;
  79659. };
  79660. }
  79661. else {
  79662. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79663. image.src = url;
  79664. }
  79665. };
  79666. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  79667. var _this = this;
  79668. if (this._isSupported) {
  79669. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  79670. var generateBlobUrl = function () {
  79671. var blobTextureURL;
  79672. if (blob) {
  79673. var URL = window.URL || window.webkitURL;
  79674. try {
  79675. blobTextureURL = URL.createObjectURL(blob);
  79676. }
  79677. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  79678. catch (ex) {
  79679. blobTextureURL = URL.createObjectURL(blob);
  79680. }
  79681. }
  79682. if (blobTextureURL) {
  79683. image.src = blobTextureURL;
  79684. }
  79685. };
  79686. if (Database.IsUASupportingBlobStorage) { // Create XHR
  79687. var xhr = new XMLHttpRequest(), blob;
  79688. xhr.open("GET", url, true);
  79689. xhr.responseType = "blob";
  79690. xhr.addEventListener("load", function () {
  79691. if (xhr.status === 200 && _this._db) {
  79692. // Blob as response (XHR2)
  79693. blob = xhr.response;
  79694. var transaction = _this._db.transaction(["textures"], "readwrite");
  79695. // the transaction could abort because of a QuotaExceededError error
  79696. transaction.onabort = function (event) {
  79697. try {
  79698. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79699. var srcElement = (event.srcElement || event.target);
  79700. var error = srcElement.error;
  79701. if (error && error.name === "QuotaExceededError") {
  79702. _this._hasReachedQuota = true;
  79703. }
  79704. }
  79705. catch (ex) { }
  79706. generateBlobUrl();
  79707. };
  79708. transaction.oncomplete = function (event) {
  79709. generateBlobUrl();
  79710. };
  79711. var newTexture = { textureUrl: url, data: blob };
  79712. try {
  79713. // Put the blob into the dabase
  79714. var addRequest = transaction.objectStore("textures").put(newTexture);
  79715. addRequest.onsuccess = function (event) {
  79716. };
  79717. addRequest.onerror = function (event) {
  79718. generateBlobUrl();
  79719. };
  79720. }
  79721. catch (ex) {
  79722. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  79723. if (ex.code === 25) {
  79724. Database.IsUASupportingBlobStorage = false;
  79725. _this._enableTexturesOffline = false;
  79726. }
  79727. image.src = url;
  79728. }
  79729. }
  79730. else {
  79731. image.src = url;
  79732. }
  79733. }, false);
  79734. xhr.addEventListener("error", function (event) {
  79735. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  79736. image.src = url;
  79737. }, false);
  79738. xhr.send();
  79739. }
  79740. else {
  79741. image.src = url;
  79742. }
  79743. }
  79744. else {
  79745. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79746. image.src = url;
  79747. }
  79748. };
  79749. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  79750. var _this = this;
  79751. var updateVersion = function () {
  79752. // the version is not yet in the DB or we need to update it
  79753. _this._saveVersionIntoDBAsync(url, versionLoaded);
  79754. };
  79755. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  79756. };
  79757. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  79758. var _this = this;
  79759. if (this._isSupported && this._db) {
  79760. var version;
  79761. try {
  79762. var transaction = this._db.transaction(["versions"]);
  79763. transaction.oncomplete = function (event) {
  79764. if (version) {
  79765. // If the version in the JSON file is different from the version in DB
  79766. if (_this._manifestVersionFound !== version.data) {
  79767. _this._mustUpdateRessources = true;
  79768. updateInDBCallback();
  79769. }
  79770. else {
  79771. callback(version.data);
  79772. }
  79773. }
  79774. // version was not found in DB
  79775. else {
  79776. _this._mustUpdateRessources = true;
  79777. updateInDBCallback();
  79778. }
  79779. };
  79780. transaction.onabort = function (event) {
  79781. callback(-1);
  79782. };
  79783. var getRequest = transaction.objectStore("versions").get(url);
  79784. getRequest.onsuccess = function (event) {
  79785. version = (event.target).result;
  79786. };
  79787. getRequest.onerror = function (event) {
  79788. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  79789. callback(-1);
  79790. };
  79791. }
  79792. catch (ex) {
  79793. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  79794. callback(-1);
  79795. }
  79796. }
  79797. else {
  79798. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79799. callback(-1);
  79800. }
  79801. };
  79802. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  79803. var _this = this;
  79804. if (this._isSupported && !this._hasReachedQuota && this._db) {
  79805. try {
  79806. // Open a transaction to the database
  79807. var transaction = this._db.transaction(["versions"], "readwrite");
  79808. // the transaction could abort because of a QuotaExceededError error
  79809. transaction.onabort = function (event) {
  79810. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79811. var error = event.srcElement['error'];
  79812. if (error && error.name === "QuotaExceededError") {
  79813. _this._hasReachedQuota = true;
  79814. }
  79815. }
  79816. catch (ex) { }
  79817. callback(-1);
  79818. };
  79819. transaction.oncomplete = function (event) {
  79820. callback(_this._manifestVersionFound);
  79821. };
  79822. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  79823. // Put the scene into the database
  79824. var addRequest = transaction.objectStore("versions").put(newVersion);
  79825. addRequest.onsuccess = function (event) {
  79826. };
  79827. addRequest.onerror = function (event) {
  79828. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  79829. };
  79830. }
  79831. catch (ex) {
  79832. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  79833. callback(-1);
  79834. }
  79835. }
  79836. else {
  79837. callback(-1);
  79838. }
  79839. };
  79840. /**
  79841. * Loads a file from database
  79842. * @param url defines the URL to load from
  79843. * @param sceneLoaded defines a callback to call on success
  79844. * @param progressCallBack defines a callback to call when progress changed
  79845. * @param errorCallback defines a callback to call on error
  79846. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  79847. */
  79848. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  79849. var _this = this;
  79850. var completeUrl = Database._ReturnFullUrlLocation(url);
  79851. var saveAndLoadFile = function () {
  79852. // the scene is not yet in the DB, let's try to save it
  79853. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79854. };
  79855. this._checkVersionFromDB(completeUrl, function (version) {
  79856. if (version !== -1) {
  79857. if (!_this._mustUpdateRessources) {
  79858. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  79859. }
  79860. else {
  79861. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79862. }
  79863. }
  79864. else {
  79865. if (errorCallback) {
  79866. errorCallback();
  79867. }
  79868. }
  79869. });
  79870. };
  79871. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  79872. if (this._isSupported && this._db) {
  79873. var targetStore;
  79874. if (url.indexOf(".babylon") !== -1) {
  79875. targetStore = "scenes";
  79876. }
  79877. else {
  79878. targetStore = "textures";
  79879. }
  79880. var file;
  79881. var transaction = this._db.transaction([targetStore]);
  79882. transaction.oncomplete = function (event) {
  79883. if (file) {
  79884. callback(file.data);
  79885. }
  79886. // file was not found in DB
  79887. else {
  79888. notInDBCallback();
  79889. }
  79890. };
  79891. transaction.onabort = function (event) {
  79892. notInDBCallback();
  79893. };
  79894. var getRequest = transaction.objectStore(targetStore).get(url);
  79895. getRequest.onsuccess = function (event) {
  79896. file = (event.target).result;
  79897. };
  79898. getRequest.onerror = function (event) {
  79899. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  79900. notInDBCallback();
  79901. };
  79902. }
  79903. else {
  79904. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79905. callback();
  79906. }
  79907. };
  79908. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  79909. var _this = this;
  79910. if (this._isSupported) {
  79911. var targetStore;
  79912. if (url.indexOf(".babylon") !== -1) {
  79913. targetStore = "scenes";
  79914. }
  79915. else {
  79916. targetStore = "textures";
  79917. }
  79918. // Create XHR
  79919. var xhr = new XMLHttpRequest();
  79920. var fileData;
  79921. xhr.open("GET", url + "?" + Date.now(), true);
  79922. if (useArrayBuffer) {
  79923. xhr.responseType = "arraybuffer";
  79924. }
  79925. if (progressCallback) {
  79926. xhr.onprogress = progressCallback;
  79927. }
  79928. xhr.addEventListener("load", function () {
  79929. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  79930. // Blob as response (XHR2)
  79931. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  79932. if (!_this._hasReachedQuota && _this._db) {
  79933. // Open a transaction to the database
  79934. var transaction = _this._db.transaction([targetStore], "readwrite");
  79935. // the transaction could abort because of a QuotaExceededError error
  79936. transaction.onabort = function (event) {
  79937. try {
  79938. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79939. var error = event.srcElement['error'];
  79940. if (error && error.name === "QuotaExceededError") {
  79941. _this._hasReachedQuota = true;
  79942. }
  79943. }
  79944. catch (ex) { }
  79945. callback(fileData);
  79946. };
  79947. transaction.oncomplete = function (event) {
  79948. callback(fileData);
  79949. };
  79950. var newFile;
  79951. if (targetStore === "scenes") {
  79952. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  79953. }
  79954. else {
  79955. newFile = { textureUrl: url, data: fileData };
  79956. }
  79957. try {
  79958. // Put the scene into the database
  79959. var addRequest = transaction.objectStore(targetStore).put(newFile);
  79960. addRequest.onsuccess = function (event) {
  79961. };
  79962. addRequest.onerror = function (event) {
  79963. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  79964. };
  79965. }
  79966. catch (ex) {
  79967. callback(fileData);
  79968. }
  79969. }
  79970. else {
  79971. callback(fileData);
  79972. }
  79973. }
  79974. else {
  79975. if (xhr.status >= 400 && errorCallback) {
  79976. errorCallback(xhr);
  79977. }
  79978. else {
  79979. callback();
  79980. }
  79981. }
  79982. }, false);
  79983. xhr.addEventListener("error", function (event) {
  79984. BABYLON.Tools.Error("error on XHR request.");
  79985. callback();
  79986. }, false);
  79987. xhr.send();
  79988. }
  79989. else {
  79990. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  79991. callback();
  79992. }
  79993. };
  79994. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  79995. Database.IsUASupportingBlobStorage = true;
  79996. /**
  79997. * Gets a boolean indicating if Database storate is enabled (off by default)
  79998. */
  79999. Database.IDBStorageEnabled = false;
  80000. Database._ParseURL = function (url) {
  80001. var a = document.createElement('a');
  80002. a.href = url;
  80003. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  80004. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  80005. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  80006. return absLocation;
  80007. };
  80008. Database._ReturnFullUrlLocation = function (url) {
  80009. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  80010. return (Database._ParseURL(window.location.href) + url);
  80011. }
  80012. else {
  80013. return url;
  80014. }
  80015. };
  80016. return Database;
  80017. }());
  80018. BABYLON.Database = Database;
  80019. })(BABYLON || (BABYLON = {}));
  80020. //# sourceMappingURL=babylon.database.js.map
  80021. var BABYLON;
  80022. (function (BABYLON) {
  80023. /**
  80024. * This represents all the required information to add a fresnel effect on a material:
  80025. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  80026. */
  80027. var FresnelParameters = /** @class */ (function () {
  80028. function FresnelParameters() {
  80029. this._isEnabled = true;
  80030. /**
  80031. * Define the color used on edges (grazing angle)
  80032. */
  80033. this.leftColor = BABYLON.Color3.White();
  80034. /**
  80035. * Define the color used on center
  80036. */
  80037. this.rightColor = BABYLON.Color3.Black();
  80038. /**
  80039. * Define bias applied to computed fresnel term
  80040. */
  80041. this.bias = 0;
  80042. /**
  80043. * Defined the power exponent applied to fresnel term
  80044. */
  80045. this.power = 1;
  80046. }
  80047. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  80048. /**
  80049. * Define if the fresnel effect is enable or not.
  80050. */
  80051. get: function () {
  80052. return this._isEnabled;
  80053. },
  80054. set: function (value) {
  80055. if (this._isEnabled === value) {
  80056. return;
  80057. }
  80058. this._isEnabled = value;
  80059. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  80060. },
  80061. enumerable: true,
  80062. configurable: true
  80063. });
  80064. /**
  80065. * Clones the current fresnel and its valuues
  80066. * @returns a clone fresnel configuration
  80067. */
  80068. FresnelParameters.prototype.clone = function () {
  80069. var newFresnelParameters = new FresnelParameters();
  80070. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  80071. return newFresnelParameters;
  80072. };
  80073. /**
  80074. * Serializes the current fresnel parameters to a JSON representation.
  80075. * @return the JSON serialization
  80076. */
  80077. FresnelParameters.prototype.serialize = function () {
  80078. var serializationObject = {};
  80079. serializationObject.isEnabled = this.isEnabled;
  80080. serializationObject.leftColor = this.leftColor.asArray();
  80081. serializationObject.rightColor = this.rightColor.asArray();
  80082. serializationObject.bias = this.bias;
  80083. serializationObject.power = this.power;
  80084. return serializationObject;
  80085. };
  80086. /**
  80087. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  80088. * @param parsedFresnelParameters Define the JSON representation
  80089. * @returns the parsed parameters
  80090. */
  80091. FresnelParameters.Parse = function (parsedFresnelParameters) {
  80092. var fresnelParameters = new FresnelParameters();
  80093. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  80094. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  80095. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  80096. fresnelParameters.bias = parsedFresnelParameters.bias;
  80097. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  80098. return fresnelParameters;
  80099. };
  80100. return FresnelParameters;
  80101. }());
  80102. BABYLON.FresnelParameters = FresnelParameters;
  80103. })(BABYLON || (BABYLON = {}));
  80104. //# sourceMappingURL=babylon.fresnelParameters.js.map
  80105. var BABYLON;
  80106. (function (BABYLON) {
  80107. /**
  80108. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80109. * separate meshes. This can be use to improve performances.
  80110. * @see http://doc.babylonjs.com/how_to/multi_materials
  80111. */
  80112. var MultiMaterial = /** @class */ (function (_super) {
  80113. __extends(MultiMaterial, _super);
  80114. /**
  80115. * Instantiates a new Multi Material
  80116. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80117. * separate meshes. This can be use to improve performances.
  80118. * @see http://doc.babylonjs.com/how_to/multi_materials
  80119. * @param name Define the name in the scene
  80120. * @param scene Define the scene the material belongs to
  80121. */
  80122. function MultiMaterial(name, scene) {
  80123. var _this = _super.call(this, name, scene, true) || this;
  80124. scene.multiMaterials.push(_this);
  80125. _this.subMaterials = new Array();
  80126. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80127. return _this;
  80128. }
  80129. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80130. /**
  80131. * Gets or Sets the list of Materials used within the multi material.
  80132. * They need to be ordered according to the submeshes order in the associated mesh
  80133. */
  80134. get: function () {
  80135. return this._subMaterials;
  80136. },
  80137. set: function (value) {
  80138. this._subMaterials = value;
  80139. this._hookArray(value);
  80140. },
  80141. enumerable: true,
  80142. configurable: true
  80143. });
  80144. MultiMaterial.prototype._hookArray = function (array) {
  80145. var _this = this;
  80146. var oldPush = array.push;
  80147. array.push = function () {
  80148. var items = [];
  80149. for (var _i = 0; _i < arguments.length; _i++) {
  80150. items[_i] = arguments[_i];
  80151. }
  80152. var result = oldPush.apply(array, items);
  80153. _this._markAllSubMeshesAsTexturesDirty();
  80154. return result;
  80155. };
  80156. var oldSplice = array.splice;
  80157. array.splice = function (index, deleteCount) {
  80158. var deleted = oldSplice.apply(array, [index, deleteCount]);
  80159. _this._markAllSubMeshesAsTexturesDirty();
  80160. return deleted;
  80161. };
  80162. };
  80163. /**
  80164. * Get one of the submaterial by its index in the submaterials array
  80165. * @param index The index to look the sub material at
  80166. * @returns The Material if the index has been defined
  80167. */
  80168. MultiMaterial.prototype.getSubMaterial = function (index) {
  80169. if (index < 0 || index >= this.subMaterials.length) {
  80170. return this.getScene().defaultMaterial;
  80171. }
  80172. return this.subMaterials[index];
  80173. };
  80174. /**
  80175. * Get the list of active textures for the whole sub materials list.
  80176. * @returns All the textures that will be used during the rendering
  80177. */
  80178. MultiMaterial.prototype.getActiveTextures = function () {
  80179. var _a;
  80180. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  80181. if (subMaterial) {
  80182. return subMaterial.getActiveTextures();
  80183. }
  80184. else {
  80185. return [];
  80186. }
  80187. }));
  80188. };
  80189. /**
  80190. * Gets the current class name of the material e.g. "MultiMaterial"
  80191. * Mainly use in serialization.
  80192. * @returns the class name
  80193. */
  80194. MultiMaterial.prototype.getClassName = function () {
  80195. return "MultiMaterial";
  80196. };
  80197. /**
  80198. * Checks if the material is ready to render the requested sub mesh
  80199. * @param mesh Define the mesh the submesh belongs to
  80200. * @param subMesh Define the sub mesh to look readyness for
  80201. * @param useInstances Define whether or not the material is used with instances
  80202. * @returns true if ready, otherwise false
  80203. */
  80204. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  80205. for (var index = 0; index < this.subMaterials.length; index++) {
  80206. var subMaterial = this.subMaterials[index];
  80207. if (subMaterial) {
  80208. if (subMaterial._storeEffectOnSubMeshes) {
  80209. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  80210. return false;
  80211. }
  80212. continue;
  80213. }
  80214. if (!subMaterial.isReady(mesh)) {
  80215. return false;
  80216. }
  80217. }
  80218. }
  80219. return true;
  80220. };
  80221. /**
  80222. * Clones the current material and its related sub materials
  80223. * @param name Define the name of the newly cloned material
  80224. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  80225. * @returns the cloned material
  80226. */
  80227. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  80228. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  80229. for (var index = 0; index < this.subMaterials.length; index++) {
  80230. var subMaterial = null;
  80231. var current = this.subMaterials[index];
  80232. if (cloneChildren && current) {
  80233. subMaterial = current.clone(name + "-" + current.name);
  80234. }
  80235. else {
  80236. subMaterial = this.subMaterials[index];
  80237. }
  80238. newMultiMaterial.subMaterials.push(subMaterial);
  80239. }
  80240. return newMultiMaterial;
  80241. };
  80242. /**
  80243. * Serializes the materials into a JSON representation.
  80244. * @returns the JSON representation
  80245. */
  80246. MultiMaterial.prototype.serialize = function () {
  80247. var serializationObject = {};
  80248. serializationObject.name = this.name;
  80249. serializationObject.id = this.id;
  80250. if (BABYLON.Tags) {
  80251. serializationObject.tags = BABYLON.Tags.GetTags(this);
  80252. }
  80253. serializationObject.materials = [];
  80254. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  80255. var subMat = this.subMaterials[matIndex];
  80256. if (subMat) {
  80257. serializationObject.materials.push(subMat.id);
  80258. }
  80259. else {
  80260. serializationObject.materials.push(null);
  80261. }
  80262. }
  80263. return serializationObject;
  80264. };
  80265. /**
  80266. * Dispose the material and release its associated resources
  80267. * @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)
  80268. * @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)
  80269. */
  80270. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  80271. var scene = this.getScene();
  80272. if (!scene) {
  80273. return;
  80274. }
  80275. var index = scene.multiMaterials.indexOf(this);
  80276. if (index >= 0) {
  80277. scene.multiMaterials.splice(index, 1);
  80278. }
  80279. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  80280. };
  80281. return MultiMaterial;
  80282. }(BABYLON.Material));
  80283. BABYLON.MultiMaterial = MultiMaterial;
  80284. })(BABYLON || (BABYLON = {}));
  80285. //# sourceMappingURL=babylon.multiMaterial.js.map
  80286. var BABYLON;
  80287. (function (BABYLON) {
  80288. /**
  80289. * Manage the touch inputs to control the movement of a free camera.
  80290. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80291. */
  80292. var FreeCameraTouchInput = /** @class */ (function () {
  80293. function FreeCameraTouchInput() {
  80294. /**
  80295. * Defines the touch sensibility for rotation.
  80296. * The higher the faster.
  80297. */
  80298. this.touchAngularSensibility = 200000.0;
  80299. /**
  80300. * Defines the touch sensibility for move.
  80301. * The higher the faster.
  80302. */
  80303. this.touchMoveSensibility = 250.0;
  80304. this._offsetX = null;
  80305. this._offsetY = null;
  80306. this._pointerPressed = new Array();
  80307. }
  80308. /**
  80309. * Attach the input controls to a specific dom element to get the input from.
  80310. * @param element Defines the element the controls should be listened from
  80311. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80312. */
  80313. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  80314. var _this = this;
  80315. var previousPosition = null;
  80316. if (this._pointerInput === undefined) {
  80317. this._onLostFocus = function (evt) {
  80318. _this._offsetX = null;
  80319. _this._offsetY = null;
  80320. };
  80321. this._pointerInput = function (p, s) {
  80322. var evt = p.event;
  80323. if (evt.pointerType === "mouse") {
  80324. return;
  80325. }
  80326. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  80327. if (!noPreventDefault) {
  80328. evt.preventDefault();
  80329. }
  80330. _this._pointerPressed.push(evt.pointerId);
  80331. if (_this._pointerPressed.length !== 1) {
  80332. return;
  80333. }
  80334. previousPosition = {
  80335. x: evt.clientX,
  80336. y: evt.clientY
  80337. };
  80338. }
  80339. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  80340. if (!noPreventDefault) {
  80341. evt.preventDefault();
  80342. }
  80343. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80344. if (index === -1) {
  80345. return;
  80346. }
  80347. _this._pointerPressed.splice(index, 1);
  80348. if (index != 0) {
  80349. return;
  80350. }
  80351. previousPosition = null;
  80352. _this._offsetX = null;
  80353. _this._offsetY = null;
  80354. }
  80355. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  80356. if (!noPreventDefault) {
  80357. evt.preventDefault();
  80358. }
  80359. if (!previousPosition) {
  80360. return;
  80361. }
  80362. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80363. if (index != 0) {
  80364. return;
  80365. }
  80366. _this._offsetX = evt.clientX - previousPosition.x;
  80367. _this._offsetY = -(evt.clientY - previousPosition.y);
  80368. }
  80369. };
  80370. }
  80371. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  80372. if (this._onLostFocus) {
  80373. element.addEventListener("blur", this._onLostFocus);
  80374. }
  80375. };
  80376. /**
  80377. * Detach the current controls from the specified dom element.
  80378. * @param element Defines the element to stop listening the inputs from
  80379. */
  80380. FreeCameraTouchInput.prototype.detachControl = function (element) {
  80381. if (this._pointerInput && element) {
  80382. if (this._observer) {
  80383. this.camera.getScene().onPointerObservable.remove(this._observer);
  80384. this._observer = null;
  80385. }
  80386. if (this._onLostFocus) {
  80387. element.removeEventListener("blur", this._onLostFocus);
  80388. this._onLostFocus = null;
  80389. }
  80390. this._pointerPressed = [];
  80391. this._offsetX = null;
  80392. this._offsetY = null;
  80393. }
  80394. };
  80395. /**
  80396. * Update the current camera state depending on the inputs that have been used this frame.
  80397. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80398. */
  80399. FreeCameraTouchInput.prototype.checkInputs = function () {
  80400. if (this._offsetX && this._offsetY) {
  80401. var camera = this.camera;
  80402. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  80403. if (this._pointerPressed.length > 1) {
  80404. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  80405. }
  80406. else {
  80407. var speed = camera._computeLocalCameraSpeed();
  80408. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  80409. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  80410. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  80411. }
  80412. }
  80413. };
  80414. /**
  80415. * Gets the class name of the current intput.
  80416. * @returns the class name
  80417. */
  80418. FreeCameraTouchInput.prototype.getClassName = function () {
  80419. return "FreeCameraTouchInput";
  80420. };
  80421. /**
  80422. * Get the friendly name associated with the input class.
  80423. * @returns the input friendly name
  80424. */
  80425. FreeCameraTouchInput.prototype.getSimpleName = function () {
  80426. return "touch";
  80427. };
  80428. __decorate([
  80429. BABYLON.serialize()
  80430. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  80431. __decorate([
  80432. BABYLON.serialize()
  80433. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  80434. return FreeCameraTouchInput;
  80435. }());
  80436. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  80437. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  80438. })(BABYLON || (BABYLON = {}));
  80439. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  80440. var BABYLON;
  80441. (function (BABYLON) {
  80442. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  80443. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  80444. });
  80445. /**
  80446. * This represents a FPS type of camera controlled by touch.
  80447. * This is like a universal camera minus the Gamepad controls.
  80448. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80449. */
  80450. var TouchCamera = /** @class */ (function (_super) {
  80451. __extends(TouchCamera, _super);
  80452. /**
  80453. * Instantiates a new touch camera.
  80454. * This represents a FPS type of camera controlled by touch.
  80455. * This is like a universal camera minus the Gamepad controls.
  80456. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80457. * @param name Define the name of the camera in the scene
  80458. * @param position Define the start position of the camera in the scene
  80459. * @param scene Define the scene the camera belongs to
  80460. */
  80461. function TouchCamera(name, position, scene) {
  80462. var _this = _super.call(this, name, position, scene) || this;
  80463. _this.inputs.addTouch();
  80464. _this._setupInputs();
  80465. return _this;
  80466. }
  80467. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  80468. /**
  80469. * Defines the touch sensibility for rotation.
  80470. * The higher the faster.
  80471. */
  80472. get: function () {
  80473. var touch = this.inputs.attached["touch"];
  80474. if (touch) {
  80475. return touch.touchAngularSensibility;
  80476. }
  80477. return 0;
  80478. },
  80479. set: function (value) {
  80480. var touch = this.inputs.attached["touch"];
  80481. if (touch) {
  80482. touch.touchAngularSensibility = value;
  80483. }
  80484. },
  80485. enumerable: true,
  80486. configurable: true
  80487. });
  80488. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  80489. /**
  80490. * Defines the touch sensibility for move.
  80491. * The higher the faster.
  80492. */
  80493. get: function () {
  80494. var touch = this.inputs.attached["touch"];
  80495. if (touch) {
  80496. return touch.touchMoveSensibility;
  80497. }
  80498. return 0;
  80499. },
  80500. set: function (value) {
  80501. var touch = this.inputs.attached["touch"];
  80502. if (touch) {
  80503. touch.touchMoveSensibility = value;
  80504. }
  80505. },
  80506. enumerable: true,
  80507. configurable: true
  80508. });
  80509. /**
  80510. * Gets the current object class name.
  80511. * @return the class name
  80512. */
  80513. TouchCamera.prototype.getClassName = function () {
  80514. return "TouchCamera";
  80515. };
  80516. /** @hidden */
  80517. TouchCamera.prototype._setupInputs = function () {
  80518. var mouse = this.inputs.attached["mouse"];
  80519. if (mouse) {
  80520. mouse.touchEnabled = false;
  80521. }
  80522. };
  80523. return TouchCamera;
  80524. }(BABYLON.FreeCamera));
  80525. BABYLON.TouchCamera = TouchCamera;
  80526. })(BABYLON || (BABYLON = {}));
  80527. //# sourceMappingURL=babylon.touchCamera.js.map
  80528. var BABYLON;
  80529. (function (BABYLON) {
  80530. /**
  80531. * 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.
  80532. * This is the base class of any Procedural texture and contains most of the shareable code.
  80533. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80534. */
  80535. var ProceduralTexture = /** @class */ (function (_super) {
  80536. __extends(ProceduralTexture, _super);
  80537. /**
  80538. * Instantiates a new procedural texture.
  80539. * 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.
  80540. * This is the base class of any Procedural texture and contains most of the shareable code.
  80541. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80542. * @param name Define the name of the texture
  80543. * @param size Define the size of the texture to create
  80544. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80545. * @param scene Define the scene the texture belongs to
  80546. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80547. * @param generateMipMaps Define if the texture should creates mip maps or not
  80548. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80549. */
  80550. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  80551. if (fallbackTexture === void 0) { fallbackTexture = null; }
  80552. if (generateMipMaps === void 0) { generateMipMaps = true; }
  80553. if (isCube === void 0) { isCube = false; }
  80554. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  80555. _this.isCube = isCube;
  80556. /**
  80557. * Define if the texture is enabled or not (disabled texture will not render)
  80558. */
  80559. _this.isEnabled = true;
  80560. /**
  80561. * Define if the texture must be cleared before rendering (default is true)
  80562. */
  80563. _this.autoClear = true;
  80564. /**
  80565. * Event raised when the texture is generated
  80566. */
  80567. _this.onGeneratedObservable = new BABYLON.Observable();
  80568. /** @hidden */
  80569. _this._textures = {};
  80570. _this._currentRefreshId = -1;
  80571. _this._refreshRate = 1;
  80572. _this._vertexBuffers = {};
  80573. _this._uniforms = new Array();
  80574. _this._samplers = new Array();
  80575. _this._floats = {};
  80576. _this._ints = {};
  80577. _this._floatsArrays = {};
  80578. _this._colors3 = {};
  80579. _this._colors4 = {};
  80580. _this._vectors2 = {};
  80581. _this._vectors3 = {};
  80582. _this._matrices = {};
  80583. _this._fallbackTextureUsed = false;
  80584. _this._cachedDefines = "";
  80585. _this._contentUpdateId = -1;
  80586. scene = _this.getScene();
  80587. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  80588. if (!component) {
  80589. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  80590. scene._addComponent(component);
  80591. }
  80592. scene.proceduralTextures.push(_this);
  80593. _this._engine = scene.getEngine();
  80594. _this.name = name;
  80595. _this.isRenderTarget = true;
  80596. _this._size = size;
  80597. _this._generateMipMaps = generateMipMaps;
  80598. _this.setFragment(fragment);
  80599. _this._fallbackTexture = fallbackTexture;
  80600. if (isCube) {
  80601. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80602. _this.setFloat("face", 0);
  80603. }
  80604. else {
  80605. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80606. }
  80607. // VBO
  80608. var vertices = [];
  80609. vertices.push(1, 1);
  80610. vertices.push(-1, 1);
  80611. vertices.push(-1, -1);
  80612. vertices.push(1, -1);
  80613. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  80614. _this._createIndexBuffer();
  80615. return _this;
  80616. }
  80617. /**
  80618. * The effect that is created when initializing the post process.
  80619. * @returns The created effect corrisponding the the postprocess.
  80620. */
  80621. ProceduralTexture.prototype.getEffect = function () {
  80622. return this._effect;
  80623. };
  80624. /**
  80625. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80626. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80627. */
  80628. ProceduralTexture.prototype.getContent = function () {
  80629. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  80630. return this._contentData;
  80631. }
  80632. this._contentData = this.readPixels(0, 0, this._contentData);
  80633. this._contentUpdateId = this._currentRefreshId;
  80634. return this._contentData;
  80635. };
  80636. ProceduralTexture.prototype._createIndexBuffer = function () {
  80637. var engine = this._engine;
  80638. // Indices
  80639. var indices = [];
  80640. indices.push(0);
  80641. indices.push(1);
  80642. indices.push(2);
  80643. indices.push(0);
  80644. indices.push(2);
  80645. indices.push(3);
  80646. this._indexBuffer = engine.createIndexBuffer(indices);
  80647. };
  80648. /** @hidden */
  80649. ProceduralTexture.prototype._rebuild = function () {
  80650. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  80651. if (vb) {
  80652. vb._rebuild();
  80653. }
  80654. this._createIndexBuffer();
  80655. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  80656. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  80657. }
  80658. };
  80659. /**
  80660. * Resets the texture in order to recreate its associated resources.
  80661. * This can be called in case of context loss
  80662. */
  80663. ProceduralTexture.prototype.reset = function () {
  80664. if (this._effect === undefined) {
  80665. return;
  80666. }
  80667. var engine = this._engine;
  80668. engine._releaseEffect(this._effect);
  80669. };
  80670. ProceduralTexture.prototype._getDefines = function () {
  80671. return "";
  80672. };
  80673. /**
  80674. * Is the texture ready to be used ? (rendered at least once)
  80675. * @returns true if ready, otherwise, false.
  80676. */
  80677. ProceduralTexture.prototype.isReady = function () {
  80678. var _this = this;
  80679. var engine = this._engine;
  80680. var shaders;
  80681. if (!this._fragment) {
  80682. return false;
  80683. }
  80684. if (this._fallbackTextureUsed) {
  80685. return true;
  80686. }
  80687. var defines = this._getDefines();
  80688. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  80689. return true;
  80690. }
  80691. if (this._fragment.fragmentElement !== undefined) {
  80692. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  80693. }
  80694. else {
  80695. shaders = { vertex: "procedural", fragment: this._fragment };
  80696. }
  80697. this._cachedDefines = defines;
  80698. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  80699. _this.releaseInternalTexture();
  80700. if (_this._fallbackTexture) {
  80701. _this._texture = _this._fallbackTexture._texture;
  80702. if (_this._texture) {
  80703. _this._texture.incrementReferences();
  80704. }
  80705. }
  80706. _this._fallbackTextureUsed = true;
  80707. });
  80708. return this._effect.isReady();
  80709. };
  80710. /**
  80711. * Resets the refresh counter of the texture and start bak from scratch.
  80712. * Could be usefull to regenerate the texture if it is setup to render only once.
  80713. */
  80714. ProceduralTexture.prototype.resetRefreshCounter = function () {
  80715. this._currentRefreshId = -1;
  80716. };
  80717. /**
  80718. * Set the fragment shader to use in order to render the texture.
  80719. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80720. */
  80721. ProceduralTexture.prototype.setFragment = function (fragment) {
  80722. this._fragment = fragment;
  80723. };
  80724. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  80725. /**
  80726. * Define the refresh rate of the texture or the rendering frequency.
  80727. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80728. */
  80729. get: function () {
  80730. return this._refreshRate;
  80731. },
  80732. set: function (value) {
  80733. this._refreshRate = value;
  80734. this.resetRefreshCounter();
  80735. },
  80736. enumerable: true,
  80737. configurable: true
  80738. });
  80739. /** @hidden */
  80740. ProceduralTexture.prototype._shouldRender = function () {
  80741. if (!this.isEnabled || !this.isReady() || !this._texture) {
  80742. if (this._texture) {
  80743. this._texture.isReady = false;
  80744. }
  80745. return false;
  80746. }
  80747. if (this._fallbackTextureUsed) {
  80748. return false;
  80749. }
  80750. if (this._currentRefreshId === -1) { // At least render once
  80751. this._currentRefreshId = 1;
  80752. return true;
  80753. }
  80754. if (this.refreshRate === this._currentRefreshId) {
  80755. this._currentRefreshId = 1;
  80756. return true;
  80757. }
  80758. this._currentRefreshId++;
  80759. return false;
  80760. };
  80761. /**
  80762. * Get the size the texture is rendering at.
  80763. * @returns the size (texture is always squared)
  80764. */
  80765. ProceduralTexture.prototype.getRenderSize = function () {
  80766. return this._size;
  80767. };
  80768. /**
  80769. * Resize the texture to new value.
  80770. * @param size Define the new size the texture should have
  80771. * @param generateMipMaps Define whether the new texture should create mip maps
  80772. */
  80773. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  80774. if (this._fallbackTextureUsed) {
  80775. return;
  80776. }
  80777. this.releaseInternalTexture();
  80778. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  80779. // Update properties
  80780. this._size = size;
  80781. this._generateMipMaps = generateMipMaps;
  80782. };
  80783. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  80784. if (this._uniforms.indexOf(uniformName) === -1) {
  80785. this._uniforms.push(uniformName);
  80786. }
  80787. };
  80788. /**
  80789. * Set a texture in the shader program used to render.
  80790. * @param name Define the name of the uniform samplers as defined in the shader
  80791. * @param texture Define the texture to bind to this sampler
  80792. * @return the texture itself allowing "fluent" like uniform updates
  80793. */
  80794. ProceduralTexture.prototype.setTexture = function (name, texture) {
  80795. if (this._samplers.indexOf(name) === -1) {
  80796. this._samplers.push(name);
  80797. }
  80798. this._textures[name] = texture;
  80799. return this;
  80800. };
  80801. /**
  80802. * Set a float in the shader.
  80803. * @param name Define the name of the uniform as defined in the shader
  80804. * @param value Define the value to give to the uniform
  80805. * @return the texture itself allowing "fluent" like uniform updates
  80806. */
  80807. ProceduralTexture.prototype.setFloat = function (name, value) {
  80808. this._checkUniform(name);
  80809. this._floats[name] = value;
  80810. return this;
  80811. };
  80812. /**
  80813. * Set a int in the shader.
  80814. * @param name Define the name of the uniform as defined in the shader
  80815. * @param value Define the value to give to the uniform
  80816. * @return the texture itself allowing "fluent" like uniform updates
  80817. */
  80818. ProceduralTexture.prototype.setInt = function (name, value) {
  80819. this._checkUniform(name);
  80820. this._ints[name] = value;
  80821. return this;
  80822. };
  80823. /**
  80824. * Set an array of floats in the shader.
  80825. * @param name Define the name of the uniform as defined in the shader
  80826. * @param value Define the value to give to the uniform
  80827. * @return the texture itself allowing "fluent" like uniform updates
  80828. */
  80829. ProceduralTexture.prototype.setFloats = function (name, value) {
  80830. this._checkUniform(name);
  80831. this._floatsArrays[name] = value;
  80832. return this;
  80833. };
  80834. /**
  80835. * Set a vec3 in the shader from a Color3.
  80836. * @param name Define the name of the uniform as defined in the shader
  80837. * @param value Define the value to give to the uniform
  80838. * @return the texture itself allowing "fluent" like uniform updates
  80839. */
  80840. ProceduralTexture.prototype.setColor3 = function (name, value) {
  80841. this._checkUniform(name);
  80842. this._colors3[name] = value;
  80843. return this;
  80844. };
  80845. /**
  80846. * Set a vec4 in the shader from a Color4.
  80847. * @param name Define the name of the uniform as defined in the shader
  80848. * @param value Define the value to give to the uniform
  80849. * @return the texture itself allowing "fluent" like uniform updates
  80850. */
  80851. ProceduralTexture.prototype.setColor4 = function (name, value) {
  80852. this._checkUniform(name);
  80853. this._colors4[name] = value;
  80854. return this;
  80855. };
  80856. /**
  80857. * Set a vec2 in the shader from a Vector2.
  80858. * @param name Define the name of the uniform as defined in the shader
  80859. * @param value Define the value to give to the uniform
  80860. * @return the texture itself allowing "fluent" like uniform updates
  80861. */
  80862. ProceduralTexture.prototype.setVector2 = function (name, value) {
  80863. this._checkUniform(name);
  80864. this._vectors2[name] = value;
  80865. return this;
  80866. };
  80867. /**
  80868. * Set a vec3 in the shader from a Vector3.
  80869. * @param name Define the name of the uniform as defined in the shader
  80870. * @param value Define the value to give to the uniform
  80871. * @return the texture itself allowing "fluent" like uniform updates
  80872. */
  80873. ProceduralTexture.prototype.setVector3 = function (name, value) {
  80874. this._checkUniform(name);
  80875. this._vectors3[name] = value;
  80876. return this;
  80877. };
  80878. /**
  80879. * Set a mat4 in the shader from a MAtrix.
  80880. * @param name Define the name of the uniform as defined in the shader
  80881. * @param value Define the value to give to the uniform
  80882. * @return the texture itself allowing "fluent" like uniform updates
  80883. */
  80884. ProceduralTexture.prototype.setMatrix = function (name, value) {
  80885. this._checkUniform(name);
  80886. this._matrices[name] = value;
  80887. return this;
  80888. };
  80889. /**
  80890. * Render the texture to its associated render target.
  80891. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80892. */
  80893. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  80894. var scene = this.getScene();
  80895. if (!scene) {
  80896. return;
  80897. }
  80898. var engine = this._engine;
  80899. // Render
  80900. engine.enableEffect(this._effect);
  80901. engine.setState(false);
  80902. // Texture
  80903. for (var name in this._textures) {
  80904. this._effect.setTexture(name, this._textures[name]);
  80905. }
  80906. // Float
  80907. for (name in this._ints) {
  80908. this._effect.setInt(name, this._ints[name]);
  80909. }
  80910. // Float
  80911. for (name in this._floats) {
  80912. this._effect.setFloat(name, this._floats[name]);
  80913. }
  80914. // Floats
  80915. for (name in this._floatsArrays) {
  80916. this._effect.setArray(name, this._floatsArrays[name]);
  80917. }
  80918. // Color3
  80919. for (name in this._colors3) {
  80920. this._effect.setColor3(name, this._colors3[name]);
  80921. }
  80922. // Color4
  80923. for (name in this._colors4) {
  80924. var color = this._colors4[name];
  80925. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  80926. }
  80927. // Vector2
  80928. for (name in this._vectors2) {
  80929. this._effect.setVector2(name, this._vectors2[name]);
  80930. }
  80931. // Vector3
  80932. for (name in this._vectors3) {
  80933. this._effect.setVector3(name, this._vectors3[name]);
  80934. }
  80935. // Matrix
  80936. for (name in this._matrices) {
  80937. this._effect.setMatrix(name, this._matrices[name]);
  80938. }
  80939. if (!this._texture) {
  80940. return;
  80941. }
  80942. if (this.isCube) {
  80943. for (var face = 0; face < 6; face++) {
  80944. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  80945. // VBOs
  80946. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  80947. this._effect.setFloat("face", face);
  80948. // Clear
  80949. if (this.autoClear) {
  80950. engine.clear(scene.clearColor, true, false, false);
  80951. }
  80952. // Draw order
  80953. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  80954. // Mipmaps
  80955. if (face === 5) {
  80956. engine.generateMipMapsForCubemap(this._texture);
  80957. }
  80958. }
  80959. }
  80960. else {
  80961. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  80962. // VBOs
  80963. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  80964. // Clear
  80965. if (this.autoClear) {
  80966. engine.clear(scene.clearColor, true, false, false);
  80967. }
  80968. // Draw order
  80969. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  80970. }
  80971. // Unbind
  80972. engine.unBindFramebuffer(this._texture, this.isCube);
  80973. if (this.onGenerated) {
  80974. this.onGenerated();
  80975. }
  80976. this.onGeneratedObservable.notifyObservers(this);
  80977. };
  80978. /**
  80979. * Clone the texture.
  80980. * @returns the cloned texture
  80981. */
  80982. ProceduralTexture.prototype.clone = function () {
  80983. var textureSize = this.getSize();
  80984. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  80985. // Base texture
  80986. newTexture.hasAlpha = this.hasAlpha;
  80987. newTexture.level = this.level;
  80988. // RenderTarget Texture
  80989. newTexture.coordinatesMode = this.coordinatesMode;
  80990. return newTexture;
  80991. };
  80992. /**
  80993. * Dispose the texture and release its asoociated resources.
  80994. */
  80995. ProceduralTexture.prototype.dispose = function () {
  80996. var scene = this.getScene();
  80997. if (!scene) {
  80998. return;
  80999. }
  81000. var index = scene.proceduralTextures.indexOf(this);
  81001. if (index >= 0) {
  81002. scene.proceduralTextures.splice(index, 1);
  81003. }
  81004. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81005. if (vertexBuffer) {
  81006. vertexBuffer.dispose();
  81007. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81008. }
  81009. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  81010. this._indexBuffer = null;
  81011. }
  81012. _super.prototype.dispose.call(this);
  81013. };
  81014. __decorate([
  81015. BABYLON.serialize()
  81016. ], ProceduralTexture.prototype, "isEnabled", void 0);
  81017. __decorate([
  81018. BABYLON.serialize()
  81019. ], ProceduralTexture.prototype, "autoClear", void 0);
  81020. __decorate([
  81021. BABYLON.serialize()
  81022. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  81023. __decorate([
  81024. BABYLON.serialize()
  81025. ], ProceduralTexture.prototype, "_size", void 0);
  81026. __decorate([
  81027. BABYLON.serialize()
  81028. ], ProceduralTexture.prototype, "refreshRate", null);
  81029. return ProceduralTexture;
  81030. }(BABYLON.Texture));
  81031. BABYLON.ProceduralTexture = ProceduralTexture;
  81032. })(BABYLON || (BABYLON = {}));
  81033. //# sourceMappingURL=babylon.proceduralTexture.js.map
  81034. var BABYLON;
  81035. (function (BABYLON) {
  81036. /**
  81037. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81038. * in a given scene.
  81039. */
  81040. var ProceduralTextureSceneComponent = /** @class */ (function () {
  81041. /**
  81042. * Creates a new instance of the component for the given scene
  81043. * @param scene Defines the scene to register the component in
  81044. */
  81045. function ProceduralTextureSceneComponent(scene) {
  81046. /**
  81047. * The component name helpfull to identify the component in the list of scene components.
  81048. */
  81049. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  81050. this.scene = scene;
  81051. this.scene.proceduralTextures = new Array();
  81052. scene.layers = new Array();
  81053. }
  81054. /**
  81055. * Registers the component in a given scene
  81056. */
  81057. ProceduralTextureSceneComponent.prototype.register = function () {
  81058. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  81059. };
  81060. /**
  81061. * Rebuilds the elements related to this component in case of
  81062. * context lost for instance.
  81063. */
  81064. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  81065. // Nothing to do here.
  81066. };
  81067. /**
  81068. * Disposes the component and the associated ressources.
  81069. */
  81070. ProceduralTextureSceneComponent.prototype.dispose = function () {
  81071. // Nothing to do here.
  81072. };
  81073. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  81074. if (this.scene.proceduralTexturesEnabled) {
  81075. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81076. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  81077. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  81078. if (proceduralTexture._shouldRender()) {
  81079. proceduralTexture.render();
  81080. }
  81081. }
  81082. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81083. }
  81084. };
  81085. return ProceduralTextureSceneComponent;
  81086. }());
  81087. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  81088. })(BABYLON || (BABYLON = {}));
  81089. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  81090. var BABYLON;
  81091. (function (BABYLON) {
  81092. /**
  81093. * 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.
  81094. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81095. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81096. */
  81097. var CustomProceduralTexture = /** @class */ (function (_super) {
  81098. __extends(CustomProceduralTexture, _super);
  81099. /**
  81100. * Instantiates a new Custom Procedural Texture.
  81101. * 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.
  81102. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81103. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81104. * @param name Define the name of the texture
  81105. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81106. * @param size Define the size of the texture to create
  81107. * @param scene Define the scene the texture belongs to
  81108. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81109. * @param generateMipMaps Define if the texture should creates mip maps or not
  81110. */
  81111. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81112. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81113. _this._animate = true;
  81114. _this._time = 0;
  81115. _this._texturePath = texturePath;
  81116. //Try to load json
  81117. _this._loadJson(texturePath);
  81118. _this.refreshRate = 1;
  81119. return _this;
  81120. }
  81121. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81122. var _this = this;
  81123. var noConfigFile = function () {
  81124. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81125. try {
  81126. _this.setFragment(_this._texturePath);
  81127. }
  81128. catch (ex) {
  81129. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81130. }
  81131. };
  81132. var configFileUrl = jsonUrl + "/config.json";
  81133. var xhr = new XMLHttpRequest();
  81134. xhr.open("GET", configFileUrl, true);
  81135. xhr.addEventListener("load", function () {
  81136. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  81137. try {
  81138. _this._config = JSON.parse(xhr.response);
  81139. _this.updateShaderUniforms();
  81140. _this.updateTextures();
  81141. _this.setFragment(_this._texturePath + "/custom");
  81142. _this._animate = _this._config.animate;
  81143. _this.refreshRate = _this._config.refreshrate;
  81144. }
  81145. catch (ex) {
  81146. noConfigFile();
  81147. }
  81148. }
  81149. else {
  81150. noConfigFile();
  81151. }
  81152. }, false);
  81153. xhr.addEventListener("error", function () {
  81154. noConfigFile();
  81155. }, false);
  81156. try {
  81157. xhr.send();
  81158. }
  81159. catch (ex) {
  81160. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  81161. }
  81162. };
  81163. /**
  81164. * Is the texture ready to be used ? (rendered at least once)
  81165. * @returns true if ready, otherwise, false.
  81166. */
  81167. CustomProceduralTexture.prototype.isReady = function () {
  81168. if (!_super.prototype.isReady.call(this)) {
  81169. return false;
  81170. }
  81171. for (var name in this._textures) {
  81172. var texture = this._textures[name];
  81173. if (!texture.isReady()) {
  81174. return false;
  81175. }
  81176. }
  81177. return true;
  81178. };
  81179. /**
  81180. * Render the texture to its associated render target.
  81181. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81182. */
  81183. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81184. var scene = this.getScene();
  81185. if (this._animate && scene) {
  81186. this._time += scene.getAnimationRatio() * 0.03;
  81187. this.updateShaderUniforms();
  81188. }
  81189. _super.prototype.render.call(this, useCameraPostProcess);
  81190. };
  81191. /**
  81192. * Update the list of dependant textures samplers in the shader.
  81193. */
  81194. CustomProceduralTexture.prototype.updateTextures = function () {
  81195. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  81196. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  81197. }
  81198. };
  81199. /**
  81200. * Update the uniform values of the procedural texture in the shader.
  81201. */
  81202. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  81203. if (this._config) {
  81204. for (var j = 0; j < this._config.uniforms.length; j++) {
  81205. var uniform = this._config.uniforms[j];
  81206. switch (uniform.type) {
  81207. case "float":
  81208. this.setFloat(uniform.name, uniform.value);
  81209. break;
  81210. case "color3":
  81211. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  81212. break;
  81213. case "color4":
  81214. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  81215. break;
  81216. case "vector2":
  81217. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  81218. break;
  81219. case "vector3":
  81220. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  81221. break;
  81222. }
  81223. }
  81224. }
  81225. this.setFloat("time", this._time);
  81226. };
  81227. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  81228. /**
  81229. * Define if the texture animates or not.
  81230. */
  81231. get: function () {
  81232. return this._animate;
  81233. },
  81234. set: function (value) {
  81235. this._animate = value;
  81236. },
  81237. enumerable: true,
  81238. configurable: true
  81239. });
  81240. return CustomProceduralTexture;
  81241. }(BABYLON.ProceduralTexture));
  81242. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  81243. })(BABYLON || (BABYLON = {}));
  81244. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  81245. var BABYLON;
  81246. (function (BABYLON) {
  81247. /**
  81248. * Manage the gamepad inputs to control a free camera.
  81249. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81250. */
  81251. var FreeCameraGamepadInput = /** @class */ (function () {
  81252. function FreeCameraGamepadInput() {
  81253. /**
  81254. * Defines the gamepad rotation sensiblity.
  81255. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81256. */
  81257. this.gamepadAngularSensibility = 200;
  81258. /**
  81259. * Defines the gamepad move sensiblity.
  81260. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81261. */
  81262. this.gamepadMoveSensibility = 40;
  81263. this._cameraTransform = BABYLON.Matrix.Identity();
  81264. this._deltaTransform = BABYLON.Vector3.Zero();
  81265. this._vector3 = BABYLON.Vector3.Zero();
  81266. this._vector2 = BABYLON.Vector2.Zero();
  81267. }
  81268. /**
  81269. * Attach the input controls to a specific dom element to get the input from.
  81270. * @param element Defines the element the controls should be listened from
  81271. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81272. */
  81273. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81274. var _this = this;
  81275. var manager = this.camera.getScene().gamepadManager;
  81276. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81277. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81278. // prioritize XBOX gamepads.
  81279. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81280. _this.gamepad = gamepad;
  81281. }
  81282. }
  81283. });
  81284. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81285. if (_this.gamepad === gamepad) {
  81286. _this.gamepad = null;
  81287. }
  81288. });
  81289. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81290. };
  81291. /**
  81292. * Detach the current controls from the specified dom element.
  81293. * @param element Defines the element to stop listening the inputs from
  81294. */
  81295. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  81296. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81297. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81298. this.gamepad = null;
  81299. };
  81300. /**
  81301. * Update the current camera state depending on the inputs that have been used this frame.
  81302. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81303. */
  81304. FreeCameraGamepadInput.prototype.checkInputs = function () {
  81305. if (this.gamepad && this.gamepad.leftStick) {
  81306. var camera = this.camera;
  81307. var LSValues = this.gamepad.leftStick;
  81308. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  81309. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81310. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  81311. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  81312. var RSValues = this.gamepad.rightStick;
  81313. if (RSValues) {
  81314. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  81315. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  81316. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  81317. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  81318. }
  81319. else {
  81320. RSValues = { x: 0, y: 0 };
  81321. }
  81322. if (!camera.rotationQuaternion) {
  81323. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  81324. }
  81325. else {
  81326. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  81327. }
  81328. var speed = camera._computeLocalCameraSpeed() * 50.0;
  81329. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  81330. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  81331. camera.cameraDirection.addInPlace(this._deltaTransform);
  81332. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  81333. camera.cameraRotation.addInPlace(this._vector2);
  81334. }
  81335. };
  81336. /**
  81337. * Gets the class name of the current intput.
  81338. * @returns the class name
  81339. */
  81340. FreeCameraGamepadInput.prototype.getClassName = function () {
  81341. return "FreeCameraGamepadInput";
  81342. };
  81343. /**
  81344. * Get the friendly name associated with the input class.
  81345. * @returns the input friendly name
  81346. */
  81347. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  81348. return "gamepad";
  81349. };
  81350. __decorate([
  81351. BABYLON.serialize()
  81352. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  81353. __decorate([
  81354. BABYLON.serialize()
  81355. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81356. return FreeCameraGamepadInput;
  81357. }());
  81358. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  81359. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  81360. })(BABYLON || (BABYLON = {}));
  81361. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  81362. var BABYLON;
  81363. (function (BABYLON) {
  81364. /**
  81365. * Manage the gamepad inputs to control an arc rotate camera.
  81366. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81367. */
  81368. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  81369. function ArcRotateCameraGamepadInput() {
  81370. /**
  81371. * Defines the gamepad rotation sensiblity.
  81372. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81373. */
  81374. this.gamepadRotationSensibility = 80;
  81375. /**
  81376. * Defines the gamepad move sensiblity.
  81377. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81378. */
  81379. this.gamepadMoveSensibility = 40;
  81380. }
  81381. /**
  81382. * Attach the input controls to a specific dom element to get the input from.
  81383. * @param element Defines the element the controls should be listened from
  81384. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81385. */
  81386. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81387. var _this = this;
  81388. var manager = this.camera.getScene().gamepadManager;
  81389. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81390. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81391. // prioritize XBOX gamepads.
  81392. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81393. _this.gamepad = gamepad;
  81394. }
  81395. }
  81396. });
  81397. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81398. if (_this.gamepad === gamepad) {
  81399. _this.gamepad = null;
  81400. }
  81401. });
  81402. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81403. };
  81404. /**
  81405. * Detach the current controls from the specified dom element.
  81406. * @param element Defines the element to stop listening the inputs from
  81407. */
  81408. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  81409. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81410. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81411. this.gamepad = null;
  81412. };
  81413. /**
  81414. * Update the current camera state depending on the inputs that have been used this frame.
  81415. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81416. */
  81417. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  81418. if (this.gamepad) {
  81419. var camera = this.camera;
  81420. var RSValues = this.gamepad.rightStick;
  81421. if (RSValues) {
  81422. if (RSValues.x != 0) {
  81423. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  81424. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  81425. camera.inertialAlphaOffset += normalizedRX;
  81426. }
  81427. }
  81428. if (RSValues.y != 0) {
  81429. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  81430. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  81431. camera.inertialBetaOffset += normalizedRY;
  81432. }
  81433. }
  81434. }
  81435. var LSValues = this.gamepad.leftStick;
  81436. if (LSValues && LSValues.y != 0) {
  81437. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81438. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  81439. this.camera.inertialRadiusOffset -= normalizedLY;
  81440. }
  81441. }
  81442. }
  81443. };
  81444. /**
  81445. * Gets the class name of the current intput.
  81446. * @returns the class name
  81447. */
  81448. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  81449. return "ArcRotateCameraGamepadInput";
  81450. };
  81451. /**
  81452. * Get the friendly name associated with the input class.
  81453. * @returns the input friendly name
  81454. */
  81455. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  81456. return "gamepad";
  81457. };
  81458. __decorate([
  81459. BABYLON.serialize()
  81460. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  81461. __decorate([
  81462. BABYLON.serialize()
  81463. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81464. return ArcRotateCameraGamepadInput;
  81465. }());
  81466. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  81467. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  81468. })(BABYLON || (BABYLON = {}));
  81469. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  81470. var BABYLON;
  81471. (function (BABYLON) {
  81472. /**
  81473. * Manager for handling gamepads
  81474. */
  81475. var GamepadManager = /** @class */ (function () {
  81476. /**
  81477. * Initializes the gamepad manager
  81478. * @param _scene BabylonJS scene
  81479. */
  81480. function GamepadManager(_scene) {
  81481. var _this = this;
  81482. this._scene = _scene;
  81483. this._babylonGamepads = [];
  81484. this._oneGamepadConnected = false;
  81485. /** @hidden */
  81486. this._isMonitoring = false;
  81487. /**
  81488. * observable to be triggered when the gamepad controller has been disconnected
  81489. */
  81490. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  81491. if (!BABYLON.Tools.IsWindowObjectExist()) {
  81492. this._gamepadEventSupported = false;
  81493. }
  81494. else {
  81495. this._gamepadEventSupported = 'GamepadEvent' in window;
  81496. this._gamepadSupport = (navigator.getGamepads ||
  81497. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  81498. }
  81499. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  81500. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  81501. for (var i in _this._babylonGamepads) {
  81502. var gamepad = _this._babylonGamepads[i];
  81503. if (gamepad && gamepad._isConnected) {
  81504. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  81505. }
  81506. }
  81507. });
  81508. this._onGamepadConnectedEvent = function (evt) {
  81509. var gamepad = evt.gamepad;
  81510. if (gamepad.index in _this._babylonGamepads) {
  81511. if (_this._babylonGamepads[gamepad.index].isConnected) {
  81512. return;
  81513. }
  81514. }
  81515. var newGamepad;
  81516. if (_this._babylonGamepads[gamepad.index]) {
  81517. newGamepad = _this._babylonGamepads[gamepad.index];
  81518. newGamepad.browserGamepad = gamepad;
  81519. newGamepad._isConnected = true;
  81520. }
  81521. else {
  81522. newGamepad = _this._addNewGamepad(gamepad);
  81523. }
  81524. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81525. _this._startMonitoringGamepads();
  81526. };
  81527. this._onGamepadDisconnectedEvent = function (evt) {
  81528. var gamepad = evt.gamepad;
  81529. // Remove the gamepad from the list of gamepads to monitor.
  81530. for (var i in _this._babylonGamepads) {
  81531. if (_this._babylonGamepads[i].index === gamepad.index) {
  81532. var disconnectedGamepad = _this._babylonGamepads[i];
  81533. disconnectedGamepad._isConnected = false;
  81534. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  81535. break;
  81536. }
  81537. }
  81538. };
  81539. if (this._gamepadSupport) {
  81540. //first add already-connected gamepads
  81541. this._updateGamepadObjects();
  81542. if (this._babylonGamepads.length) {
  81543. this._startMonitoringGamepads();
  81544. }
  81545. // Checking if the gamepad connected event is supported (like in Firefox)
  81546. if (this._gamepadEventSupported) {
  81547. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  81548. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  81549. }
  81550. else {
  81551. this._startMonitoringGamepads();
  81552. }
  81553. }
  81554. }
  81555. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  81556. /**
  81557. * The gamepads in the game pad manager
  81558. */
  81559. get: function () {
  81560. return this._babylonGamepads;
  81561. },
  81562. enumerable: true,
  81563. configurable: true
  81564. });
  81565. /**
  81566. * Get the gamepad controllers based on type
  81567. * @param type The type of gamepad controller
  81568. * @returns Nullable gamepad
  81569. */
  81570. GamepadManager.prototype.getGamepadByType = function (type) {
  81571. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  81572. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  81573. var gamepad = _a[_i];
  81574. if (gamepad && gamepad.type === type) {
  81575. return gamepad;
  81576. }
  81577. }
  81578. return null;
  81579. };
  81580. /**
  81581. * Disposes the gamepad manager
  81582. */
  81583. GamepadManager.prototype.dispose = function () {
  81584. if (this._gamepadEventSupported) {
  81585. if (this._onGamepadConnectedEvent) {
  81586. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  81587. }
  81588. if (this._onGamepadDisconnectedEvent) {
  81589. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  81590. }
  81591. this._onGamepadConnectedEvent = null;
  81592. this._onGamepadDisconnectedEvent = null;
  81593. }
  81594. this._babylonGamepads.forEach(function (gamepad) {
  81595. gamepad.dispose();
  81596. });
  81597. this.onGamepadConnectedObservable.clear();
  81598. this.onGamepadDisconnectedObservable.clear();
  81599. this._oneGamepadConnected = false;
  81600. this._stopMonitoringGamepads();
  81601. this._babylonGamepads = [];
  81602. };
  81603. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  81604. if (!this._oneGamepadConnected) {
  81605. this._oneGamepadConnected = true;
  81606. }
  81607. var newGamepad;
  81608. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  81609. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  81610. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  81611. }
  81612. // if pose is supported, use the (WebVR) pose enabled controller
  81613. else if (gamepad.pose) {
  81614. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  81615. }
  81616. else {
  81617. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  81618. }
  81619. this._babylonGamepads[newGamepad.index] = newGamepad;
  81620. return newGamepad;
  81621. };
  81622. GamepadManager.prototype._startMonitoringGamepads = function () {
  81623. if (!this._isMonitoring) {
  81624. this._isMonitoring = true;
  81625. //back-comp
  81626. if (!this._scene) {
  81627. this._checkGamepadsStatus();
  81628. }
  81629. }
  81630. };
  81631. GamepadManager.prototype._stopMonitoringGamepads = function () {
  81632. this._isMonitoring = false;
  81633. };
  81634. /** @hidden */
  81635. GamepadManager.prototype._checkGamepadsStatus = function () {
  81636. var _this = this;
  81637. // Hack to be compatible Chrome
  81638. this._updateGamepadObjects();
  81639. for (var i in this._babylonGamepads) {
  81640. var gamepad = this._babylonGamepads[i];
  81641. if (!gamepad || !gamepad.isConnected) {
  81642. continue;
  81643. }
  81644. gamepad.update();
  81645. }
  81646. if (this._isMonitoring && !this._scene) {
  81647. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  81648. }
  81649. };
  81650. // This function is called only on Chrome, which does not properly support
  81651. // connection/disconnection events and forces you to recopy again the gamepad object
  81652. GamepadManager.prototype._updateGamepadObjects = function () {
  81653. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  81654. for (var i = 0; i < gamepads.length; i++) {
  81655. var gamepad = gamepads[i];
  81656. if (gamepad) {
  81657. if (!this._babylonGamepads[gamepad.index]) {
  81658. var newGamepad = this._addNewGamepad(gamepad);
  81659. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81660. }
  81661. else {
  81662. // Forced to copy again this object for Chrome for unknown reason
  81663. this._babylonGamepads[i].browserGamepad = gamepad;
  81664. if (!this._babylonGamepads[i].isConnected) {
  81665. this._babylonGamepads[i]._isConnected = true;
  81666. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  81667. }
  81668. }
  81669. }
  81670. }
  81671. };
  81672. return GamepadManager;
  81673. }());
  81674. BABYLON.GamepadManager = GamepadManager;
  81675. })(BABYLON || (BABYLON = {}));
  81676. //# sourceMappingURL=babylon.gamepadManager.js.map
  81677. var BABYLON;
  81678. (function (BABYLON) {
  81679. /**
  81680. * Represents a gamepad control stick position
  81681. */
  81682. var StickValues = /** @class */ (function () {
  81683. /**
  81684. * Initializes the gamepad x and y control stick values
  81685. * @param x The x component of the gamepad control stick value
  81686. * @param y The y component of the gamepad control stick value
  81687. */
  81688. function StickValues(
  81689. /**
  81690. * The x component of the control stick
  81691. */
  81692. x,
  81693. /**
  81694. * The y component of the control stick
  81695. */
  81696. y) {
  81697. this.x = x;
  81698. this.y = y;
  81699. }
  81700. return StickValues;
  81701. }());
  81702. BABYLON.StickValues = StickValues;
  81703. /**
  81704. * Represents a gamepad
  81705. */
  81706. var Gamepad = /** @class */ (function () {
  81707. /**
  81708. * Initializes the gamepad
  81709. * @param id The id of the gamepad
  81710. * @param index The index of the gamepad
  81711. * @param browserGamepad The browser gamepad
  81712. * @param leftStickX The x component of the left joystick
  81713. * @param leftStickY The y component of the left joystick
  81714. * @param rightStickX The x component of the right joystick
  81715. * @param rightStickY The y component of the right joystick
  81716. */
  81717. function Gamepad(
  81718. /**
  81719. * The id of the gamepad
  81720. */
  81721. id,
  81722. /**
  81723. * The index of the gamepad
  81724. */
  81725. index,
  81726. /**
  81727. * The browser gamepad
  81728. */
  81729. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  81730. if (leftStickX === void 0) { leftStickX = 0; }
  81731. if (leftStickY === void 0) { leftStickY = 1; }
  81732. if (rightStickX === void 0) { rightStickX = 2; }
  81733. if (rightStickY === void 0) { rightStickY = 3; }
  81734. this.id = id;
  81735. this.index = index;
  81736. this.browserGamepad = browserGamepad;
  81737. this._leftStick = { x: 0, y: 0 };
  81738. this._rightStick = { x: 0, y: 0 };
  81739. /** @hidden */
  81740. this._isConnected = true;
  81741. /**
  81742. * Specifies whether the left control stick should be Y-inverted
  81743. */
  81744. this._invertLeftStickY = false;
  81745. this.type = Gamepad.GAMEPAD;
  81746. this._leftStickAxisX = leftStickX;
  81747. this._leftStickAxisY = leftStickY;
  81748. this._rightStickAxisX = rightStickX;
  81749. this._rightStickAxisY = rightStickY;
  81750. if (this.browserGamepad.axes.length >= 2) {
  81751. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81752. }
  81753. if (this.browserGamepad.axes.length >= 4) {
  81754. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81755. }
  81756. }
  81757. Object.defineProperty(Gamepad.prototype, "isConnected", {
  81758. /**
  81759. * Specifies if the gamepad has been connected
  81760. */
  81761. get: function () {
  81762. return this._isConnected;
  81763. },
  81764. enumerable: true,
  81765. configurable: true
  81766. });
  81767. /**
  81768. * Callback triggered when the left joystick has changed
  81769. * @param callback
  81770. */
  81771. Gamepad.prototype.onleftstickchanged = function (callback) {
  81772. this._onleftstickchanged = callback;
  81773. };
  81774. /**
  81775. * Callback triggered when the right joystick has changed
  81776. * @param callback
  81777. */
  81778. Gamepad.prototype.onrightstickchanged = function (callback) {
  81779. this._onrightstickchanged = callback;
  81780. };
  81781. Object.defineProperty(Gamepad.prototype, "leftStick", {
  81782. /**
  81783. * Gets the left joystick
  81784. */
  81785. get: function () {
  81786. return this._leftStick;
  81787. },
  81788. /**
  81789. * Sets the left joystick values
  81790. */
  81791. set: function (newValues) {
  81792. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  81793. this._onleftstickchanged(newValues);
  81794. }
  81795. this._leftStick = newValues;
  81796. },
  81797. enumerable: true,
  81798. configurable: true
  81799. });
  81800. Object.defineProperty(Gamepad.prototype, "rightStick", {
  81801. /**
  81802. * Gets the right joystick
  81803. */
  81804. get: function () {
  81805. return this._rightStick;
  81806. },
  81807. /**
  81808. * Sets the right joystick value
  81809. */
  81810. set: function (newValues) {
  81811. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  81812. this._onrightstickchanged(newValues);
  81813. }
  81814. this._rightStick = newValues;
  81815. },
  81816. enumerable: true,
  81817. configurable: true
  81818. });
  81819. /**
  81820. * Updates the gamepad joystick positions
  81821. */
  81822. Gamepad.prototype.update = function () {
  81823. if (this._leftStick) {
  81824. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81825. if (this._invertLeftStickY) {
  81826. this.leftStick.y *= -1;
  81827. }
  81828. }
  81829. if (this._rightStick) {
  81830. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81831. }
  81832. };
  81833. /**
  81834. * Disposes the gamepad
  81835. */
  81836. Gamepad.prototype.dispose = function () {
  81837. };
  81838. /**
  81839. * Represents a gamepad controller
  81840. */
  81841. Gamepad.GAMEPAD = 0;
  81842. /**
  81843. * Represents a generic controller
  81844. */
  81845. Gamepad.GENERIC = 1;
  81846. /**
  81847. * Represents an XBox controller
  81848. */
  81849. Gamepad.XBOX = 2;
  81850. /**
  81851. * Represents a pose-enabled controller
  81852. */
  81853. Gamepad.POSE_ENABLED = 3;
  81854. return Gamepad;
  81855. }());
  81856. BABYLON.Gamepad = Gamepad;
  81857. /**
  81858. * Represents a generic gamepad
  81859. */
  81860. var GenericPad = /** @class */ (function (_super) {
  81861. __extends(GenericPad, _super);
  81862. /**
  81863. * Initializes the generic gamepad
  81864. * @param id The id of the generic gamepad
  81865. * @param index The index of the generic gamepad
  81866. * @param browserGamepad The browser gamepad
  81867. */
  81868. function GenericPad(id, index, browserGamepad) {
  81869. var _this = _super.call(this, id, index, browserGamepad) || this;
  81870. /**
  81871. * Observable triggered when a button has been pressed
  81872. */
  81873. _this.onButtonDownObservable = new BABYLON.Observable();
  81874. /**
  81875. * Observable triggered when a button has been released
  81876. */
  81877. _this.onButtonUpObservable = new BABYLON.Observable();
  81878. _this.type = Gamepad.GENERIC;
  81879. _this._buttons = new Array(browserGamepad.buttons.length);
  81880. return _this;
  81881. }
  81882. /**
  81883. * Callback triggered when a button has been pressed
  81884. * @param callback Called when a button has been pressed
  81885. */
  81886. GenericPad.prototype.onbuttondown = function (callback) {
  81887. this._onbuttondown = callback;
  81888. };
  81889. /**
  81890. * Callback triggered when a button has been released
  81891. * @param callback Called when a button has been released
  81892. */
  81893. GenericPad.prototype.onbuttonup = function (callback) {
  81894. this._onbuttonup = callback;
  81895. };
  81896. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  81897. if (newValue !== currentValue) {
  81898. if (newValue === 1) {
  81899. if (this._onbuttondown) {
  81900. this._onbuttondown(buttonIndex);
  81901. }
  81902. this.onButtonDownObservable.notifyObservers(buttonIndex);
  81903. }
  81904. if (newValue === 0) {
  81905. if (this._onbuttonup) {
  81906. this._onbuttonup(buttonIndex);
  81907. }
  81908. this.onButtonUpObservable.notifyObservers(buttonIndex);
  81909. }
  81910. }
  81911. return newValue;
  81912. };
  81913. /**
  81914. * Updates the generic gamepad
  81915. */
  81916. GenericPad.prototype.update = function () {
  81917. _super.prototype.update.call(this);
  81918. for (var index = 0; index < this._buttons.length; index++) {
  81919. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  81920. }
  81921. };
  81922. /**
  81923. * Disposes the generic gamepad
  81924. */
  81925. GenericPad.prototype.dispose = function () {
  81926. _super.prototype.dispose.call(this);
  81927. this.onButtonDownObservable.clear();
  81928. this.onButtonUpObservable.clear();
  81929. };
  81930. return GenericPad;
  81931. }(Gamepad));
  81932. BABYLON.GenericPad = GenericPad;
  81933. })(BABYLON || (BABYLON = {}));
  81934. //# sourceMappingURL=babylon.gamepad.js.map
  81935. var BABYLON;
  81936. (function (BABYLON) {
  81937. /**
  81938. * Defines supported buttons for XBox360 compatible gamepads
  81939. */
  81940. var Xbox360Button;
  81941. (function (Xbox360Button) {
  81942. /** A */
  81943. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  81944. /** B */
  81945. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  81946. /** X */
  81947. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  81948. /** Y */
  81949. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  81950. /** Start */
  81951. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  81952. /** Back */
  81953. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  81954. /** Left button */
  81955. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  81956. /** Right button */
  81957. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  81958. /** Left stick */
  81959. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  81960. /** Right stick */
  81961. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  81962. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  81963. /** Defines values for XBox360 DPad */
  81964. var Xbox360Dpad;
  81965. (function (Xbox360Dpad) {
  81966. /** Up */
  81967. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  81968. /** Down */
  81969. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  81970. /** Left */
  81971. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  81972. /** Right */
  81973. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  81974. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  81975. /**
  81976. * Defines a XBox360 gamepad
  81977. */
  81978. var Xbox360Pad = /** @class */ (function (_super) {
  81979. __extends(Xbox360Pad, _super);
  81980. /**
  81981. * Creates a new XBox360 gamepad object
  81982. * @param id defines the id of this gamepad
  81983. * @param index defines its index
  81984. * @param gamepad defines the internal HTML gamepad object
  81985. * @param xboxOne defines if it is a XBox One gamepad
  81986. */
  81987. function Xbox360Pad(id, index, gamepad, xboxOne) {
  81988. if (xboxOne === void 0) { xboxOne = false; }
  81989. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  81990. _this._leftTrigger = 0;
  81991. _this._rightTrigger = 0;
  81992. /** Observable raised when a button is pressed */
  81993. _this.onButtonDownObservable = new BABYLON.Observable();
  81994. /** Observable raised when a button is released */
  81995. _this.onButtonUpObservable = new BABYLON.Observable();
  81996. /** Observable raised when a pad is pressed */
  81997. _this.onPadDownObservable = new BABYLON.Observable();
  81998. /** Observable raised when a pad is released */
  81999. _this.onPadUpObservable = new BABYLON.Observable();
  82000. _this._buttonA = 0;
  82001. _this._buttonB = 0;
  82002. _this._buttonX = 0;
  82003. _this._buttonY = 0;
  82004. _this._buttonBack = 0;
  82005. _this._buttonStart = 0;
  82006. _this._buttonLB = 0;
  82007. _this._buttonRB = 0;
  82008. _this._buttonLeftStick = 0;
  82009. _this._buttonRightStick = 0;
  82010. _this._dPadUp = 0;
  82011. _this._dPadDown = 0;
  82012. _this._dPadLeft = 0;
  82013. _this._dPadRight = 0;
  82014. _this._isXboxOnePad = false;
  82015. _this.type = BABYLON.Gamepad.XBOX;
  82016. _this._isXboxOnePad = xboxOne;
  82017. return _this;
  82018. }
  82019. /**
  82020. * Defines the callback to call when left trigger is pressed
  82021. * @param callback defines the callback to use
  82022. */
  82023. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  82024. this._onlefttriggerchanged = callback;
  82025. };
  82026. /**
  82027. * Defines the callback to call when right trigger is pressed
  82028. * @param callback defines the callback to use
  82029. */
  82030. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  82031. this._onrighttriggerchanged = callback;
  82032. };
  82033. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  82034. /**
  82035. * Gets the left trigger value
  82036. */
  82037. get: function () {
  82038. return this._leftTrigger;
  82039. },
  82040. /**
  82041. * Sets the left trigger value
  82042. */
  82043. set: function (newValue) {
  82044. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  82045. this._onlefttriggerchanged(newValue);
  82046. }
  82047. this._leftTrigger = newValue;
  82048. },
  82049. enumerable: true,
  82050. configurable: true
  82051. });
  82052. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  82053. /**
  82054. * Gets the right trigger value
  82055. */
  82056. get: function () {
  82057. return this._rightTrigger;
  82058. },
  82059. /**
  82060. * Sets the right trigger value
  82061. */
  82062. set: function (newValue) {
  82063. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  82064. this._onrighttriggerchanged(newValue);
  82065. }
  82066. this._rightTrigger = newValue;
  82067. },
  82068. enumerable: true,
  82069. configurable: true
  82070. });
  82071. /**
  82072. * Defines the callback to call when a button is pressed
  82073. * @param callback defines the callback to use
  82074. */
  82075. Xbox360Pad.prototype.onbuttondown = function (callback) {
  82076. this._onbuttondown = callback;
  82077. };
  82078. /**
  82079. * Defines the callback to call when a button is released
  82080. * @param callback defines the callback to use
  82081. */
  82082. Xbox360Pad.prototype.onbuttonup = function (callback) {
  82083. this._onbuttonup = callback;
  82084. };
  82085. /**
  82086. * Defines the callback to call when a pad is pressed
  82087. * @param callback defines the callback to use
  82088. */
  82089. Xbox360Pad.prototype.ondpaddown = function (callback) {
  82090. this._ondpaddown = callback;
  82091. };
  82092. /**
  82093. * Defines the callback to call when a pad is released
  82094. * @param callback defines the callback to use
  82095. */
  82096. Xbox360Pad.prototype.ondpadup = function (callback) {
  82097. this._ondpadup = callback;
  82098. };
  82099. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  82100. if (newValue !== currentValue) {
  82101. if (newValue === 1) {
  82102. if (this._onbuttondown) {
  82103. this._onbuttondown(buttonType);
  82104. }
  82105. this.onButtonDownObservable.notifyObservers(buttonType);
  82106. }
  82107. if (newValue === 0) {
  82108. if (this._onbuttonup) {
  82109. this._onbuttonup(buttonType);
  82110. }
  82111. this.onButtonUpObservable.notifyObservers(buttonType);
  82112. }
  82113. }
  82114. return newValue;
  82115. };
  82116. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82117. if (newValue !== currentValue) {
  82118. if (newValue === 1) {
  82119. if (this._ondpaddown) {
  82120. this._ondpaddown(buttonType);
  82121. }
  82122. this.onPadDownObservable.notifyObservers(buttonType);
  82123. }
  82124. if (newValue === 0) {
  82125. if (this._ondpadup) {
  82126. this._ondpadup(buttonType);
  82127. }
  82128. this.onPadUpObservable.notifyObservers(buttonType);
  82129. }
  82130. }
  82131. return newValue;
  82132. };
  82133. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  82134. /**
  82135. * Gets the value of the `A` button
  82136. */
  82137. get: function () {
  82138. return this._buttonA;
  82139. },
  82140. /**
  82141. * Sets the value of the `A` button
  82142. */
  82143. set: function (value) {
  82144. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  82145. },
  82146. enumerable: true,
  82147. configurable: true
  82148. });
  82149. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  82150. /**
  82151. * Gets the value of the `B` button
  82152. */
  82153. get: function () {
  82154. return this._buttonB;
  82155. },
  82156. /**
  82157. * Sets the value of the `B` button
  82158. */
  82159. set: function (value) {
  82160. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  82161. },
  82162. enumerable: true,
  82163. configurable: true
  82164. });
  82165. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  82166. /**
  82167. * Gets the value of the `X` button
  82168. */
  82169. get: function () {
  82170. return this._buttonX;
  82171. },
  82172. /**
  82173. * Sets the value of the `X` button
  82174. */
  82175. set: function (value) {
  82176. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  82177. },
  82178. enumerable: true,
  82179. configurable: true
  82180. });
  82181. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  82182. /**
  82183. * Gets the value of the `Y` button
  82184. */
  82185. get: function () {
  82186. return this._buttonY;
  82187. },
  82188. /**
  82189. * Sets the value of the `Y` button
  82190. */
  82191. set: function (value) {
  82192. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  82193. },
  82194. enumerable: true,
  82195. configurable: true
  82196. });
  82197. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  82198. /**
  82199. * Gets the value of the `Start` button
  82200. */
  82201. get: function () {
  82202. return this._buttonStart;
  82203. },
  82204. /**
  82205. * Sets the value of the `Start` button
  82206. */
  82207. set: function (value) {
  82208. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  82209. },
  82210. enumerable: true,
  82211. configurable: true
  82212. });
  82213. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  82214. /**
  82215. * Gets the value of the `Back` button
  82216. */
  82217. get: function () {
  82218. return this._buttonBack;
  82219. },
  82220. /**
  82221. * Sets the value of the `Back` button
  82222. */
  82223. set: function (value) {
  82224. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  82225. },
  82226. enumerable: true,
  82227. configurable: true
  82228. });
  82229. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  82230. /**
  82231. * Gets the value of the `Left` button
  82232. */
  82233. get: function () {
  82234. return this._buttonLB;
  82235. },
  82236. /**
  82237. * Sets the value of the `Left` button
  82238. */
  82239. set: function (value) {
  82240. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  82241. },
  82242. enumerable: true,
  82243. configurable: true
  82244. });
  82245. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  82246. /**
  82247. * Gets the value of the `Right` button
  82248. */
  82249. get: function () {
  82250. return this._buttonRB;
  82251. },
  82252. /**
  82253. * Sets the value of the `Right` button
  82254. */
  82255. set: function (value) {
  82256. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  82257. },
  82258. enumerable: true,
  82259. configurable: true
  82260. });
  82261. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  82262. /**
  82263. * Gets the value of the Left joystick
  82264. */
  82265. get: function () {
  82266. return this._buttonLeftStick;
  82267. },
  82268. /**
  82269. * Sets the value of the Left joystick
  82270. */
  82271. set: function (value) {
  82272. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  82273. },
  82274. enumerable: true,
  82275. configurable: true
  82276. });
  82277. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  82278. /**
  82279. * Gets the value of the Right joystick
  82280. */
  82281. get: function () {
  82282. return this._buttonRightStick;
  82283. },
  82284. /**
  82285. * Sets the value of the Right joystick
  82286. */
  82287. set: function (value) {
  82288. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  82289. },
  82290. enumerable: true,
  82291. configurable: true
  82292. });
  82293. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  82294. /**
  82295. * Gets the value of D-pad up
  82296. */
  82297. get: function () {
  82298. return this._dPadUp;
  82299. },
  82300. /**
  82301. * Sets the value of D-pad up
  82302. */
  82303. set: function (value) {
  82304. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  82305. },
  82306. enumerable: true,
  82307. configurable: true
  82308. });
  82309. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  82310. /**
  82311. * Gets the value of D-pad down
  82312. */
  82313. get: function () {
  82314. return this._dPadDown;
  82315. },
  82316. /**
  82317. * Sets the value of D-pad down
  82318. */
  82319. set: function (value) {
  82320. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  82321. },
  82322. enumerable: true,
  82323. configurable: true
  82324. });
  82325. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  82326. /**
  82327. * Gets the value of D-pad left
  82328. */
  82329. get: function () {
  82330. return this._dPadLeft;
  82331. },
  82332. /**
  82333. * Sets the value of D-pad left
  82334. */
  82335. set: function (value) {
  82336. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  82337. },
  82338. enumerable: true,
  82339. configurable: true
  82340. });
  82341. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  82342. /**
  82343. * Gets the value of D-pad right
  82344. */
  82345. get: function () {
  82346. return this._dPadRight;
  82347. },
  82348. /**
  82349. * Sets the value of D-pad right
  82350. */
  82351. set: function (value) {
  82352. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  82353. },
  82354. enumerable: true,
  82355. configurable: true
  82356. });
  82357. /**
  82358. * Force the gamepad to synchronize with device values
  82359. */
  82360. Xbox360Pad.prototype.update = function () {
  82361. _super.prototype.update.call(this);
  82362. if (this._isXboxOnePad) {
  82363. this.buttonA = this.browserGamepad.buttons[0].value;
  82364. this.buttonB = this.browserGamepad.buttons[1].value;
  82365. this.buttonX = this.browserGamepad.buttons[2].value;
  82366. this.buttonY = this.browserGamepad.buttons[3].value;
  82367. this.buttonLB = this.browserGamepad.buttons[4].value;
  82368. this.buttonRB = this.browserGamepad.buttons[5].value;
  82369. this.leftTrigger = this.browserGamepad.axes[2];
  82370. this.rightTrigger = this.browserGamepad.axes[5];
  82371. this.buttonBack = this.browserGamepad.buttons[9].value;
  82372. this.buttonStart = this.browserGamepad.buttons[8].value;
  82373. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  82374. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  82375. this.dPadUp = this.browserGamepad.buttons[11].value;
  82376. this.dPadDown = this.browserGamepad.buttons[12].value;
  82377. this.dPadLeft = this.browserGamepad.buttons[13].value;
  82378. this.dPadRight = this.browserGamepad.buttons[14].value;
  82379. }
  82380. else {
  82381. this.buttonA = this.browserGamepad.buttons[0].value;
  82382. this.buttonB = this.browserGamepad.buttons[1].value;
  82383. this.buttonX = this.browserGamepad.buttons[2].value;
  82384. this.buttonY = this.browserGamepad.buttons[3].value;
  82385. this.buttonLB = this.browserGamepad.buttons[4].value;
  82386. this.buttonRB = this.browserGamepad.buttons[5].value;
  82387. this.leftTrigger = this.browserGamepad.buttons[6].value;
  82388. this.rightTrigger = this.browserGamepad.buttons[7].value;
  82389. this.buttonBack = this.browserGamepad.buttons[8].value;
  82390. this.buttonStart = this.browserGamepad.buttons[9].value;
  82391. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  82392. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  82393. this.dPadUp = this.browserGamepad.buttons[12].value;
  82394. this.dPadDown = this.browserGamepad.buttons[13].value;
  82395. this.dPadLeft = this.browserGamepad.buttons[14].value;
  82396. this.dPadRight = this.browserGamepad.buttons[15].value;
  82397. }
  82398. };
  82399. /**
  82400. * Disposes the gamepad
  82401. */
  82402. Xbox360Pad.prototype.dispose = function () {
  82403. _super.prototype.dispose.call(this);
  82404. this.onButtonDownObservable.clear();
  82405. this.onButtonUpObservable.clear();
  82406. this.onPadDownObservable.clear();
  82407. this.onPadUpObservable.clear();
  82408. };
  82409. return Xbox360Pad;
  82410. }(BABYLON.Gamepad));
  82411. BABYLON.Xbox360Pad = Xbox360Pad;
  82412. })(BABYLON || (BABYLON = {}));
  82413. //# sourceMappingURL=babylon.xboxGamepad.js.map
  82414. var BABYLON;
  82415. (function (BABYLON) {
  82416. /**
  82417. * Defines the types of pose enabled controllers that are supported
  82418. */
  82419. var PoseEnabledControllerType;
  82420. (function (PoseEnabledControllerType) {
  82421. /**
  82422. * HTC Vive
  82423. */
  82424. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  82425. /**
  82426. * Oculus Rift
  82427. */
  82428. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  82429. /**
  82430. * Windows mixed reality
  82431. */
  82432. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  82433. /**
  82434. * Samsung gear VR
  82435. */
  82436. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  82437. /**
  82438. * Google Daydream
  82439. */
  82440. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  82441. /**
  82442. * Generic
  82443. */
  82444. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  82445. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  82446. /**
  82447. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82448. */
  82449. var PoseEnabledControllerHelper = /** @class */ (function () {
  82450. function PoseEnabledControllerHelper() {
  82451. }
  82452. /**
  82453. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82454. * @param vrGamepad the gamepad to initialized
  82455. * @returns a vr controller of the type the gamepad identified as
  82456. */
  82457. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  82458. // Oculus Touch
  82459. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  82460. return new BABYLON.OculusTouchController(vrGamepad);
  82461. }
  82462. // Windows Mixed Reality controllers
  82463. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  82464. return new BABYLON.WindowsMotionController(vrGamepad);
  82465. }
  82466. // HTC Vive
  82467. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  82468. return new BABYLON.ViveController(vrGamepad);
  82469. }
  82470. // Samsung/Oculus Gear VR or Oculus Go
  82471. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  82472. return new BABYLON.GearVRController(vrGamepad);
  82473. }
  82474. // Google Daydream
  82475. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  82476. return new BABYLON.DaydreamController(vrGamepad);
  82477. }
  82478. // Generic
  82479. else {
  82480. return new BABYLON.GenericController(vrGamepad);
  82481. }
  82482. };
  82483. return PoseEnabledControllerHelper;
  82484. }());
  82485. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  82486. /**
  82487. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82488. */
  82489. var PoseEnabledController = /** @class */ (function (_super) {
  82490. __extends(PoseEnabledController, _super);
  82491. /**
  82492. * Creates a new PoseEnabledController from a gamepad
  82493. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82494. */
  82495. function PoseEnabledController(browserGamepad) {
  82496. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  82497. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  82498. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  82499. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  82500. /**
  82501. * The device position in babylon space
  82502. */
  82503. _this.devicePosition = BABYLON.Vector3.Zero();
  82504. /**
  82505. * The device rotation in babylon space
  82506. */
  82507. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  82508. /**
  82509. * The scale factor of the device in babylon space
  82510. */
  82511. _this.deviceScaleFactor = 1;
  82512. // Used to convert 6dof controllers to 3dof
  82513. _this._trackPosition = true;
  82514. _this._maxRotationDistFromHeadset = Math.PI / 5;
  82515. _this._draggedRoomRotation = 0;
  82516. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  82517. /**
  82518. * Internal, matrix used to convert room space to babylon space
  82519. * @hidden
  82520. */
  82521. _this._deviceToWorld = BABYLON.Matrix.Identity();
  82522. /**
  82523. * Node to be used when casting a ray from the controller
  82524. * @hidden
  82525. */
  82526. _this._pointingPoseNode = null;
  82527. _this._workingMatrix = BABYLON.Matrix.Identity();
  82528. /**
  82529. * @hidden
  82530. */
  82531. _this._meshAttachedObservable = new BABYLON.Observable();
  82532. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  82533. _this.controllerType = PoseEnabledControllerType.GENERIC;
  82534. _this.position = BABYLON.Vector3.Zero();
  82535. _this.rotationQuaternion = new BABYLON.Quaternion();
  82536. _this._calculatedPosition = BABYLON.Vector3.Zero();
  82537. _this._calculatedRotation = new BABYLON.Quaternion();
  82538. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  82539. return _this;
  82540. }
  82541. /**
  82542. * @hidden
  82543. */
  82544. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  82545. if (this._trackPosition) {
  82546. this._calculatedPosition.copyFrom(fixedPosition);
  82547. this._trackPosition = false;
  82548. }
  82549. };
  82550. /**
  82551. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82552. */
  82553. PoseEnabledController.prototype.update = function () {
  82554. _super.prototype.update.call(this);
  82555. this._updatePoseAndMesh();
  82556. };
  82557. /**
  82558. * Updates only the pose device and mesh without doing any button event checking
  82559. */
  82560. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  82561. var pose = this.browserGamepad.pose;
  82562. this.updateFromDevice(pose);
  82563. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  82564. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  82565. camera._computeDevicePosition();
  82566. this._deviceToWorld.setTranslation(camera.devicePosition);
  82567. if (camera.deviceRotationQuaternion) {
  82568. var camera = camera;
  82569. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  82570. // Find the radian distance away that the headset is from the controllers rotation
  82571. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  82572. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  82573. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  82574. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  82575. this._draggedRoomRotation += rotationAmount;
  82576. // Rotate controller around headset
  82577. var sin = Math.sin(-rotationAmount);
  82578. var cos = Math.cos(-rotationAmount);
  82579. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  82580. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  82581. }
  82582. }
  82583. }
  82584. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  82585. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  82586. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  82587. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  82588. if (this._mesh) {
  82589. this._mesh.position.copyFrom(this.devicePosition);
  82590. if (this._mesh.rotationQuaternion) {
  82591. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  82592. }
  82593. }
  82594. };
  82595. /**
  82596. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82597. * @param poseData raw pose fromthe device
  82598. */
  82599. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  82600. if (poseData) {
  82601. this.rawPose = poseData;
  82602. if (poseData.position) {
  82603. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  82604. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  82605. this._deviceRoomPosition.z *= -1;
  82606. }
  82607. if (this._trackPosition) {
  82608. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  82609. }
  82610. this._calculatedPosition.addInPlace(this.position);
  82611. }
  82612. var pose = this.rawPose;
  82613. if (poseData.orientation && pose.orientation) {
  82614. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  82615. if (this._mesh) {
  82616. if (this._mesh.getScene().useRightHandedSystem) {
  82617. this._deviceRoomRotationQuaternion.z *= -1;
  82618. this._deviceRoomRotationQuaternion.w *= -1;
  82619. }
  82620. else {
  82621. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  82622. }
  82623. }
  82624. // if the camera is set, rotate to the camera's rotation
  82625. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  82626. }
  82627. }
  82628. };
  82629. /**
  82630. * Attaches a mesh to the controller
  82631. * @param mesh the mesh to be attached
  82632. */
  82633. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  82634. if (this._mesh) {
  82635. this._mesh.parent = null;
  82636. }
  82637. this._mesh = mesh;
  82638. if (this._poseControlledCamera) {
  82639. this._mesh.parent = this._poseControlledCamera;
  82640. }
  82641. if (!this._mesh.rotationQuaternion) {
  82642. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  82643. }
  82644. // 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
  82645. this._updatePoseAndMesh();
  82646. if (this._pointingPoseNode) {
  82647. var parents = [];
  82648. var obj = this._pointingPoseNode;
  82649. while (obj.parent) {
  82650. parents.push(obj.parent);
  82651. obj = obj.parent;
  82652. }
  82653. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  82654. }
  82655. this._meshAttachedObservable.notifyObservers(mesh);
  82656. };
  82657. /**
  82658. * Attaches the controllers mesh to a camera
  82659. * @param camera the camera the mesh should be attached to
  82660. */
  82661. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  82662. this._poseControlledCamera = camera;
  82663. if (this._mesh) {
  82664. this._mesh.parent = this._poseControlledCamera;
  82665. }
  82666. };
  82667. /**
  82668. * Disposes of the controller
  82669. */
  82670. PoseEnabledController.prototype.dispose = function () {
  82671. if (this._mesh) {
  82672. this._mesh.dispose();
  82673. }
  82674. this._mesh = null;
  82675. _super.prototype.dispose.call(this);
  82676. };
  82677. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  82678. /**
  82679. * The mesh that is attached to the controller
  82680. */
  82681. get: function () {
  82682. return this._mesh;
  82683. },
  82684. enumerable: true,
  82685. configurable: true
  82686. });
  82687. /**
  82688. * Gets the ray of the controller in the direction the controller is pointing
  82689. * @param length the length the resulting ray should be
  82690. * @returns a ray in the direction the controller is pointing
  82691. */
  82692. PoseEnabledController.prototype.getForwardRay = function (length) {
  82693. if (length === void 0) { length = 100; }
  82694. if (!this.mesh) {
  82695. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  82696. }
  82697. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  82698. var origin = m.getTranslation();
  82699. var forward = new BABYLON.Vector3(0, 0, -1);
  82700. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  82701. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  82702. return new BABYLON.Ray(origin, direction, length);
  82703. };
  82704. /**
  82705. * Name of the child mesh that can be used to cast a ray from the controller
  82706. */
  82707. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  82708. return PoseEnabledController;
  82709. }(BABYLON.Gamepad));
  82710. BABYLON.PoseEnabledController = PoseEnabledController;
  82711. })(BABYLON || (BABYLON = {}));
  82712. //# sourceMappingURL=babylon.poseEnabledController.js.map
  82713. var BABYLON;
  82714. (function (BABYLON) {
  82715. /**
  82716. * Defines the WebVRController object that represents controllers tracked in 3D space
  82717. */
  82718. var WebVRController = /** @class */ (function (_super) {
  82719. __extends(WebVRController, _super);
  82720. /**
  82721. * Creates a new WebVRController from a gamepad
  82722. * @param vrGamepad the gamepad that the WebVRController should be created from
  82723. */
  82724. function WebVRController(vrGamepad) {
  82725. var _this = _super.call(this, vrGamepad) || this;
  82726. // Observables
  82727. /**
  82728. * Fired when the trigger state has changed
  82729. */
  82730. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  82731. /**
  82732. * Fired when the main button state has changed
  82733. */
  82734. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  82735. /**
  82736. * Fired when the secondary button state has changed
  82737. */
  82738. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  82739. /**
  82740. * Fired when the pad state has changed
  82741. */
  82742. _this.onPadStateChangedObservable = new BABYLON.Observable();
  82743. /**
  82744. * Fired when controllers stick values have changed
  82745. */
  82746. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  82747. /**
  82748. * X and Y axis corrisponding to the controllers joystick
  82749. */
  82750. _this.pad = { x: 0, y: 0 };
  82751. // avoid GC, store state in a tmp object
  82752. _this._changes = {
  82753. pressChanged: false,
  82754. touchChanged: false,
  82755. valueChanged: false,
  82756. changed: false
  82757. };
  82758. _this._buttons = new Array(vrGamepad.buttons.length);
  82759. _this.hand = vrGamepad.hand;
  82760. return _this;
  82761. }
  82762. /**
  82763. * Fired when a controller button's state has changed
  82764. * @param callback the callback containing the button that was modified
  82765. */
  82766. WebVRController.prototype.onButtonStateChange = function (callback) {
  82767. this._onButtonStateChange = callback;
  82768. };
  82769. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  82770. /**
  82771. * The default controller model for the controller
  82772. */
  82773. get: function () {
  82774. return this._defaultModel;
  82775. },
  82776. enumerable: true,
  82777. configurable: true
  82778. });
  82779. /**
  82780. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  82781. */
  82782. WebVRController.prototype.update = function () {
  82783. _super.prototype.update.call(this);
  82784. for (var index = 0; index < this._buttons.length; index++) {
  82785. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  82786. }
  82787. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  82788. this.pad.x = this.leftStick.x;
  82789. this.pad.y = this.leftStick.y;
  82790. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  82791. }
  82792. };
  82793. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  82794. if (!newState) {
  82795. newState = {
  82796. pressed: false,
  82797. touched: false,
  82798. value: 0
  82799. };
  82800. }
  82801. if (!currentState) {
  82802. this._buttons[buttonIndex] = {
  82803. pressed: newState.pressed,
  82804. touched: newState.touched,
  82805. value: newState.value
  82806. };
  82807. return;
  82808. }
  82809. this._checkChanges(newState, currentState);
  82810. if (this._changes.changed) {
  82811. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  82812. this._handleButtonChange(buttonIndex, newState, this._changes);
  82813. }
  82814. this._buttons[buttonIndex].pressed = newState.pressed;
  82815. this._buttons[buttonIndex].touched = newState.touched;
  82816. // oculus triggers are never 0, thou not touched.
  82817. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  82818. };
  82819. WebVRController.prototype._checkChanges = function (newState, currentState) {
  82820. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  82821. this._changes.touchChanged = newState.touched !== currentState.touched;
  82822. this._changes.valueChanged = newState.value !== currentState.value;
  82823. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  82824. return this._changes;
  82825. };
  82826. /**
  82827. * Disposes of th webVRCOntroller
  82828. */
  82829. WebVRController.prototype.dispose = function () {
  82830. _super.prototype.dispose.call(this);
  82831. this.onTriggerStateChangedObservable.clear();
  82832. this.onMainButtonStateChangedObservable.clear();
  82833. this.onSecondaryButtonStateChangedObservable.clear();
  82834. this.onPadStateChangedObservable.clear();
  82835. this.onPadValuesChangedObservable.clear();
  82836. };
  82837. return WebVRController;
  82838. }(BABYLON.PoseEnabledController));
  82839. BABYLON.WebVRController = WebVRController;
  82840. })(BABYLON || (BABYLON = {}));
  82841. //# sourceMappingURL=babylon.webVRController.js.map
  82842. var BABYLON;
  82843. (function (BABYLON) {
  82844. /**
  82845. * Oculus Touch Controller
  82846. */
  82847. var OculusTouchController = /** @class */ (function (_super) {
  82848. __extends(OculusTouchController, _super);
  82849. /**
  82850. * Creates a new OculusTouchController from a gamepad
  82851. * @param vrGamepad the gamepad that the controller should be created from
  82852. */
  82853. function OculusTouchController(vrGamepad) {
  82854. var _this = _super.call(this, vrGamepad) || this;
  82855. /**
  82856. * Fired when the secondary trigger on this controller is modified
  82857. */
  82858. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  82859. /**
  82860. * Fired when the thumb rest on this controller is modified
  82861. */
  82862. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  82863. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  82864. return _this;
  82865. }
  82866. /**
  82867. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82868. * @param scene scene in which to add meshes
  82869. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82870. */
  82871. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82872. var _this = this;
  82873. var meshName;
  82874. // Hand
  82875. if (this.hand === 'left') {
  82876. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  82877. }
  82878. else { // Right is the default if no hand is specified
  82879. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  82880. }
  82881. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  82882. /*
  82883. Parent Mesh name: oculus_touch_left
  82884. - body
  82885. - trigger
  82886. - thumbstick
  82887. - grip
  82888. - button_y
  82889. - button_x
  82890. - button_enter
  82891. */
  82892. _this._defaultModel = newMeshes[1];
  82893. _this.attachToMesh(_this._defaultModel);
  82894. if (meshLoaded) {
  82895. meshLoaded(_this._defaultModel);
  82896. }
  82897. });
  82898. };
  82899. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  82900. /**
  82901. * Fired when the A button on this controller is modified
  82902. */
  82903. get: function () {
  82904. if (this.hand === 'right') {
  82905. return this.onMainButtonStateChangedObservable;
  82906. }
  82907. else {
  82908. throw new Error('No A button on left hand');
  82909. }
  82910. },
  82911. enumerable: true,
  82912. configurable: true
  82913. });
  82914. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  82915. /**
  82916. * Fired when the B button on this controller is modified
  82917. */
  82918. get: function () {
  82919. if (this.hand === 'right') {
  82920. return this.onSecondaryButtonStateChangedObservable;
  82921. }
  82922. else {
  82923. throw new Error('No B button on left hand');
  82924. }
  82925. },
  82926. enumerable: true,
  82927. configurable: true
  82928. });
  82929. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  82930. /**
  82931. * Fired when the X button on this controller is modified
  82932. */
  82933. get: function () {
  82934. if (this.hand === 'left') {
  82935. return this.onMainButtonStateChangedObservable;
  82936. }
  82937. else {
  82938. throw new Error('No X button on right hand');
  82939. }
  82940. },
  82941. enumerable: true,
  82942. configurable: true
  82943. });
  82944. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  82945. /**
  82946. * Fired when the Y button on this controller is modified
  82947. */
  82948. get: function () {
  82949. if (this.hand === 'left') {
  82950. return this.onSecondaryButtonStateChangedObservable;
  82951. }
  82952. else {
  82953. throw new Error('No Y button on right hand');
  82954. }
  82955. },
  82956. enumerable: true,
  82957. configurable: true
  82958. });
  82959. /**
  82960. * Called once for each button that changed state since the last frame
  82961. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  82962. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  82963. * 2) secondary trigger (same)
  82964. * 3) A (right) X (left), touch, pressed = value
  82965. * 4) B / Y
  82966. * 5) thumb rest
  82967. * @param buttonIdx Which button index changed
  82968. * @param state New state of the button
  82969. * @param changes Which properties on the state changed since last frame
  82970. */
  82971. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82972. var notifyObject = state; //{ state: state, changes: changes };
  82973. var triggerDirection = this.hand === 'right' ? -1 : 1;
  82974. switch (buttonIdx) {
  82975. case 0:
  82976. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  82977. return;
  82978. case 1: // index trigger
  82979. if (this._defaultModel) {
  82980. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  82981. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  82982. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  82983. }
  82984. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  82985. return;
  82986. case 2: // secondary trigger
  82987. if (this._defaultModel) {
  82988. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  82989. }
  82990. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  82991. return;
  82992. case 3:
  82993. if (this._defaultModel) {
  82994. if (notifyObject.pressed) {
  82995. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  82996. }
  82997. else {
  82998. (this._defaultModel.getChildren()[1]).position.y = 0;
  82999. }
  83000. }
  83001. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83002. return;
  83003. case 4:
  83004. if (this._defaultModel) {
  83005. if (notifyObject.pressed) {
  83006. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83007. }
  83008. else {
  83009. (this._defaultModel.getChildren()[2]).position.y = 0;
  83010. }
  83011. }
  83012. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83013. return;
  83014. case 5:
  83015. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  83016. return;
  83017. }
  83018. };
  83019. /**
  83020. * Base Url for the controller model.
  83021. */
  83022. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  83023. /**
  83024. * File name for the left controller model.
  83025. */
  83026. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  83027. /**
  83028. * File name for the right controller model.
  83029. */
  83030. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  83031. return OculusTouchController;
  83032. }(BABYLON.WebVRController));
  83033. BABYLON.OculusTouchController = OculusTouchController;
  83034. })(BABYLON || (BABYLON = {}));
  83035. //# sourceMappingURL=babylon.oculusTouchController.js.map
  83036. var BABYLON;
  83037. (function (BABYLON) {
  83038. /**
  83039. * Vive Controller
  83040. */
  83041. var ViveController = /** @class */ (function (_super) {
  83042. __extends(ViveController, _super);
  83043. /**
  83044. * Creates a new ViveController from a gamepad
  83045. * @param vrGamepad the gamepad that the controller should be created from
  83046. */
  83047. function ViveController(vrGamepad) {
  83048. var _this = _super.call(this, vrGamepad) || this;
  83049. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  83050. _this._invertLeftStickY = true;
  83051. return _this;
  83052. }
  83053. /**
  83054. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83055. * @param scene scene in which to add meshes
  83056. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83057. */
  83058. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83059. var _this = this;
  83060. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  83061. /*
  83062. Parent Mesh name: ViveWand
  83063. - body
  83064. - r_gripper
  83065. - l_gripper
  83066. - menu_button
  83067. - system_button
  83068. - trackpad
  83069. - trigger
  83070. - LED
  83071. */
  83072. _this._defaultModel = newMeshes[1];
  83073. _this.attachToMesh(_this._defaultModel);
  83074. if (meshLoaded) {
  83075. meshLoaded(_this._defaultModel);
  83076. }
  83077. });
  83078. };
  83079. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  83080. /**
  83081. * Fired when the left button on this controller is modified
  83082. */
  83083. get: function () {
  83084. return this.onMainButtonStateChangedObservable;
  83085. },
  83086. enumerable: true,
  83087. configurable: true
  83088. });
  83089. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  83090. /**
  83091. * Fired when the right button on this controller is modified
  83092. */
  83093. get: function () {
  83094. return this.onMainButtonStateChangedObservable;
  83095. },
  83096. enumerable: true,
  83097. configurable: true
  83098. });
  83099. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  83100. /**
  83101. * Fired when the menu button on this controller is modified
  83102. */
  83103. get: function () {
  83104. return this.onSecondaryButtonStateChangedObservable;
  83105. },
  83106. enumerable: true,
  83107. configurable: true
  83108. });
  83109. /**
  83110. * Called once for each button that changed state since the last frame
  83111. * Vive mapping:
  83112. * 0: touchpad
  83113. * 1: trigger
  83114. * 2: left AND right buttons
  83115. * 3: menu button
  83116. * @param buttonIdx Which button index changed
  83117. * @param state New state of the button
  83118. * @param changes Which properties on the state changed since last frame
  83119. */
  83120. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83121. var notifyObject = state; //{ state: state, changes: changes };
  83122. switch (buttonIdx) {
  83123. case 0:
  83124. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83125. return;
  83126. case 1: // index trigger
  83127. if (this._defaultModel) {
  83128. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83129. }
  83130. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83131. return;
  83132. case 2: // left AND right button
  83133. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83134. return;
  83135. case 3:
  83136. if (this._defaultModel) {
  83137. if (notifyObject.pressed) {
  83138. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83139. }
  83140. else {
  83141. (this._defaultModel.getChildren()[2]).position.y = 0;
  83142. }
  83143. }
  83144. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83145. return;
  83146. }
  83147. };
  83148. /**
  83149. * Base Url for the controller model.
  83150. */
  83151. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  83152. /**
  83153. * File name for the controller model.
  83154. */
  83155. ViveController.MODEL_FILENAME = 'wand.babylon';
  83156. return ViveController;
  83157. }(BABYLON.WebVRController));
  83158. BABYLON.ViveController = ViveController;
  83159. })(BABYLON || (BABYLON = {}));
  83160. //# sourceMappingURL=babylon.viveController.js.map
  83161. var BABYLON;
  83162. (function (BABYLON) {
  83163. /**
  83164. * Generic Controller
  83165. */
  83166. var GenericController = /** @class */ (function (_super) {
  83167. __extends(GenericController, _super);
  83168. /**
  83169. * Creates a new GenericController from a gamepad
  83170. * @param vrGamepad the gamepad that the controller should be created from
  83171. */
  83172. function GenericController(vrGamepad) {
  83173. return _super.call(this, vrGamepad) || this;
  83174. }
  83175. /**
  83176. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83177. * @param scene scene in which to add meshes
  83178. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83179. */
  83180. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83181. var _this = this;
  83182. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  83183. _this._defaultModel = newMeshes[1];
  83184. _this.attachToMesh(_this._defaultModel);
  83185. if (meshLoaded) {
  83186. meshLoaded(_this._defaultModel);
  83187. }
  83188. });
  83189. };
  83190. /**
  83191. * Called once for each button that changed state since the last frame
  83192. * @param buttonIdx Which button index changed
  83193. * @param state New state of the button
  83194. * @param changes Which properties on the state changed since last frame
  83195. */
  83196. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83197. console.log("Button id: " + buttonIdx + "state: ");
  83198. console.dir(state);
  83199. };
  83200. /**
  83201. * Base Url for the controller model.
  83202. */
  83203. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83204. /**
  83205. * File name for the controller model.
  83206. */
  83207. GenericController.MODEL_FILENAME = 'generic.babylon';
  83208. return GenericController;
  83209. }(BABYLON.WebVRController));
  83210. BABYLON.GenericController = GenericController;
  83211. })(BABYLON || (BABYLON = {}));
  83212. //# sourceMappingURL=babylon.genericController.js.map
  83213. var BABYLON;
  83214. (function (BABYLON) {
  83215. /**
  83216. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  83217. */
  83218. var LoadedMeshInfo = /** @class */ (function () {
  83219. function LoadedMeshInfo() {
  83220. /**
  83221. * Map of the button meshes contained in the controller
  83222. */
  83223. this.buttonMeshes = {};
  83224. /**
  83225. * Map of the axis meshes contained in the controller
  83226. */
  83227. this.axisMeshes = {};
  83228. }
  83229. return LoadedMeshInfo;
  83230. }());
  83231. /**
  83232. * Defines the WindowsMotionController object that the state of the windows motion controller
  83233. */
  83234. var WindowsMotionController = /** @class */ (function (_super) {
  83235. __extends(WindowsMotionController, _super);
  83236. /**
  83237. * Creates a new WindowsMotionController from a gamepad
  83238. * @param vrGamepad the gamepad that the controller should be created from
  83239. */
  83240. function WindowsMotionController(vrGamepad) {
  83241. var _this = _super.call(this, vrGamepad) || this;
  83242. _this._mapping = {
  83243. // Semantic button names
  83244. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  83245. // A mapping of the button name to glTF model node name
  83246. // that should be transformed by button value.
  83247. buttonMeshNames: {
  83248. 'trigger': 'SELECT',
  83249. 'menu': 'MENU',
  83250. 'grip': 'GRASP',
  83251. 'thumbstick': 'THUMBSTICK_PRESS',
  83252. 'trackpad': 'TOUCHPAD_PRESS'
  83253. },
  83254. // This mapping is used to translate from the Motion Controller to Babylon semantics
  83255. buttonObservableNames: {
  83256. 'trigger': 'onTriggerStateChangedObservable',
  83257. 'menu': 'onSecondaryButtonStateChangedObservable',
  83258. 'grip': 'onMainButtonStateChangedObservable',
  83259. 'thumbstick': 'onPadStateChangedObservable',
  83260. 'trackpad': 'onTrackpadChangedObservable'
  83261. },
  83262. // A mapping of the axis name to glTF model node name
  83263. // that should be transformed by axis value.
  83264. // This array mirrors the browserGamepad.axes array, such that
  83265. // the mesh corresponding to axis 0 is in this array index 0.
  83266. axisMeshNames: [
  83267. 'THUMBSTICK_X',
  83268. 'THUMBSTICK_Y',
  83269. 'TOUCHPAD_TOUCH_X',
  83270. 'TOUCHPAD_TOUCH_Y'
  83271. ],
  83272. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  83273. };
  83274. /**
  83275. * Fired when the trackpad on this controller is clicked
  83276. */
  83277. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  83278. /**
  83279. * Fired when the trackpad on this controller is modified
  83280. */
  83281. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  83282. /**
  83283. * The current x and y values of this controller's trackpad
  83284. */
  83285. _this.trackpad = { x: 0, y: 0 };
  83286. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  83287. _this._loadedMeshInfo = null;
  83288. return _this;
  83289. }
  83290. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  83291. /**
  83292. * Fired when the trigger on this controller is modified
  83293. */
  83294. get: function () {
  83295. return this.onTriggerStateChangedObservable;
  83296. },
  83297. enumerable: true,
  83298. configurable: true
  83299. });
  83300. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  83301. /**
  83302. * Fired when the menu button on this controller is modified
  83303. */
  83304. get: function () {
  83305. return this.onSecondaryButtonStateChangedObservable;
  83306. },
  83307. enumerable: true,
  83308. configurable: true
  83309. });
  83310. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  83311. /**
  83312. * Fired when the grip button on this controller is modified
  83313. */
  83314. get: function () {
  83315. return this.onMainButtonStateChangedObservable;
  83316. },
  83317. enumerable: true,
  83318. configurable: true
  83319. });
  83320. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  83321. /**
  83322. * Fired when the thumbstick button on this controller is modified
  83323. */
  83324. get: function () {
  83325. return this.onPadStateChangedObservable;
  83326. },
  83327. enumerable: true,
  83328. configurable: true
  83329. });
  83330. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  83331. /**
  83332. * Fired when the touchpad button on this controller is modified
  83333. */
  83334. get: function () {
  83335. return this.onTrackpadChangedObservable;
  83336. },
  83337. enumerable: true,
  83338. configurable: true
  83339. });
  83340. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  83341. /**
  83342. * Fired when the touchpad values on this controller are modified
  83343. */
  83344. get: function () {
  83345. return this.onTrackpadValuesChangedObservable;
  83346. },
  83347. enumerable: true,
  83348. configurable: true
  83349. });
  83350. WindowsMotionController.prototype._updateTrackpad = function () {
  83351. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  83352. this.trackpad.x = this.browserGamepad["axes"][2];
  83353. this.trackpad.y = this.browserGamepad["axes"][3];
  83354. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  83355. }
  83356. };
  83357. /**
  83358. * Called once per frame by the engine.
  83359. */
  83360. WindowsMotionController.prototype.update = function () {
  83361. _super.prototype.update.call(this);
  83362. if (this.browserGamepad.axes) {
  83363. this._updateTrackpad();
  83364. // Only need to animate axes if there is a loaded mesh
  83365. if (this._loadedMeshInfo) {
  83366. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  83367. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  83368. }
  83369. }
  83370. }
  83371. };
  83372. /**
  83373. * Called once for each button that changed state since the last frame
  83374. * @param buttonIdx Which button index changed
  83375. * @param state New state of the button
  83376. * @param changes Which properties on the state changed since last frame
  83377. */
  83378. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83379. var buttonName = this._mapping.buttons[buttonIdx];
  83380. if (!buttonName) {
  83381. return;
  83382. }
  83383. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  83384. this._updateTrackpad();
  83385. // Only emit events for buttons that we know how to map from index to name
  83386. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  83387. if (observable) {
  83388. observable.notifyObservers(state);
  83389. }
  83390. this._lerpButtonTransform(buttonName, state.value);
  83391. };
  83392. /**
  83393. * Moves the buttons on the controller mesh based on their current state
  83394. * @param buttonName the name of the button to move
  83395. * @param buttonValue the value of the button which determines the buttons new position
  83396. */
  83397. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  83398. // If there is no loaded mesh, there is nothing to transform.
  83399. if (!this._loadedMeshInfo) {
  83400. return;
  83401. }
  83402. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  83403. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83404. return;
  83405. }
  83406. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  83407. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  83408. };
  83409. /**
  83410. * Moves the axis on the controller mesh based on its current state
  83411. * @param axis the index of the axis
  83412. * @param axisValue the value of the axis which determines the meshes new position
  83413. * @hidden
  83414. */
  83415. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  83416. if (!this._loadedMeshInfo) {
  83417. return;
  83418. }
  83419. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  83420. if (!meshInfo) {
  83421. return;
  83422. }
  83423. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83424. return;
  83425. }
  83426. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  83427. var lerpValue = axisValue * 0.5 + 0.5;
  83428. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  83429. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  83430. };
  83431. /**
  83432. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83433. * @param scene scene in which to add meshes
  83434. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83435. */
  83436. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  83437. var _this = this;
  83438. if (forceDefault === void 0) { forceDefault = false; }
  83439. var path;
  83440. var filename;
  83441. // Checking if GLB loader is present
  83442. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  83443. // Determine the device specific folder based on the ID suffix
  83444. var device = 'default';
  83445. if (this.id && !forceDefault) {
  83446. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  83447. device = ((match && match[0]) || device);
  83448. }
  83449. // Hand
  83450. if (this.hand === 'left') {
  83451. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  83452. }
  83453. else { // Right is the default if no hand is specified
  83454. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  83455. }
  83456. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  83457. }
  83458. else {
  83459. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  83460. path = BABYLON.GenericController.MODEL_BASE_URL;
  83461. filename = BABYLON.GenericController.MODEL_FILENAME;
  83462. }
  83463. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  83464. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  83465. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  83466. if (!_this._loadedMeshInfo) {
  83467. return;
  83468. }
  83469. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  83470. _this.attachToMesh(_this._defaultModel);
  83471. if (meshLoaded) {
  83472. meshLoaded(_this._defaultModel);
  83473. }
  83474. }, null, function (scene, message) {
  83475. BABYLON.Tools.Log(message);
  83476. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  83477. if (!forceDefault) {
  83478. _this.initControllerMesh(scene, meshLoaded, true);
  83479. }
  83480. });
  83481. };
  83482. /**
  83483. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  83484. * can be transformed by button presses and axes values, based on this._mapping.
  83485. *
  83486. * @param scene scene in which the meshes exist
  83487. * @param meshes list of meshes that make up the controller model to process
  83488. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  83489. */
  83490. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  83491. var loadedMeshInfo = null;
  83492. // Create a new mesh to contain the glTF hierarchy
  83493. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  83494. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  83495. var childMesh = null;
  83496. for (var i = 0; i < meshes.length; i++) {
  83497. var mesh = meshes[i];
  83498. if (!mesh.parent) {
  83499. // Exclude controller meshes from picking results
  83500. mesh.isPickable = false;
  83501. // Handle root node, attach to the new parentMesh
  83502. childMesh = mesh;
  83503. break;
  83504. }
  83505. }
  83506. if (childMesh) {
  83507. childMesh.setParent(parentMesh);
  83508. // Create our mesh info. Note that this method will always return non-null.
  83509. loadedMeshInfo = this.createMeshInfo(parentMesh);
  83510. }
  83511. else {
  83512. BABYLON.Tools.Warn('Could not find root node in model file.');
  83513. }
  83514. return loadedMeshInfo;
  83515. };
  83516. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  83517. var loadedMeshInfo = new LoadedMeshInfo();
  83518. var i;
  83519. loadedMeshInfo.rootNode = rootNode;
  83520. // Reset the caches
  83521. loadedMeshInfo.buttonMeshes = {};
  83522. loadedMeshInfo.axisMeshes = {};
  83523. // Button Meshes
  83524. for (i = 0; i < this._mapping.buttons.length; i++) {
  83525. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  83526. if (!buttonMeshName) {
  83527. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  83528. continue;
  83529. }
  83530. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  83531. if (!buttonMesh) {
  83532. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  83533. continue;
  83534. }
  83535. var buttonMeshInfo = {
  83536. index: i,
  83537. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  83538. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  83539. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  83540. };
  83541. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  83542. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  83543. }
  83544. else {
  83545. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  83546. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  83547. '(VALUE: ' + !!buttonMeshInfo.value +
  83548. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  83549. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  83550. ')');
  83551. }
  83552. }
  83553. // Axis Meshes
  83554. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  83555. var axisMeshName = this._mapping.axisMeshNames[i];
  83556. if (!axisMeshName) {
  83557. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  83558. continue;
  83559. }
  83560. var axisMesh = getChildByName(rootNode, axisMeshName);
  83561. if (!axisMesh) {
  83562. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  83563. continue;
  83564. }
  83565. var axisMeshInfo = {
  83566. index: i,
  83567. value: getImmediateChildByName(axisMesh, 'VALUE'),
  83568. min: getImmediateChildByName(axisMesh, 'MIN'),
  83569. max: getImmediateChildByName(axisMesh, 'MAX')
  83570. };
  83571. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  83572. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  83573. }
  83574. else {
  83575. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  83576. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  83577. '(VALUE: ' + !!axisMeshInfo.value +
  83578. ', MIN: ' + !!axisMeshInfo.min +
  83579. ', MAX:' + !!axisMeshInfo.max +
  83580. ')');
  83581. }
  83582. }
  83583. // Pointing Ray
  83584. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  83585. if (!loadedMeshInfo.pointingPoseNode) {
  83586. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  83587. }
  83588. else {
  83589. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  83590. }
  83591. return loadedMeshInfo;
  83592. // Look through all children recursively. This will return null if no mesh exists with the given name.
  83593. function getChildByName(node, name) {
  83594. return node.getChildMeshes(false, function (n) { return n.name === name; })[0];
  83595. }
  83596. // Look through only immediate children. This will return null if no mesh exists with the given name.
  83597. function getImmediateChildByName(node, name) {
  83598. return node.getChildMeshes(true, function (n) { return n.name == name; })[0];
  83599. }
  83600. };
  83601. /**
  83602. * Gets the ray of the controller in the direction the controller is pointing
  83603. * @param length the length the resulting ray should be
  83604. * @returns a ray in the direction the controller is pointing
  83605. */
  83606. WindowsMotionController.prototype.getForwardRay = function (length) {
  83607. if (length === void 0) { length = 100; }
  83608. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  83609. return _super.prototype.getForwardRay.call(this, length);
  83610. }
  83611. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  83612. var origin = m.getTranslation();
  83613. var forward = new BABYLON.Vector3(0, 0, -1);
  83614. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83615. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83616. return new BABYLON.Ray(origin, direction, length);
  83617. };
  83618. /**
  83619. * Disposes of the controller
  83620. */
  83621. WindowsMotionController.prototype.dispose = function () {
  83622. _super.prototype.dispose.call(this);
  83623. this.onTrackpadChangedObservable.clear();
  83624. };
  83625. /**
  83626. * The base url used to load the left and right controller models
  83627. */
  83628. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  83629. /**
  83630. * The name of the left controller model file
  83631. */
  83632. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  83633. /**
  83634. * The name of the right controller model file
  83635. */
  83636. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  83637. /**
  83638. * The controller name prefix for this controller type
  83639. */
  83640. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  83641. /**
  83642. * The controller id pattern for this controller type
  83643. */
  83644. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  83645. return WindowsMotionController;
  83646. }(BABYLON.WebVRController));
  83647. BABYLON.WindowsMotionController = WindowsMotionController;
  83648. })(BABYLON || (BABYLON = {}));
  83649. //# sourceMappingURL=babylon.windowsMotionController.js.map
  83650. var BABYLON;
  83651. (function (BABYLON) {
  83652. /**
  83653. * Gear VR Controller
  83654. */
  83655. var GearVRController = /** @class */ (function (_super) {
  83656. __extends(GearVRController, _super);
  83657. /**
  83658. * Creates a new GearVRController from a gamepad
  83659. * @param vrGamepad the gamepad that the controller should be created from
  83660. */
  83661. function GearVRController(vrGamepad) {
  83662. var _this = _super.call(this, vrGamepad) || this;
  83663. _this._buttonIndexToObservableNameMap = [
  83664. 'onTrackpadChangedObservable',
  83665. 'onTriggerStateChangedObservable' // Trigger
  83666. ];
  83667. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  83668. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  83669. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  83670. _this._disableTrackPosition(_this._calculatedPosition);
  83671. return _this;
  83672. }
  83673. /**
  83674. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83675. * @param scene scene in which to add meshes
  83676. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83677. */
  83678. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83679. var _this = this;
  83680. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  83681. // Offset the controller so it will rotate around the users wrist
  83682. var mesh = new BABYLON.Mesh("", scene);
  83683. newMeshes[1].parent = mesh;
  83684. newMeshes[1].position.z = -0.15;
  83685. _this._defaultModel = mesh;
  83686. _this.attachToMesh(_this._defaultModel);
  83687. if (meshLoaded) {
  83688. meshLoaded(_this._defaultModel);
  83689. }
  83690. });
  83691. };
  83692. /**
  83693. * Called once for each button that changed state since the last frame
  83694. * @param buttonIdx Which button index changed
  83695. * @param state New state of the button
  83696. * @param changes Which properties on the state changed since last frame
  83697. */
  83698. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83699. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  83700. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  83701. // Only emit events for buttons that we know how to map from index to observable
  83702. var observable = this[observableName];
  83703. if (observable) {
  83704. observable.notifyObservers(state);
  83705. }
  83706. }
  83707. };
  83708. /**
  83709. * Base Url for the controller model.
  83710. */
  83711. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83712. /**
  83713. * File name for the controller model.
  83714. */
  83715. GearVRController.MODEL_FILENAME = 'generic.babylon';
  83716. /**
  83717. * Gamepad Id prefix used to identify this controller.
  83718. */
  83719. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  83720. return GearVRController;
  83721. }(BABYLON.WebVRController));
  83722. BABYLON.GearVRController = GearVRController;
  83723. })(BABYLON || (BABYLON = {}));
  83724. //# sourceMappingURL=babylon.gearVRController.js.map
  83725. var BABYLON;
  83726. (function (BABYLON) {
  83727. /**
  83728. * Google Daydream controller
  83729. */
  83730. var DaydreamController = /** @class */ (function (_super) {
  83731. __extends(DaydreamController, _super);
  83732. /**
  83733. * Creates a new DaydreamController from a gamepad
  83734. * @param vrGamepad the gamepad that the controller should be created from
  83735. */
  83736. function DaydreamController(vrGamepad) {
  83737. var _this = _super.call(this, vrGamepad) || this;
  83738. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  83739. return _this;
  83740. }
  83741. /**
  83742. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83743. * @param scene scene in which to add meshes
  83744. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83745. */
  83746. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83747. var _this = this;
  83748. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  83749. _this._defaultModel = newMeshes[1];
  83750. _this.attachToMesh(_this._defaultModel);
  83751. if (meshLoaded) {
  83752. meshLoaded(_this._defaultModel);
  83753. }
  83754. });
  83755. };
  83756. /**
  83757. * Called once for each button that changed state since the last frame
  83758. * @param buttonIdx Which button index changed
  83759. * @param state New state of the button
  83760. * @param changes Which properties on the state changed since last frame
  83761. */
  83762. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83763. // Daydream controller only has 1 GamepadButton (on the trackpad).
  83764. if (buttonIdx === 0) {
  83765. var observable = this.onTriggerStateChangedObservable;
  83766. if (observable) {
  83767. observable.notifyObservers(state);
  83768. }
  83769. }
  83770. else {
  83771. // If the app or home buttons are ever made available
  83772. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  83773. }
  83774. };
  83775. /**
  83776. * Base Url for the controller model.
  83777. */
  83778. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83779. /**
  83780. * File name for the controller model.
  83781. */
  83782. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  83783. /**
  83784. * Gamepad Id prefix used to identify Daydream Controller.
  83785. */
  83786. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  83787. return DaydreamController;
  83788. }(BABYLON.WebVRController));
  83789. BABYLON.DaydreamController = DaydreamController;
  83790. })(BABYLON || (BABYLON = {}));
  83791. //# sourceMappingURL=babylon.daydreamController.js.map
  83792. var BABYLON;
  83793. (function (BABYLON) {
  83794. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  83795. get: function () {
  83796. if (!this._gamepadManager) {
  83797. this._gamepadManager = new BABYLON.GamepadManager(this);
  83798. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  83799. if (!component) {
  83800. component = new GamepadSystemSceneComponent(this);
  83801. this._addComponent(component);
  83802. }
  83803. }
  83804. return this._gamepadManager;
  83805. },
  83806. enumerable: true,
  83807. configurable: true
  83808. });
  83809. /**
  83810. * Adds a gamepad to the free camera inputs manager
  83811. */
  83812. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  83813. this.add(new BABYLON.FreeCameraGamepadInput());
  83814. return this;
  83815. };
  83816. /**
  83817. * Adds a gamepad to the arc rotate camera inputs manager
  83818. */
  83819. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  83820. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  83821. return this;
  83822. };
  83823. /**
  83824. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  83825. */
  83826. var GamepadSystemSceneComponent = /** @class */ (function () {
  83827. /**
  83828. * Creates a new instance of the component for the given scene
  83829. * @param scene Defines the scene to register the component in
  83830. */
  83831. function GamepadSystemSceneComponent(scene) {
  83832. /**
  83833. * The component name helpfull to identify the component in the list of scene components.
  83834. */
  83835. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  83836. this.scene = scene;
  83837. }
  83838. /**
  83839. * Registers the component in a given scene
  83840. */
  83841. GamepadSystemSceneComponent.prototype.register = function () {
  83842. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  83843. };
  83844. /**
  83845. * Rebuilds the elements related to this component in case of
  83846. * context lost for instance.
  83847. */
  83848. GamepadSystemSceneComponent.prototype.rebuild = function () {
  83849. // Nothing to do for gamepads
  83850. };
  83851. /**
  83852. * Disposes the component and the associated ressources
  83853. */
  83854. GamepadSystemSceneComponent.prototype.dispose = function () {
  83855. var gamepadManager = this.scene._gamepadManager;
  83856. if (gamepadManager) {
  83857. gamepadManager.dispose();
  83858. this.scene._gamepadManager = null;
  83859. }
  83860. };
  83861. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  83862. var gamepadManager = this.scene._gamepadManager;
  83863. if (gamepadManager && gamepadManager._isMonitoring) {
  83864. gamepadManager._checkGamepadsStatus();
  83865. }
  83866. };
  83867. return GamepadSystemSceneComponent;
  83868. }());
  83869. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  83870. })(BABYLON || (BABYLON = {}));
  83871. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  83872. var BABYLON;
  83873. (function (BABYLON) {
  83874. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  83875. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  83876. });
  83877. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  83878. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  83879. });
  83880. /**
  83881. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  83882. * an arc rotate version arcFollowCamera are available.
  83883. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83884. */
  83885. var FollowCamera = /** @class */ (function (_super) {
  83886. __extends(FollowCamera, _super);
  83887. /**
  83888. * Instantiates the follow camera.
  83889. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83890. * @param name Define the name of the camera in the scene
  83891. * @param position Define the position of the camera
  83892. * @param scene Define the scene the camera belong to
  83893. * @param lockedTarget Define the target of the camera
  83894. */
  83895. function FollowCamera(name, position, scene, lockedTarget) {
  83896. if (lockedTarget === void 0) { lockedTarget = null; }
  83897. var _this = _super.call(this, name, position, scene) || this;
  83898. /**
  83899. * Distance the follow camera should follow an object at
  83900. */
  83901. _this.radius = 12;
  83902. /**
  83903. * Define a rotation offset between the camera and the object it follows
  83904. */
  83905. _this.rotationOffset = 0;
  83906. /**
  83907. * Define a height offset between the camera and the object it follows.
  83908. * It can help following an object from the top (like a car chaing a plane)
  83909. */
  83910. _this.heightOffset = 4;
  83911. /**
  83912. * Define how fast the camera can accelerate to follow it s target.
  83913. */
  83914. _this.cameraAcceleration = 0.05;
  83915. /**
  83916. * Define the speed limit of the camera following an object.
  83917. */
  83918. _this.maxCameraSpeed = 20;
  83919. _this.lockedTarget = lockedTarget;
  83920. return _this;
  83921. }
  83922. FollowCamera.prototype._follow = function (cameraTarget) {
  83923. if (!cameraTarget) {
  83924. return;
  83925. }
  83926. var yRotation;
  83927. if (cameraTarget.rotationQuaternion) {
  83928. var rotMatrix = new BABYLON.Matrix();
  83929. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  83930. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  83931. }
  83932. else {
  83933. yRotation = cameraTarget.rotation.y;
  83934. }
  83935. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  83936. var targetPosition = cameraTarget.getAbsolutePosition();
  83937. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  83938. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  83939. var dx = targetX - this.position.x;
  83940. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  83941. var dz = (targetZ) - this.position.z;
  83942. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  83943. var vy = dy * this.cameraAcceleration;
  83944. var vz = dz * this.cameraAcceleration * 2;
  83945. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  83946. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83947. }
  83948. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  83949. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83950. }
  83951. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  83952. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83953. }
  83954. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  83955. this.setTarget(targetPosition);
  83956. };
  83957. /** @hidden */
  83958. FollowCamera.prototype._checkInputs = function () {
  83959. _super.prototype._checkInputs.call(this);
  83960. if (this.lockedTarget) {
  83961. this._follow(this.lockedTarget);
  83962. }
  83963. };
  83964. /**
  83965. * Gets the camera class name.
  83966. * @returns the class name
  83967. */
  83968. FollowCamera.prototype.getClassName = function () {
  83969. return "FollowCamera";
  83970. };
  83971. __decorate([
  83972. BABYLON.serialize()
  83973. ], FollowCamera.prototype, "radius", void 0);
  83974. __decorate([
  83975. BABYLON.serialize()
  83976. ], FollowCamera.prototype, "rotationOffset", void 0);
  83977. __decorate([
  83978. BABYLON.serialize()
  83979. ], FollowCamera.prototype, "heightOffset", void 0);
  83980. __decorate([
  83981. BABYLON.serialize()
  83982. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  83983. __decorate([
  83984. BABYLON.serialize()
  83985. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  83986. __decorate([
  83987. BABYLON.serializeAsMeshReference("lockedTargetId")
  83988. ], FollowCamera.prototype, "lockedTarget", void 0);
  83989. return FollowCamera;
  83990. }(BABYLON.TargetCamera));
  83991. BABYLON.FollowCamera = FollowCamera;
  83992. /**
  83993. * Arc Rotate version of the follow camera.
  83994. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  83995. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83996. */
  83997. var ArcFollowCamera = /** @class */ (function (_super) {
  83998. __extends(ArcFollowCamera, _super);
  83999. /**
  84000. * Instantiates a new ArcFollowCamera
  84001. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84002. * @param name Define the name of the camera
  84003. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  84004. * @param beta Define the rotation angle of the camera around the elevation axis
  84005. * @param radius Define the radius of the camera from its target point
  84006. * @param target Define the target of the camera
  84007. * @param scene Define the scene the camera belongs to
  84008. */
  84009. function ArcFollowCamera(name,
  84010. /** The longitudinal angle of the camera */
  84011. alpha,
  84012. /** The latitudinal angle of the camera */
  84013. beta,
  84014. /** The radius of the camera from its target */
  84015. radius,
  84016. /** Define the camera target (the messh it should follow) */
  84017. target, scene) {
  84018. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  84019. _this.alpha = alpha;
  84020. _this.beta = beta;
  84021. _this.radius = radius;
  84022. _this.target = target;
  84023. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  84024. _this._follow();
  84025. return _this;
  84026. }
  84027. ArcFollowCamera.prototype._follow = function () {
  84028. if (!this.target) {
  84029. return;
  84030. }
  84031. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  84032. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  84033. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  84034. var targetPosition = this.target.getAbsolutePosition();
  84035. this.position = targetPosition.add(this._cartesianCoordinates);
  84036. this.setTarget(targetPosition);
  84037. };
  84038. /** @hidden */
  84039. ArcFollowCamera.prototype._checkInputs = function () {
  84040. _super.prototype._checkInputs.call(this);
  84041. this._follow();
  84042. };
  84043. /**
  84044. * Returns the class name of the object.
  84045. * It is mostly used internally for serialization purposes.
  84046. */
  84047. ArcFollowCamera.prototype.getClassName = function () {
  84048. return "ArcFollowCamera";
  84049. };
  84050. return ArcFollowCamera;
  84051. }(BABYLON.TargetCamera));
  84052. BABYLON.ArcFollowCamera = ArcFollowCamera;
  84053. })(BABYLON || (BABYLON = {}));
  84054. //# sourceMappingURL=babylon.followCamera.js.map
  84055. var BABYLON;
  84056. (function (BABYLON) {
  84057. /**
  84058. * 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,
  84059. * which still works and will still be found in many Playgrounds.
  84060. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84061. */
  84062. var UniversalCamera = /** @class */ (function (_super) {
  84063. __extends(UniversalCamera, _super);
  84064. /**
  84065. * 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,
  84066. * which still works and will still be found in many Playgrounds.
  84067. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84068. * @param name Define the name of the camera in the scene
  84069. * @param position Define the start position of the camera in the scene
  84070. * @param scene Define the scene the camera belongs to
  84071. */
  84072. function UniversalCamera(name, position, scene) {
  84073. var _this = _super.call(this, name, position, scene) || this;
  84074. _this.inputs.addGamepad();
  84075. return _this;
  84076. }
  84077. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  84078. /**
  84079. * Defines the gamepad rotation sensiblity.
  84080. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  84081. */
  84082. get: function () {
  84083. var gamepad = this.inputs.attached["gamepad"];
  84084. if (gamepad) {
  84085. return gamepad.gamepadAngularSensibility;
  84086. }
  84087. return 0;
  84088. },
  84089. set: function (value) {
  84090. var gamepad = this.inputs.attached["gamepad"];
  84091. if (gamepad) {
  84092. gamepad.gamepadAngularSensibility = value;
  84093. }
  84094. },
  84095. enumerable: true,
  84096. configurable: true
  84097. });
  84098. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  84099. /**
  84100. * Defines the gamepad move sensiblity.
  84101. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  84102. */
  84103. get: function () {
  84104. var gamepad = this.inputs.attached["gamepad"];
  84105. if (gamepad) {
  84106. return gamepad.gamepadMoveSensibility;
  84107. }
  84108. return 0;
  84109. },
  84110. set: function (value) {
  84111. var gamepad = this.inputs.attached["gamepad"];
  84112. if (gamepad) {
  84113. gamepad.gamepadMoveSensibility = value;
  84114. }
  84115. },
  84116. enumerable: true,
  84117. configurable: true
  84118. });
  84119. /**
  84120. * Gets the current object class name.
  84121. * @return the class name
  84122. */
  84123. UniversalCamera.prototype.getClassName = function () {
  84124. return "UniversalCamera";
  84125. };
  84126. return UniversalCamera;
  84127. }(BABYLON.TouchCamera));
  84128. BABYLON.UniversalCamera = UniversalCamera;
  84129. })(BABYLON || (BABYLON = {}));
  84130. //# sourceMappingURL=babylon.universalCamera.js.map
  84131. var BABYLON;
  84132. (function (BABYLON) {
  84133. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  84134. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  84135. });
  84136. /**
  84137. * This represents a FPS type of camera. This is only here for back compat purpose.
  84138. * Please use the UniversalCamera instead as both are identical.
  84139. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84140. */
  84141. var GamepadCamera = /** @class */ (function (_super) {
  84142. __extends(GamepadCamera, _super);
  84143. /**
  84144. * Instantiates a new Gamepad Camera
  84145. * This represents a FPS type of camera. This is only here for back compat purpose.
  84146. * Please use the UniversalCamera instead as both are identical.
  84147. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84148. * @param name Define the name of the camera in the scene
  84149. * @param position Define the start position of the camera in the scene
  84150. * @param scene Define the scene the camera belongs to
  84151. */
  84152. function GamepadCamera(name, position, scene) {
  84153. return _super.call(this, name, position, scene) || this;
  84154. }
  84155. /**
  84156. * Gets the current object class name.
  84157. * @return the class name
  84158. */
  84159. GamepadCamera.prototype.getClassName = function () {
  84160. return "GamepadCamera";
  84161. };
  84162. return GamepadCamera;
  84163. }(BABYLON.UniversalCamera));
  84164. BABYLON.GamepadCamera = GamepadCamera;
  84165. })(BABYLON || (BABYLON = {}));
  84166. //# sourceMappingURL=babylon.gamepadCamera.js.map
  84167. var BABYLON;
  84168. (function (BABYLON) {
  84169. /**
  84170. * PostProcessRenderPipelineManager class
  84171. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84172. */
  84173. var PostProcessRenderPipelineManager = /** @class */ (function () {
  84174. /**
  84175. * Initializes a PostProcessRenderPipelineManager
  84176. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84177. */
  84178. function PostProcessRenderPipelineManager() {
  84179. this._renderPipelines = {};
  84180. }
  84181. /**
  84182. * Adds a pipeline to the manager
  84183. * @param renderPipeline The pipeline to add
  84184. */
  84185. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  84186. this._renderPipelines[renderPipeline._name] = renderPipeline;
  84187. };
  84188. /**
  84189. * Attaches a camera to the pipeline
  84190. * @param renderPipelineName The name of the pipeline to attach to
  84191. * @param cameras the camera to attach
  84192. * @param unique if the camera can be attached multiple times to the pipeline
  84193. */
  84194. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  84195. if (unique === void 0) { unique = false; }
  84196. var renderPipeline = this._renderPipelines[renderPipelineName];
  84197. if (!renderPipeline) {
  84198. return;
  84199. }
  84200. renderPipeline._attachCameras(cameras, unique);
  84201. };
  84202. /**
  84203. * Detaches a camera from the pipeline
  84204. * @param renderPipelineName The name of the pipeline to detach from
  84205. * @param cameras the camera to detach
  84206. */
  84207. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  84208. var renderPipeline = this._renderPipelines[renderPipelineName];
  84209. if (!renderPipeline) {
  84210. return;
  84211. }
  84212. renderPipeline._detachCameras(cameras);
  84213. };
  84214. /**
  84215. * Enables an effect by name on a pipeline
  84216. * @param renderPipelineName the name of the pipeline to enable the effect in
  84217. * @param renderEffectName the name of the effect to enable
  84218. * @param cameras the cameras that the effect should be enabled on
  84219. */
  84220. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84221. var renderPipeline = this._renderPipelines[renderPipelineName];
  84222. if (!renderPipeline) {
  84223. return;
  84224. }
  84225. renderPipeline._enableEffect(renderEffectName, cameras);
  84226. };
  84227. /**
  84228. * Disables an effect by name on a pipeline
  84229. * @param renderPipelineName the name of the pipeline to disable the effect in
  84230. * @param renderEffectName the name of the effect to disable
  84231. * @param cameras the cameras that the effect should be disabled on
  84232. */
  84233. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84234. var renderPipeline = this._renderPipelines[renderPipelineName];
  84235. if (!renderPipeline) {
  84236. return;
  84237. }
  84238. renderPipeline._disableEffect(renderEffectName, cameras);
  84239. };
  84240. /**
  84241. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  84242. */
  84243. PostProcessRenderPipelineManager.prototype.update = function () {
  84244. for (var renderPipelineName in this._renderPipelines) {
  84245. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84246. var pipeline = this._renderPipelines[renderPipelineName];
  84247. if (!pipeline.isSupported) {
  84248. pipeline.dispose();
  84249. delete this._renderPipelines[renderPipelineName];
  84250. }
  84251. else {
  84252. pipeline._update();
  84253. }
  84254. }
  84255. }
  84256. };
  84257. /** @hidden */
  84258. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  84259. for (var renderPipelineName in this._renderPipelines) {
  84260. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84261. var pipeline = this._renderPipelines[renderPipelineName];
  84262. pipeline._rebuild();
  84263. }
  84264. }
  84265. };
  84266. /**
  84267. * Disposes of the manager and pipelines
  84268. */
  84269. PostProcessRenderPipelineManager.prototype.dispose = function () {
  84270. for (var renderPipelineName in this._renderPipelines) {
  84271. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84272. var pipeline = this._renderPipelines[renderPipelineName];
  84273. pipeline.dispose();
  84274. }
  84275. }
  84276. };
  84277. return PostProcessRenderPipelineManager;
  84278. }());
  84279. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  84280. })(BABYLON || (BABYLON = {}));
  84281. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  84282. var BABYLON;
  84283. (function (BABYLON) {
  84284. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  84285. get: function () {
  84286. if (!this._postProcessRenderPipelineManager) {
  84287. // Register the G Buffer component to the scene.
  84288. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  84289. if (!component) {
  84290. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  84291. this._addComponent(component);
  84292. }
  84293. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  84294. }
  84295. return this._postProcessRenderPipelineManager;
  84296. },
  84297. enumerable: true,
  84298. configurable: true
  84299. });
  84300. /**
  84301. * Defines the Render Pipeline scene component responsible to rendering pipelines
  84302. */
  84303. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  84304. /**
  84305. * Creates a new instance of the component for the given scene
  84306. * @param scene Defines the scene to register the component in
  84307. */
  84308. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  84309. /**
  84310. * The component name helpfull to identify the component in the list of scene components.
  84311. */
  84312. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  84313. this.scene = scene;
  84314. }
  84315. /**
  84316. * Registers the component in a given scene
  84317. */
  84318. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  84319. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  84320. };
  84321. /**
  84322. * Rebuilds the elements related to this component in case of
  84323. * context lost for instance.
  84324. */
  84325. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  84326. if (this.scene._postProcessRenderPipelineManager) {
  84327. this.scene._postProcessRenderPipelineManager._rebuild();
  84328. }
  84329. };
  84330. /**
  84331. * Disposes the component and the associated ressources
  84332. */
  84333. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  84334. if (this.scene._postProcessRenderPipelineManager) {
  84335. this.scene._postProcessRenderPipelineManager.dispose();
  84336. }
  84337. };
  84338. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84339. if (this.scene._postProcessRenderPipelineManager) {
  84340. this.scene._postProcessRenderPipelineManager.update();
  84341. }
  84342. };
  84343. return PostProcessRenderPipelineManagerSceneComponent;
  84344. }());
  84345. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  84346. })(BABYLON || (BABYLON = {}));
  84347. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  84348. var BABYLON;
  84349. (function (BABYLON) {
  84350. /**
  84351. * This represents a set of one or more post processes in Babylon.
  84352. * A post process can be used to apply a shader to a texture after it is rendered.
  84353. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84354. */
  84355. var PostProcessRenderEffect = /** @class */ (function () {
  84356. /**
  84357. * Instantiates a post process render effect.
  84358. * A post process can be used to apply a shader to a texture after it is rendered.
  84359. * @param engine The engine the effect is tied to
  84360. * @param name The name of the effect
  84361. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  84362. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  84363. */
  84364. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  84365. this._name = name;
  84366. this._singleInstance = singleInstance || true;
  84367. this._getPostProcesses = getPostProcesses;
  84368. this._cameras = {};
  84369. this._indicesForCamera = {};
  84370. this._postProcesses = {};
  84371. }
  84372. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  84373. /**
  84374. * Checks if all the post processes in the effect are supported.
  84375. */
  84376. get: function () {
  84377. for (var index in this._postProcesses) {
  84378. if (this._postProcesses.hasOwnProperty(index)) {
  84379. var pps = this._postProcesses[index];
  84380. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  84381. if (!pps[ppIndex].isSupported) {
  84382. return false;
  84383. }
  84384. }
  84385. }
  84386. }
  84387. return true;
  84388. },
  84389. enumerable: true,
  84390. configurable: true
  84391. });
  84392. /**
  84393. * Updates the current state of the effect
  84394. * @hidden
  84395. */
  84396. PostProcessRenderEffect.prototype._update = function () {
  84397. };
  84398. /**
  84399. * Attaches the effect on cameras
  84400. * @param cameras The camera to attach to.
  84401. * @hidden
  84402. */
  84403. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  84404. var _this = this;
  84405. var cameraKey;
  84406. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84407. if (!cams) {
  84408. return;
  84409. }
  84410. for (var i = 0; i < cams.length; i++) {
  84411. var camera = cams[i];
  84412. var cameraName = camera.name;
  84413. if (this._singleInstance) {
  84414. cameraKey = 0;
  84415. }
  84416. else {
  84417. cameraKey = cameraName;
  84418. }
  84419. if (!this._postProcesses[cameraKey]) {
  84420. var postProcess = this._getPostProcesses();
  84421. if (postProcess) {
  84422. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  84423. }
  84424. }
  84425. if (!this._indicesForCamera[cameraName]) {
  84426. this._indicesForCamera[cameraName] = [];
  84427. }
  84428. this._postProcesses[cameraKey].forEach(function (postProcess) {
  84429. var index = camera.attachPostProcess(postProcess);
  84430. _this._indicesForCamera[cameraName].push(index);
  84431. });
  84432. if (!this._cameras[cameraName]) {
  84433. this._cameras[cameraName] = camera;
  84434. }
  84435. }
  84436. };
  84437. /**
  84438. * Detatches the effect on cameras
  84439. * @param cameras The camera to detatch from.
  84440. * @hidden
  84441. */
  84442. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  84443. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84444. if (!cams) {
  84445. return;
  84446. }
  84447. for (var i = 0; i < cams.length; i++) {
  84448. var camera = cams[i];
  84449. var cameraName = camera.name;
  84450. var postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];
  84451. if (postProcesses) {
  84452. postProcesses.forEach(function (postProcess) {
  84453. camera.detachPostProcess(postProcess);
  84454. });
  84455. }
  84456. if (this._cameras[cameraName]) {
  84457. this._cameras[cameraName] = null;
  84458. }
  84459. }
  84460. };
  84461. /**
  84462. * Enables the effect on given cameras
  84463. * @param cameras The camera to enable.
  84464. * @hidden
  84465. */
  84466. PostProcessRenderEffect.prototype._enable = function (cameras) {
  84467. var _this = this;
  84468. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84469. if (!cams) {
  84470. return;
  84471. }
  84472. for (var i = 0; i < cams.length; i++) {
  84473. var camera = cams[i];
  84474. var cameraName = camera.name;
  84475. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  84476. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  84477. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84478. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  84479. });
  84480. }
  84481. }
  84482. }
  84483. };
  84484. /**
  84485. * Disables the effect on the given cameras
  84486. * @param cameras The camera to disable.
  84487. * @hidden
  84488. */
  84489. PostProcessRenderEffect.prototype._disable = function (cameras) {
  84490. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84491. if (!cams) {
  84492. return;
  84493. }
  84494. for (var i = 0; i < cams.length; i++) {
  84495. var camera = cams[i];
  84496. var cameraName = camera.name;
  84497. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84498. camera.detachPostProcess(postProcess);
  84499. });
  84500. }
  84501. };
  84502. /**
  84503. * Gets a list of the post processes contained in the effect.
  84504. * @param camera The camera to get the post processes on.
  84505. * @returns The list of the post processes in the effect.
  84506. */
  84507. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  84508. if (this._singleInstance) {
  84509. return this._postProcesses[0];
  84510. }
  84511. else {
  84512. if (!camera) {
  84513. return null;
  84514. }
  84515. return this._postProcesses[camera.name];
  84516. }
  84517. };
  84518. return PostProcessRenderEffect;
  84519. }());
  84520. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  84521. })(BABYLON || (BABYLON = {}));
  84522. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  84523. var BABYLON;
  84524. (function (BABYLON) {
  84525. /**
  84526. * PostProcessRenderPipeline
  84527. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84528. */
  84529. var PostProcessRenderPipeline = /** @class */ (function () {
  84530. /**
  84531. * Initializes a PostProcessRenderPipeline
  84532. * @param engine engine to add the pipeline to
  84533. * @param name name of the pipeline
  84534. */
  84535. function PostProcessRenderPipeline(engine, name) {
  84536. this.engine = engine;
  84537. this._name = name;
  84538. this._renderEffects = {};
  84539. this._renderEffectsForIsolatedPass = new Array();
  84540. this._cameras = [];
  84541. }
  84542. /**
  84543. * "PostProcessRenderPipeline"
  84544. * @returns "PostProcessRenderPipeline"
  84545. */
  84546. PostProcessRenderPipeline.prototype.getClassName = function () {
  84547. return "PostProcessRenderPipeline";
  84548. };
  84549. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  84550. /**
  84551. * If all the render effects in the pipeline are support
  84552. */
  84553. get: function () {
  84554. for (var renderEffectName in this._renderEffects) {
  84555. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84556. if (!this._renderEffects[renderEffectName].isSupported) {
  84557. return false;
  84558. }
  84559. }
  84560. }
  84561. return true;
  84562. },
  84563. enumerable: true,
  84564. configurable: true
  84565. });
  84566. /**
  84567. * Adds an effect to the pipeline
  84568. * @param renderEffect the effect to add
  84569. */
  84570. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  84571. this._renderEffects[renderEffect._name] = renderEffect;
  84572. };
  84573. // private
  84574. /** @hidden */
  84575. PostProcessRenderPipeline.prototype._rebuild = function () {
  84576. };
  84577. /** @hidden */
  84578. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  84579. var renderEffects = this._renderEffects[renderEffectName];
  84580. if (!renderEffects) {
  84581. return;
  84582. }
  84583. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84584. };
  84585. /** @hidden */
  84586. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  84587. var renderEffects = this._renderEffects[renderEffectName];
  84588. if (!renderEffects) {
  84589. return;
  84590. }
  84591. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84592. };
  84593. /** @hidden */
  84594. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  84595. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84596. if (!cams) {
  84597. return;
  84598. }
  84599. var indicesToDelete = [];
  84600. var i;
  84601. for (i = 0; i < cams.length; i++) {
  84602. var camera = cams[i];
  84603. var cameraName = camera.name;
  84604. if (this._cameras.indexOf(camera) === -1) {
  84605. this._cameras[cameraName] = camera;
  84606. }
  84607. else if (unique) {
  84608. indicesToDelete.push(i);
  84609. }
  84610. }
  84611. for (i = 0; i < indicesToDelete.length; i++) {
  84612. cameras.splice(indicesToDelete[i], 1);
  84613. }
  84614. for (var renderEffectName in this._renderEffects) {
  84615. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84616. this._renderEffects[renderEffectName]._attachCameras(cams);
  84617. }
  84618. }
  84619. };
  84620. /** @hidden */
  84621. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  84622. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84623. if (!cams) {
  84624. return;
  84625. }
  84626. for (var renderEffectName in this._renderEffects) {
  84627. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84628. this._renderEffects[renderEffectName]._detachCameras(cams);
  84629. }
  84630. }
  84631. for (var i = 0; i < cams.length; i++) {
  84632. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  84633. }
  84634. };
  84635. /** @hidden */
  84636. PostProcessRenderPipeline.prototype._update = function () {
  84637. for (var renderEffectName in this._renderEffects) {
  84638. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84639. this._renderEffects[renderEffectName]._update();
  84640. }
  84641. }
  84642. for (var i = 0; i < this._cameras.length; i++) {
  84643. var cameraName = this._cameras[i].name;
  84644. if (this._renderEffectsForIsolatedPass[cameraName]) {
  84645. this._renderEffectsForIsolatedPass[cameraName]._update();
  84646. }
  84647. }
  84648. };
  84649. /** @hidden */
  84650. PostProcessRenderPipeline.prototype._reset = function () {
  84651. this._renderEffects = {};
  84652. this._renderEffectsForIsolatedPass = new Array();
  84653. };
  84654. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  84655. // 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)
  84656. var effectKeys = Object.keys(this._renderEffects);
  84657. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  84658. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  84659. if (postProcesses) {
  84660. postProcesses[0].samples = sampleCount;
  84661. return true;
  84662. }
  84663. }
  84664. return false;
  84665. };
  84666. /**
  84667. * Disposes of the pipeline
  84668. */
  84669. PostProcessRenderPipeline.prototype.dispose = function () {
  84670. // Must be implemented by children
  84671. };
  84672. __decorate([
  84673. BABYLON.serialize()
  84674. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  84675. return PostProcessRenderPipeline;
  84676. }());
  84677. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  84678. })(BABYLON || (BABYLON = {}));
  84679. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  84680. var BABYLON;
  84681. (function (BABYLON) {
  84682. /**
  84683. * This represents a depth renderer in Babylon.
  84684. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  84685. */
  84686. var DepthRenderer = /** @class */ (function () {
  84687. /**
  84688. * Instantiates a depth renderer
  84689. * @param scene The scene the renderer belongs to
  84690. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  84691. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  84692. */
  84693. function DepthRenderer(scene, type, camera) {
  84694. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  84695. if (camera === void 0) { camera = null; }
  84696. var _this = this;
  84697. /**
  84698. * Specifiess that the depth renderer will only be used within
  84699. * the camera it is created for.
  84700. * This can help forcing its rendering during the camera processing.
  84701. */
  84702. this.useOnlyInActiveCamera = false;
  84703. this._scene = scene;
  84704. // Register the G Buffer component to the scene.
  84705. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  84706. if (!component) {
  84707. component = new BABYLON.DepthRendererSceneComponent(scene);
  84708. scene._addComponent(component);
  84709. }
  84710. this._camera = camera;
  84711. var engine = scene.getEngine();
  84712. // Render target
  84713. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  84714. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84715. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84716. this._depthMap.refreshRate = 1;
  84717. this._depthMap.renderParticles = false;
  84718. this._depthMap.renderList = null;
  84719. // Camera to get depth map from to support multiple concurrent cameras
  84720. this._depthMap.activeCamera = this._camera;
  84721. this._depthMap.ignoreCameraViewport = true;
  84722. this._depthMap.useCameraPostProcesses = false;
  84723. // set default depth value to 1.0 (far away)
  84724. this._depthMap.onClearObservable.add(function (engine) {
  84725. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  84726. });
  84727. // Custom render function
  84728. var renderSubMesh = function (subMesh) {
  84729. var mesh = subMesh.getRenderingMesh();
  84730. var scene = _this._scene;
  84731. var engine = scene.getEngine();
  84732. var material = subMesh.getMaterial();
  84733. if (!material) {
  84734. return;
  84735. }
  84736. // Culling and reverse (right handed system)
  84737. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  84738. // Managing instances
  84739. var batch = mesh._getInstancesRenderList(subMesh._id);
  84740. if (batch.mustReturn) {
  84741. return;
  84742. }
  84743. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  84744. var camera = _this._camera || scene.activeCamera;
  84745. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  84746. engine.enableEffect(_this._effect);
  84747. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  84748. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  84749. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  84750. // Alpha test
  84751. if (material && material.needAlphaTesting()) {
  84752. var alphaTexture = material.getAlphaTestTexture();
  84753. if (alphaTexture) {
  84754. _this._effect.setTexture("diffuseSampler", alphaTexture);
  84755. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  84756. }
  84757. }
  84758. // Bones
  84759. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  84760. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  84761. }
  84762. // Draw
  84763. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  84764. }
  84765. };
  84766. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  84767. var index;
  84768. if (depthOnlySubMeshes.length) {
  84769. engine.setColorWrite(false);
  84770. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  84771. renderSubMesh(depthOnlySubMeshes.data[index]);
  84772. }
  84773. engine.setColorWrite(true);
  84774. }
  84775. for (index = 0; index < opaqueSubMeshes.length; index++) {
  84776. renderSubMesh(opaqueSubMeshes.data[index]);
  84777. }
  84778. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  84779. renderSubMesh(alphaTestSubMeshes.data[index]);
  84780. }
  84781. };
  84782. }
  84783. /**
  84784. * Creates the depth rendering effect and checks if the effect is ready.
  84785. * @param subMesh The submesh to be used to render the depth map of
  84786. * @param useInstances If multiple world instances should be used
  84787. * @returns if the depth renderer is ready to render the depth map
  84788. */
  84789. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  84790. var material = subMesh.getMaterial();
  84791. if (material.disableDepthWrite) {
  84792. return false;
  84793. }
  84794. var defines = [];
  84795. var attribs = [BABYLON.VertexBuffer.PositionKind];
  84796. var mesh = subMesh.getMesh();
  84797. // Alpha test
  84798. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  84799. defines.push("#define ALPHATEST");
  84800. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  84801. attribs.push(BABYLON.VertexBuffer.UVKind);
  84802. defines.push("#define UV1");
  84803. }
  84804. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  84805. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  84806. defines.push("#define UV2");
  84807. }
  84808. }
  84809. // Bones
  84810. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  84811. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  84812. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  84813. if (mesh.numBoneInfluencers > 4) {
  84814. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  84815. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  84816. }
  84817. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  84818. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  84819. }
  84820. else {
  84821. defines.push("#define NUM_BONE_INFLUENCERS 0");
  84822. }
  84823. // Instances
  84824. if (useInstances) {
  84825. defines.push("#define INSTANCES");
  84826. attribs.push("world0");
  84827. attribs.push("world1");
  84828. attribs.push("world2");
  84829. attribs.push("world3");
  84830. }
  84831. // Get correct effect
  84832. var join = defines.join("\n");
  84833. if (this._cachedDefines !== join) {
  84834. this._cachedDefines = join;
  84835. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  84836. }
  84837. return this._effect.isReady();
  84838. };
  84839. /**
  84840. * Gets the texture which the depth map will be written to.
  84841. * @returns The depth map texture
  84842. */
  84843. DepthRenderer.prototype.getDepthMap = function () {
  84844. return this._depthMap;
  84845. };
  84846. /**
  84847. * Disposes of the depth renderer.
  84848. */
  84849. DepthRenderer.prototype.dispose = function () {
  84850. this._depthMap.dispose();
  84851. };
  84852. return DepthRenderer;
  84853. }());
  84854. BABYLON.DepthRenderer = DepthRenderer;
  84855. })(BABYLON || (BABYLON = {}));
  84856. //# sourceMappingURL=babylon.depthRenderer.js.map
  84857. var BABYLON;
  84858. (function (BABYLON) {
  84859. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  84860. camera = camera || this.activeCamera;
  84861. if (!camera) {
  84862. throw "No camera available to enable depth renderer";
  84863. }
  84864. if (!this._depthRenderer) {
  84865. this._depthRenderer = {};
  84866. }
  84867. if (!this._depthRenderer[camera.id]) {
  84868. var textureType = 0;
  84869. if (this.getEngine().getCaps().textureHalfFloatRender) {
  84870. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  84871. }
  84872. else if (this.getEngine().getCaps().textureFloatRender) {
  84873. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  84874. }
  84875. else {
  84876. throw "Depth renderer does not support int texture type";
  84877. }
  84878. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  84879. }
  84880. return this._depthRenderer[camera.id];
  84881. };
  84882. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  84883. camera = camera || this.activeCamera;
  84884. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  84885. return;
  84886. }
  84887. this._depthRenderer[camera.id].dispose();
  84888. delete this._depthRenderer[camera.id];
  84889. };
  84890. /**
  84891. * Defines the Depth Renderer scene component responsible to manage a depth buffer usefull
  84892. * in several rendering techniques.
  84893. */
  84894. var DepthRendererSceneComponent = /** @class */ (function () {
  84895. /**
  84896. * Creates a new instance of the component for the given scene
  84897. * @param scene Defines the scene to register the component in
  84898. */
  84899. function DepthRendererSceneComponent(scene) {
  84900. /**
  84901. * The component name helpfull to identify the component in the list of scene components.
  84902. */
  84903. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  84904. this.scene = scene;
  84905. }
  84906. /**
  84907. * Registers the component in a given scene
  84908. */
  84909. DepthRendererSceneComponent.prototype.register = function () {
  84910. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  84911. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  84912. };
  84913. /**
  84914. * Rebuilds the elements related to this component in case of
  84915. * context lost for instance.
  84916. */
  84917. DepthRendererSceneComponent.prototype.rebuild = function () {
  84918. // Nothing to do for this component
  84919. };
  84920. /**
  84921. * Disposes the component and the associated ressources
  84922. */
  84923. DepthRendererSceneComponent.prototype.dispose = function () {
  84924. for (var key in this.scene._depthRenderer) {
  84925. this.scene._depthRenderer[key].dispose();
  84926. }
  84927. };
  84928. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84929. if (this.scene._depthRenderer) {
  84930. for (var key in this.scene._depthRenderer) {
  84931. var depthRenderer = this.scene._depthRenderer[key];
  84932. if (!depthRenderer.useOnlyInActiveCamera) {
  84933. renderTargets.push(depthRenderer.getDepthMap());
  84934. }
  84935. }
  84936. }
  84937. };
  84938. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  84939. if (this.scene._depthRenderer) {
  84940. for (var key in this.scene._depthRenderer) {
  84941. var depthRenderer = this.scene._depthRenderer[key];
  84942. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  84943. renderTargets.push(depthRenderer.getDepthMap());
  84944. }
  84945. }
  84946. }
  84947. };
  84948. return DepthRendererSceneComponent;
  84949. }());
  84950. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  84951. })(BABYLON || (BABYLON = {}));
  84952. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  84953. var BABYLON;
  84954. (function (BABYLON) {
  84955. /**
  84956. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  84957. */
  84958. var GeometryBufferRenderer = /** @class */ (function () {
  84959. /**
  84960. * Creates a new G Buffer for the scene
  84961. * @param scene The scene the buffer belongs to
  84962. * @param ratio How big is the buffer related to the main canvas.
  84963. */
  84964. function GeometryBufferRenderer(scene, ratio) {
  84965. if (ratio === void 0) { ratio = 1; }
  84966. /**
  84967. * Dictionary used to store the previous transformation matrices of each rendered mesh
  84968. * in order to compute objects velocities when enableVelocity is set to "true"
  84969. * @hidden
  84970. */
  84971. this._previousTransformationMatrices = {};
  84972. this._enablePosition = false;
  84973. this._enableVelocity = false;
  84974. this._positionIndex = -1;
  84975. this._velocityIndex = -1;
  84976. this._scene = scene;
  84977. this._ratio = ratio;
  84978. // Register the G Buffer component to the scene.
  84979. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  84980. if (!component) {
  84981. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  84982. scene._addComponent(component);
  84983. }
  84984. // Render target
  84985. this._createRenderTargets();
  84986. }
  84987. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  84988. /**
  84989. * Set the render list (meshes to be rendered) used in the G buffer.
  84990. */
  84991. set: function (meshes) {
  84992. this._multiRenderTarget.renderList = meshes;
  84993. },
  84994. enumerable: true,
  84995. configurable: true
  84996. });
  84997. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  84998. /**
  84999. * Gets wether or not G buffer are supported by the running hardware.
  85000. * This requires draw buffer supports
  85001. */
  85002. get: function () {
  85003. return this._multiRenderTarget.isSupported;
  85004. },
  85005. enumerable: true,
  85006. configurable: true
  85007. });
  85008. /**
  85009. * Returns the index of the given texture type in the G-Buffer textures array
  85010. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  85011. * @returns the index of the given texture type in the G-Buffer textures array
  85012. */
  85013. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  85014. switch (textureType) {
  85015. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  85016. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  85017. default: return -1;
  85018. }
  85019. };
  85020. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  85021. /**
  85022. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  85023. */
  85024. get: function () {
  85025. return this._enablePosition;
  85026. },
  85027. /**
  85028. * Sets whether or not objects positions are enabled for the G buffer.
  85029. */
  85030. set: function (enable) {
  85031. this._enablePosition = enable;
  85032. this.dispose();
  85033. this._createRenderTargets();
  85034. },
  85035. enumerable: true,
  85036. configurable: true
  85037. });
  85038. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  85039. /**
  85040. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  85041. */
  85042. get: function () {
  85043. return this._enableVelocity;
  85044. },
  85045. /**
  85046. * Sets wether or not objects velocities are enabled for the G buffer.
  85047. */
  85048. set: function (enable) {
  85049. this._enableVelocity = enable;
  85050. this.dispose();
  85051. this._createRenderTargets();
  85052. },
  85053. enumerable: true,
  85054. configurable: true
  85055. });
  85056. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  85057. /**
  85058. * Gets the scene associated with the buffer.
  85059. */
  85060. get: function () {
  85061. return this._scene;
  85062. },
  85063. enumerable: true,
  85064. configurable: true
  85065. });
  85066. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  85067. /**
  85068. * Gets the ratio used by the buffer during its creation.
  85069. * How big is the buffer related to the main canvas.
  85070. */
  85071. get: function () {
  85072. return this._ratio;
  85073. },
  85074. enumerable: true,
  85075. configurable: true
  85076. });
  85077. /**
  85078. * Checks wether everything is ready to render a submesh to the G buffer.
  85079. * @param subMesh the submesh to check readiness for
  85080. * @param useInstances is the mesh drawn using instance or not
  85081. * @returns true if ready otherwise false
  85082. */
  85083. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  85084. var material = subMesh.getMaterial();
  85085. if (material && material.disableDepthWrite) {
  85086. return false;
  85087. }
  85088. var defines = [];
  85089. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  85090. var mesh = subMesh.getMesh();
  85091. // Alpha test
  85092. if (material && material.needAlphaTesting()) {
  85093. defines.push("#define ALPHATEST");
  85094. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85095. attribs.push(BABYLON.VertexBuffer.UVKind);
  85096. defines.push("#define UV1");
  85097. }
  85098. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85099. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85100. defines.push("#define UV2");
  85101. }
  85102. }
  85103. // Buffers
  85104. if (this._enablePosition) {
  85105. defines.push("#define POSITION");
  85106. defines.push("#define POSITION_INDEX " + this._positionIndex);
  85107. }
  85108. if (this._enableVelocity) {
  85109. defines.push("#define VELOCITY");
  85110. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85111. }
  85112. // Bones
  85113. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85114. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85115. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85116. if (mesh.numBoneInfluencers > 4) {
  85117. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85118. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85119. }
  85120. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85121. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85122. }
  85123. else {
  85124. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85125. }
  85126. // Instances
  85127. if (useInstances) {
  85128. defines.push("#define INSTANCES");
  85129. attribs.push("world0");
  85130. attribs.push("world1");
  85131. attribs.push("world2");
  85132. attribs.push("world3");
  85133. }
  85134. // Setup textures count
  85135. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  85136. // Get correct effect
  85137. var join = defines.join("\n");
  85138. if (this._cachedDefines !== join) {
  85139. this._cachedDefines = join;
  85140. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  85141. }
  85142. return this._effect.isReady();
  85143. };
  85144. /**
  85145. * Gets the current underlying G Buffer.
  85146. * @returns the buffer
  85147. */
  85148. GeometryBufferRenderer.prototype.getGBuffer = function () {
  85149. return this._multiRenderTarget;
  85150. };
  85151. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  85152. /**
  85153. * Gets the number of samples used to render the buffer (anti aliasing).
  85154. */
  85155. get: function () {
  85156. return this._multiRenderTarget.samples;
  85157. },
  85158. /**
  85159. * Sets the number of samples used to render the buffer (anti aliasing).
  85160. */
  85161. set: function (value) {
  85162. this._multiRenderTarget.samples = value;
  85163. },
  85164. enumerable: true,
  85165. configurable: true
  85166. });
  85167. /**
  85168. * Disposes the renderer and frees up associated resources.
  85169. */
  85170. GeometryBufferRenderer.prototype.dispose = function () {
  85171. this.getGBuffer().dispose();
  85172. };
  85173. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  85174. var _this = this;
  85175. var engine = this._scene.getEngine();
  85176. var count = 2;
  85177. if (this._enablePosition) {
  85178. this._positionIndex = count;
  85179. count++;
  85180. }
  85181. if (this._enableVelocity) {
  85182. this._velocityIndex = count;
  85183. count++;
  85184. }
  85185. 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 });
  85186. if (!this.isSupported) {
  85187. return;
  85188. }
  85189. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85190. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85191. this._multiRenderTarget.refreshRate = 1;
  85192. this._multiRenderTarget.renderParticles = false;
  85193. this._multiRenderTarget.renderList = null;
  85194. // set default depth value to 1.0 (far away)
  85195. this._multiRenderTarget.onClearObservable.add(function (engine) {
  85196. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  85197. });
  85198. // Custom render function
  85199. var renderSubMesh = function (subMesh) {
  85200. var mesh = subMesh.getRenderingMesh();
  85201. var scene = _this._scene;
  85202. var engine = scene.getEngine();
  85203. var material = subMesh.getMaterial();
  85204. if (!material) {
  85205. return;
  85206. }
  85207. // Velocity
  85208. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  85209. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  85210. }
  85211. // Culling
  85212. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85213. // Managing instances
  85214. var batch = mesh._getInstancesRenderList(subMesh._id);
  85215. if (batch.mustReturn) {
  85216. return;
  85217. }
  85218. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85219. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  85220. engine.enableEffect(_this._effect);
  85221. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85222. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85223. _this._effect.setMatrix("view", scene.getViewMatrix());
  85224. // Alpha test
  85225. if (material && material.needAlphaTesting()) {
  85226. var alphaTexture = material.getAlphaTestTexture();
  85227. if (alphaTexture) {
  85228. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85229. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85230. }
  85231. }
  85232. // Bones
  85233. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85234. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85235. }
  85236. // Velocity
  85237. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  85238. // Draw
  85239. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85240. }
  85241. // Velocity
  85242. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  85243. };
  85244. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85245. var index;
  85246. if (depthOnlySubMeshes.length) {
  85247. engine.setColorWrite(false);
  85248. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85249. renderSubMesh(depthOnlySubMeshes.data[index]);
  85250. }
  85251. engine.setColorWrite(true);
  85252. }
  85253. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85254. renderSubMesh(opaqueSubMeshes.data[index]);
  85255. }
  85256. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85257. renderSubMesh(alphaTestSubMeshes.data[index]);
  85258. }
  85259. };
  85260. };
  85261. /**
  85262. * Constant used to retrieve the position texture index in the G-Buffer textures array
  85263. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  85264. */
  85265. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  85266. /**
  85267. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  85268. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  85269. */
  85270. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  85271. return GeometryBufferRenderer;
  85272. }());
  85273. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  85274. })(BABYLON || (BABYLON = {}));
  85275. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  85276. var BABYLON;
  85277. (function (BABYLON) {
  85278. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  85279. get: function () {
  85280. this._geometryBufferRenderer;
  85281. },
  85282. set: function (value) {
  85283. if (value && value.isSupported) {
  85284. this._geometryBufferRenderer = value;
  85285. }
  85286. },
  85287. enumerable: true,
  85288. configurable: true
  85289. });
  85290. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  85291. if (ratio === void 0) { ratio = 1; }
  85292. if (this._geometryBufferRenderer) {
  85293. return this._geometryBufferRenderer;
  85294. }
  85295. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  85296. if (!this._geometryBufferRenderer.isSupported) {
  85297. this._geometryBufferRenderer = null;
  85298. }
  85299. return this._geometryBufferRenderer;
  85300. };
  85301. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  85302. if (!this._geometryBufferRenderer) {
  85303. return;
  85304. }
  85305. this._geometryBufferRenderer.dispose();
  85306. this._geometryBufferRenderer = null;
  85307. };
  85308. /**
  85309. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  85310. * in several rendering techniques.
  85311. */
  85312. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  85313. /**
  85314. * Creates a new instance of the component for the given scene
  85315. * @param scene Defines the scene to register the component in
  85316. */
  85317. function GeometryBufferRendererSceneComponent(scene) {
  85318. /**
  85319. * The component name helpful to identify the component in the list of scene components.
  85320. */
  85321. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  85322. this.scene = scene;
  85323. }
  85324. /**
  85325. * Registers the component in a given scene
  85326. */
  85327. GeometryBufferRendererSceneComponent.prototype.register = function () {
  85328. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  85329. };
  85330. /**
  85331. * Rebuilds the elements related to this component in case of
  85332. * context lost for instance.
  85333. */
  85334. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  85335. // Nothing to do for this component
  85336. };
  85337. /**
  85338. * Disposes the component and the associated ressources
  85339. */
  85340. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  85341. // Nothing to do for this component
  85342. };
  85343. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85344. if (this.scene._geometryBufferRenderer) {
  85345. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  85346. }
  85347. };
  85348. return GeometryBufferRendererSceneComponent;
  85349. }());
  85350. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  85351. })(BABYLON || (BABYLON = {}));
  85352. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  85353. var BABYLON;
  85354. (function (BABYLON) {
  85355. /**
  85356. * Render pipeline to produce ssao effect
  85357. */
  85358. var SSAORenderingPipeline = /** @class */ (function (_super) {
  85359. __extends(SSAORenderingPipeline, _super);
  85360. /**
  85361. * @constructor
  85362. * @param name - The rendering pipeline name
  85363. * @param scene - The scene linked to this pipeline
  85364. * @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 }
  85365. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  85366. */
  85367. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  85368. var _this = _super.call(this, scene.getEngine(), name) || this;
  85369. // Members
  85370. /**
  85371. * @ignore
  85372. * The PassPostProcess id in the pipeline that contains the original scene color
  85373. */
  85374. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85375. /**
  85376. * @ignore
  85377. * The SSAO PostProcess id in the pipeline
  85378. */
  85379. _this.SSAORenderEffect = "SSAORenderEffect";
  85380. /**
  85381. * @ignore
  85382. * The horizontal blur PostProcess id in the pipeline
  85383. */
  85384. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85385. /**
  85386. * @ignore
  85387. * The vertical blur PostProcess id in the pipeline
  85388. */
  85389. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85390. /**
  85391. * @ignore
  85392. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85393. */
  85394. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85395. /**
  85396. * The output strength of the SSAO post-process. Default value is 1.0.
  85397. */
  85398. _this.totalStrength = 1.0;
  85399. /**
  85400. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  85401. */
  85402. _this.radius = 0.0001;
  85403. /**
  85404. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  85405. * Must not be equal to fallOff and superior to fallOff.
  85406. * Default value is 0.975
  85407. */
  85408. _this.area = 0.0075;
  85409. /**
  85410. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  85411. * Must not be equal to area and inferior to area.
  85412. * Default value is 0.0
  85413. */
  85414. _this.fallOff = 0.000001;
  85415. /**
  85416. * The base color of the SSAO post-process
  85417. * The final result is "base + ssao" between [0, 1]
  85418. */
  85419. _this.base = 0.5;
  85420. _this._firstUpdate = true;
  85421. _this._scene = scene;
  85422. // Set up assets
  85423. _this._createRandomTexture();
  85424. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85425. var ssaoRatio = ratio.ssaoRatio || ratio;
  85426. var combineRatio = ratio.combineRatio || ratio;
  85427. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85428. _this._createSSAOPostProcess(ssaoRatio);
  85429. _this._createBlurPostProcess(ssaoRatio);
  85430. _this._createSSAOCombinePostProcess(combineRatio);
  85431. // Set up pipeline
  85432. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85433. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85434. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85435. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85436. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85437. // Finish
  85438. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85439. if (cameras) {
  85440. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85441. }
  85442. return _this;
  85443. }
  85444. // Public Methods
  85445. /**
  85446. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85447. */
  85448. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85449. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85450. for (var i = 0; i < this._scene.cameras.length; i++) {
  85451. var camera = this._scene.cameras[i];
  85452. this._originalColorPostProcess.dispose(camera);
  85453. this._ssaoPostProcess.dispose(camera);
  85454. this._blurHPostProcess.dispose(camera);
  85455. this._blurVPostProcess.dispose(camera);
  85456. this._ssaoCombinePostProcess.dispose(camera);
  85457. }
  85458. this._randomTexture.dispose();
  85459. if (disableDepthRender) {
  85460. this._scene.disableDepthRenderer();
  85461. }
  85462. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85463. _super.prototype.dispose.call(this);
  85464. };
  85465. // Private Methods
  85466. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  85467. var _this = this;
  85468. var size = 16;
  85469. 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);
  85470. 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);
  85471. this._blurHPostProcess.onActivateObservable.add(function () {
  85472. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  85473. _this._blurHPostProcess.kernel = size * dw;
  85474. });
  85475. this._blurVPostProcess.onActivateObservable.add(function () {
  85476. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  85477. _this._blurVPostProcess.kernel = size * dw;
  85478. });
  85479. };
  85480. /** @hidden */
  85481. SSAORenderingPipeline.prototype._rebuild = function () {
  85482. this._firstUpdate = true;
  85483. _super.prototype._rebuild.call(this);
  85484. };
  85485. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85486. var _this = this;
  85487. var numSamples = 16;
  85488. var sampleSphere = [
  85489. 0.5381, 0.1856, -0.4319,
  85490. 0.1379, 0.2486, 0.4430,
  85491. 0.3371, 0.5679, -0.0057,
  85492. -0.6999, -0.0451, -0.0019,
  85493. 0.0689, -0.1598, -0.8547,
  85494. 0.0560, 0.0069, -0.1843,
  85495. -0.0146, 0.1402, 0.0762,
  85496. 0.0100, -0.1924, -0.0344,
  85497. -0.3577, -0.5301, -0.4358,
  85498. -0.3169, 0.1063, 0.0158,
  85499. 0.0103, -0.5869, 0.0046,
  85500. -0.0897, -0.4940, 0.3287,
  85501. 0.7119, -0.0154, -0.0918,
  85502. -0.0533, 0.0596, -0.5411,
  85503. 0.0352, -0.0631, 0.5460,
  85504. -0.4776, 0.2847, -0.0271
  85505. ];
  85506. var samplesFactor = 1.0 / numSamples;
  85507. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  85508. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85509. "area", "fallOff", "base", "range", "viewport"
  85510. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85511. this._ssaoPostProcess.onApply = function (effect) {
  85512. if (_this._firstUpdate) {
  85513. effect.setArray3("sampleSphere", sampleSphere);
  85514. effect.setFloat("samplesFactor", samplesFactor);
  85515. effect.setFloat("randTextureTiles", 4.0);
  85516. }
  85517. effect.setFloat("totalStrength", _this.totalStrength);
  85518. effect.setFloat("radius", _this.radius);
  85519. effect.setFloat("area", _this.area);
  85520. effect.setFloat("fallOff", _this.fallOff);
  85521. effect.setFloat("base", _this.base);
  85522. effect.setTexture("textureSampler", _this._depthTexture);
  85523. effect.setTexture("randomSampler", _this._randomTexture);
  85524. };
  85525. };
  85526. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85527. var _this = this;
  85528. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85529. this._ssaoCombinePostProcess.onApply = function (effect) {
  85530. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  85531. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85532. };
  85533. };
  85534. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  85535. var size = 512;
  85536. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85537. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85538. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85539. var context = this._randomTexture.getContext();
  85540. var rand = function (min, max) {
  85541. return Math.random() * (max - min) + min;
  85542. };
  85543. var randVector = BABYLON.Vector3.Zero();
  85544. for (var x = 0; x < size; x++) {
  85545. for (var y = 0; y < size; y++) {
  85546. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  85547. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  85548. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  85549. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85550. context.fillRect(x, y, 1, 1);
  85551. }
  85552. }
  85553. this._randomTexture.update(false);
  85554. };
  85555. __decorate([
  85556. BABYLON.serialize()
  85557. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  85558. __decorate([
  85559. BABYLON.serialize()
  85560. ], SSAORenderingPipeline.prototype, "radius", void 0);
  85561. __decorate([
  85562. BABYLON.serialize()
  85563. ], SSAORenderingPipeline.prototype, "area", void 0);
  85564. __decorate([
  85565. BABYLON.serialize()
  85566. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  85567. __decorate([
  85568. BABYLON.serialize()
  85569. ], SSAORenderingPipeline.prototype, "base", void 0);
  85570. return SSAORenderingPipeline;
  85571. }(BABYLON.PostProcessRenderPipeline));
  85572. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  85573. })(BABYLON || (BABYLON = {}));
  85574. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  85575. var BABYLON;
  85576. (function (BABYLON) {
  85577. /**
  85578. * Render pipeline to produce ssao effect
  85579. */
  85580. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  85581. __extends(SSAO2RenderingPipeline, _super);
  85582. /**
  85583. * @constructor
  85584. * @param name The rendering pipeline name
  85585. * @param scene The scene linked to this pipeline
  85586. * @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 }
  85587. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85588. */
  85589. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  85590. var _this = _super.call(this, scene.getEngine(), name) || this;
  85591. // Members
  85592. /**
  85593. * @ignore
  85594. * The PassPostProcess id in the pipeline that contains the original scene color
  85595. */
  85596. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85597. /**
  85598. * @ignore
  85599. * The SSAO PostProcess id in the pipeline
  85600. */
  85601. _this.SSAORenderEffect = "SSAORenderEffect";
  85602. /**
  85603. * @ignore
  85604. * The horizontal blur PostProcess id in the pipeline
  85605. */
  85606. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85607. /**
  85608. * @ignore
  85609. * The vertical blur PostProcess id in the pipeline
  85610. */
  85611. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85612. /**
  85613. * @ignore
  85614. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85615. */
  85616. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85617. /**
  85618. * The output strength of the SSAO post-process. Default value is 1.0.
  85619. */
  85620. _this.totalStrength = 1.0;
  85621. /**
  85622. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  85623. */
  85624. _this.maxZ = 100.0;
  85625. /**
  85626. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  85627. */
  85628. _this.minZAspect = 0.2;
  85629. _this._samples = 8;
  85630. _this._textureSamples = 1;
  85631. _this._expensiveBlur = true;
  85632. /**
  85633. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  85634. */
  85635. _this.radius = 2.0;
  85636. /**
  85637. * The base color of the SSAO post-process
  85638. * The final result is "base + ssao" between [0, 1]
  85639. */
  85640. _this.base = 0;
  85641. _this._firstUpdate = true;
  85642. _this._bits = new Uint32Array(1);
  85643. _this._scene = scene;
  85644. _this._ratio = ratio;
  85645. if (!_this.isSupported) {
  85646. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  85647. return _this;
  85648. }
  85649. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  85650. var blurRatio = _this._ratio.blurRatio || ratio;
  85651. // Set up assets
  85652. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  85653. _this._createRandomTexture();
  85654. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  85655. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  85656. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85657. _this._originalColorPostProcess.samples = _this.textureSamples;
  85658. _this._createSSAOPostProcess(1.0);
  85659. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  85660. _this._createSSAOCombinePostProcess(blurRatio);
  85661. // Set up pipeline
  85662. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85663. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85664. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85665. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85666. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85667. // Finish
  85668. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85669. if (cameras) {
  85670. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85671. }
  85672. return _this;
  85673. }
  85674. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  85675. get: function () {
  85676. return this._samples;
  85677. },
  85678. /**
  85679. * Number of samples used for the SSAO calculations. Default value is 8
  85680. */
  85681. set: function (n) {
  85682. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  85683. this._samples = n;
  85684. this._sampleSphere = this._generateHemisphere();
  85685. this._firstUpdate = true;
  85686. },
  85687. enumerable: true,
  85688. configurable: true
  85689. });
  85690. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  85691. get: function () {
  85692. return this._textureSamples;
  85693. },
  85694. /**
  85695. * Number of samples to use for antialiasing
  85696. */
  85697. set: function (n) {
  85698. this._textureSamples = n;
  85699. this._originalColorPostProcess.samples = n;
  85700. this._blurHPostProcess.samples = n;
  85701. this._blurVPostProcess.samples = n;
  85702. this._ssaoPostProcess.samples = n;
  85703. this._ssaoCombinePostProcess.samples = n;
  85704. },
  85705. enumerable: true,
  85706. configurable: true
  85707. });
  85708. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  85709. get: function () {
  85710. return this._expensiveBlur;
  85711. },
  85712. /**
  85713. * If bilateral blur should be used
  85714. */
  85715. set: function (b) {
  85716. 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"]);
  85717. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  85718. this._expensiveBlur = b;
  85719. this._firstUpdate = true;
  85720. },
  85721. enumerable: true,
  85722. configurable: true
  85723. });
  85724. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  85725. /**
  85726. * Support test.
  85727. */
  85728. get: function () {
  85729. var engine = BABYLON.Engine.LastCreatedEngine;
  85730. if (!engine) {
  85731. return false;
  85732. }
  85733. return engine.getCaps().drawBuffersExtension;
  85734. },
  85735. enumerable: true,
  85736. configurable: true
  85737. });
  85738. // Public Methods
  85739. /**
  85740. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85741. */
  85742. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  85743. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  85744. for (var i = 0; i < this._scene.cameras.length; i++) {
  85745. var camera = this._scene.cameras[i];
  85746. this._originalColorPostProcess.dispose(camera);
  85747. this._ssaoPostProcess.dispose(camera);
  85748. this._blurHPostProcess.dispose(camera);
  85749. this._blurVPostProcess.dispose(camera);
  85750. this._ssaoCombinePostProcess.dispose(camera);
  85751. }
  85752. this._randomTexture.dispose();
  85753. if (disableGeometryBufferRenderer) {
  85754. this._scene.disableGeometryBufferRenderer();
  85755. }
  85756. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85757. _super.prototype.dispose.call(this);
  85758. };
  85759. // Private Methods
  85760. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  85761. var _this = this;
  85762. this._samplerOffsets = [];
  85763. var expensive = this.expensiveBlur;
  85764. for (var i = -8; i < 8; i++) {
  85765. this._samplerOffsets.push(i * 2 + 0.5);
  85766. }
  85767. 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");
  85768. this._blurHPostProcess.onApply = function (effect) {
  85769. if (!_this._scene.activeCamera) {
  85770. return;
  85771. }
  85772. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  85773. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85774. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85775. effect.setFloat("radius", _this.radius);
  85776. effect.setTexture("depthSampler", _this._depthTexture);
  85777. if (_this._firstUpdate) {
  85778. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85779. }
  85780. };
  85781. 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");
  85782. this._blurVPostProcess.onApply = function (effect) {
  85783. if (!_this._scene.activeCamera) {
  85784. return;
  85785. }
  85786. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  85787. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85788. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85789. effect.setFloat("radius", _this.radius);
  85790. effect.setTexture("depthSampler", _this._depthTexture);
  85791. if (_this._firstUpdate) {
  85792. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85793. _this._firstUpdate = false;
  85794. }
  85795. };
  85796. this._blurHPostProcess.samples = this.textureSamples;
  85797. this._blurVPostProcess.samples = this.textureSamples;
  85798. };
  85799. /** @hidden */
  85800. SSAO2RenderingPipeline.prototype._rebuild = function () {
  85801. this._firstUpdate = true;
  85802. _super.prototype._rebuild.call(this);
  85803. };
  85804. //Van der Corput radical inverse
  85805. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  85806. this._bits[0] = i;
  85807. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  85808. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  85809. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  85810. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  85811. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  85812. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  85813. };
  85814. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  85815. return [i / n, this._radicalInverse_VdC(i)];
  85816. };
  85817. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  85818. var phi = v * 2.0 * Math.PI;
  85819. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  85820. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  85821. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  85822. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  85823. };
  85824. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  85825. var numSamples = this.samples;
  85826. var result = [];
  85827. var vector;
  85828. var i = 0;
  85829. while (i < numSamples) {
  85830. if (numSamples < 16) {
  85831. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  85832. }
  85833. else {
  85834. var rand = this._hammersley(i, numSamples);
  85835. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  85836. }
  85837. result.push(vector.x, vector.y, vector.z);
  85838. i++;
  85839. }
  85840. return result;
  85841. };
  85842. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85843. var _this = this;
  85844. var numSamples = this.samples;
  85845. this._sampleSphere = this._generateHemisphere();
  85846. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  85847. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85848. "base", "range", "projection", "near", "far", "texelSize",
  85849. "xViewport", "yViewport", "maxZ", "minZAspect"
  85850. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85851. this._ssaoPostProcess.onApply = function (effect) {
  85852. if (_this._firstUpdate) {
  85853. effect.setArray3("sampleSphere", _this._sampleSphere);
  85854. effect.setFloat("randTextureTiles", 32.0);
  85855. }
  85856. if (!_this._scene.activeCamera) {
  85857. return;
  85858. }
  85859. effect.setFloat("samplesFactor", 1 / _this.samples);
  85860. effect.setFloat("totalStrength", _this.totalStrength);
  85861. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  85862. effect.setFloat("radius", _this.radius);
  85863. effect.setFloat("maxZ", _this.maxZ);
  85864. effect.setFloat("minZAspect", _this.minZAspect);
  85865. effect.setFloat("base", _this.base);
  85866. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85867. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85868. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  85869. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  85870. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  85871. effect.setTexture("textureSampler", _this._depthTexture);
  85872. effect.setTexture("normalSampler", _this._normalTexture);
  85873. effect.setTexture("randomSampler", _this._randomTexture);
  85874. };
  85875. this._ssaoPostProcess.samples = this.textureSamples;
  85876. };
  85877. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85878. var _this = this;
  85879. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85880. this._ssaoCombinePostProcess.onApply = function (effect) {
  85881. var viewport = _this._scene.activeCamera.viewport;
  85882. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  85883. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85884. };
  85885. this._ssaoCombinePostProcess.samples = this.textureSamples;
  85886. };
  85887. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  85888. var size = 128;
  85889. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85890. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85891. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85892. var context = this._randomTexture.getContext();
  85893. var rand = function (min, max) {
  85894. return Math.random() * (max - min) + min;
  85895. };
  85896. var randVector = BABYLON.Vector3.Zero();
  85897. for (var x = 0; x < size; x++) {
  85898. for (var y = 0; y < size; y++) {
  85899. randVector.x = rand(0.0, 1.0);
  85900. randVector.y = rand(0.0, 1.0);
  85901. randVector.z = 0.0;
  85902. randVector.normalize();
  85903. randVector.scaleInPlace(255);
  85904. randVector.x = Math.floor(randVector.x);
  85905. randVector.y = Math.floor(randVector.y);
  85906. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85907. context.fillRect(x, y, 1, 1);
  85908. }
  85909. }
  85910. this._randomTexture.update(false);
  85911. };
  85912. /**
  85913. * Serialize the rendering pipeline (Used when exporting)
  85914. * @returns the serialized object
  85915. */
  85916. SSAO2RenderingPipeline.prototype.serialize = function () {
  85917. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  85918. serializationObject.customType = "SSAO2RenderingPipeline";
  85919. return serializationObject;
  85920. };
  85921. /**
  85922. * Parse the serialized pipeline
  85923. * @param source Source pipeline.
  85924. * @param scene The scene to load the pipeline to.
  85925. * @param rootUrl The URL of the serialized pipeline.
  85926. * @returns An instantiated pipeline from the serialized object.
  85927. */
  85928. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  85929. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  85930. };
  85931. __decorate([
  85932. BABYLON.serialize()
  85933. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  85934. __decorate([
  85935. BABYLON.serialize()
  85936. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  85937. __decorate([
  85938. BABYLON.serialize()
  85939. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  85940. __decorate([
  85941. BABYLON.serialize("samples")
  85942. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  85943. __decorate([
  85944. BABYLON.serialize("textureSamples")
  85945. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  85946. __decorate([
  85947. BABYLON.serialize()
  85948. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  85949. __decorate([
  85950. BABYLON.serialize("expensiveBlur")
  85951. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  85952. __decorate([
  85953. BABYLON.serialize()
  85954. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  85955. __decorate([
  85956. BABYLON.serialize()
  85957. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  85958. return SSAO2RenderingPipeline;
  85959. }(BABYLON.PostProcessRenderPipeline));
  85960. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  85961. })(BABYLON || (BABYLON = {}));
  85962. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  85963. var BABYLON;
  85964. (function (BABYLON) {
  85965. /**
  85966. * BABYLON.JS Chromatic Aberration GLSL Shader
  85967. * Author: Olivier Guyot
  85968. * Separates very slightly R, G and B colors on the edges of the screen
  85969. * Inspired by Francois Tarlier & Martins Upitis
  85970. */
  85971. var LensRenderingPipeline = /** @class */ (function (_super) {
  85972. __extends(LensRenderingPipeline, _super);
  85973. /**
  85974. * @constructor
  85975. *
  85976. * Effect parameters are as follow:
  85977. * {
  85978. * chromatic_aberration: number; // from 0 to x (1 for realism)
  85979. * edge_blur: number; // from 0 to x (1 for realism)
  85980. * distortion: number; // from 0 to x (1 for realism)
  85981. * grain_amount: number; // from 0 to 1
  85982. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  85983. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  85984. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  85985. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  85986. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  85987. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  85988. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  85989. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  85990. * }
  85991. * Note: if an effect parameter is unset, effect is disabled
  85992. *
  85993. * @param name The rendering pipeline name
  85994. * @param parameters - An object containing all parameters (see above)
  85995. * @param scene The scene linked to this pipeline
  85996. * @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)
  85997. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85998. */
  85999. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  86000. if (ratio === void 0) { ratio = 1.0; }
  86001. var _this = _super.call(this, scene.getEngine(), name) || this;
  86002. // Lens effects can be of the following:
  86003. // - chromatic aberration (slight shift of RGB colors)
  86004. // - blur on the edge of the lens
  86005. // - lens distortion
  86006. // - depth-of-field blur & highlights enhancing
  86007. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  86008. // - grain effect (noise or custom texture)
  86009. // Two additional texture samplers are needed:
  86010. // - depth map (for depth-of-field)
  86011. // - grain texture
  86012. /**
  86013. * @ignore
  86014. * The chromatic aberration PostProcess id in the pipeline
  86015. */
  86016. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  86017. /**
  86018. * @ignore
  86019. * The highlights enhancing PostProcess id in the pipeline
  86020. */
  86021. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  86022. /**
  86023. * @ignore
  86024. * The depth-of-field PostProcess id in the pipeline
  86025. */
  86026. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  86027. _this._scene = scene;
  86028. // Fetch texture samplers
  86029. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86030. if (parameters.grain_texture) {
  86031. _this._grainTexture = parameters.grain_texture;
  86032. }
  86033. else {
  86034. _this._createGrainTexture();
  86035. }
  86036. // save parameters
  86037. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  86038. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  86039. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  86040. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  86041. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  86042. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  86043. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  86044. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  86045. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  86046. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  86047. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  86048. // Create effects
  86049. _this._createChromaticAberrationPostProcess(ratio);
  86050. _this._createHighlightsPostProcess(ratio);
  86051. _this._createDepthOfFieldPostProcess(ratio / 4);
  86052. // Set up pipeline
  86053. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  86054. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  86055. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  86056. if (_this._highlightsGain === -1) {
  86057. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  86058. }
  86059. // Finish
  86060. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86061. if (cameras) {
  86062. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86063. }
  86064. return _this;
  86065. }
  86066. // public methods (self explanatory)
  86067. /**
  86068. * Sets the amount of blur at the edges
  86069. * @param amount blur amount
  86070. */
  86071. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  86072. /**
  86073. * Sets edge blur to 0
  86074. */
  86075. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  86076. /**
  86077. * Sets the amout of grain
  86078. * @param amount Amount of grain
  86079. */
  86080. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  86081. /**
  86082. * Set grain amount to 0
  86083. */
  86084. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  86085. /**
  86086. * Sets the chromatic aberration amount
  86087. * @param amount amount of chromatic aberration
  86088. */
  86089. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  86090. /**
  86091. * Sets chromatic aberration amount to 0
  86092. */
  86093. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  86094. /**
  86095. * Sets the EdgeDistortion amount
  86096. * @param amount amount of EdgeDistortion
  86097. */
  86098. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  86099. /**
  86100. * Sets edge distortion to 0
  86101. */
  86102. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  86103. /**
  86104. * Sets the FocusDistance amount
  86105. * @param amount amount of FocusDistance
  86106. */
  86107. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86108. /**
  86109. * Disables depth of field
  86110. */
  86111. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86112. /**
  86113. * Sets the Aperture amount
  86114. * @param amount amount of Aperture
  86115. */
  86116. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86117. /**
  86118. * Sets the DarkenOutOfFocus amount
  86119. * @param amount amount of DarkenOutOfFocus
  86120. */
  86121. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86122. /**
  86123. * Creates a pentagon bokeh effect
  86124. */
  86125. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86126. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86127. };
  86128. /**
  86129. * Disables the pentagon bokeh effect
  86130. */
  86131. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  86132. this._highlightsPostProcess.updateEffect();
  86133. };
  86134. /**
  86135. * Enables noise blur
  86136. */
  86137. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  86138. /**
  86139. * Disables noise blur
  86140. */
  86141. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  86142. /**
  86143. * Sets the HighlightsGain amount
  86144. * @param amount amount of HighlightsGain
  86145. */
  86146. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  86147. this._highlightsGain = amount;
  86148. };
  86149. /**
  86150. * Sets the HighlightsThreshold amount
  86151. * @param amount amount of HighlightsThreshold
  86152. */
  86153. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  86154. if (this._highlightsGain === -1) {
  86155. this._highlightsGain = 1.0;
  86156. }
  86157. this._highlightsThreshold = amount;
  86158. };
  86159. /**
  86160. * Disables highlights
  86161. */
  86162. LensRenderingPipeline.prototype.disableHighlights = function () {
  86163. this._highlightsGain = -1;
  86164. };
  86165. /**
  86166. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  86167. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  86168. */
  86169. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86170. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86171. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86172. this._chromaticAberrationPostProcess = null;
  86173. this._highlightsPostProcess = null;
  86174. this._depthOfFieldPostProcess = null;
  86175. this._grainTexture.dispose();
  86176. if (disableDepthRender) {
  86177. this._scene.disableDepthRenderer();
  86178. }
  86179. };
  86180. // colors shifting and distortion
  86181. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  86182. var _this = this;
  86183. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  86184. [], // samplers
  86185. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86186. this._chromaticAberrationPostProcess.onApply = function (effect) {
  86187. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  86188. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86189. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86190. effect.setFloat('radialIntensity', 1);
  86191. effect.setFloat2('direction', 17, 17);
  86192. effect.setFloat2('centerPosition', 0.5, 0.5);
  86193. };
  86194. };
  86195. // highlights enhancing
  86196. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  86197. var _this = this;
  86198. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  86199. [], // samplers
  86200. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  86201. this._highlightsPostProcess.onApply = function (effect) {
  86202. effect.setFloat('gain', _this._highlightsGain);
  86203. effect.setFloat('threshold', _this._highlightsThreshold);
  86204. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  86205. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86206. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86207. };
  86208. };
  86209. // colors shifting and distortion
  86210. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  86211. var _this = this;
  86212. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  86213. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  86214. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  86215. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86216. this._depthOfFieldPostProcess.onApply = function (effect) {
  86217. effect.setTexture("depthSampler", _this._depthTexture);
  86218. effect.setTexture("grainSampler", _this._grainTexture);
  86219. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  86220. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  86221. effect.setFloat('grain_amount', _this._grainAmount);
  86222. effect.setBool('blur_noise', _this._blurNoise);
  86223. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86224. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86225. effect.setFloat('distortion', _this._distortion);
  86226. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  86227. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  86228. effect.setFloat('aperture', _this._dofAperture);
  86229. effect.setFloat('darken', _this._dofDarken);
  86230. effect.setFloat('edge_blur', _this._edgeBlur);
  86231. effect.setBool('highlights', (_this._highlightsGain !== -1));
  86232. if (_this._scene.activeCamera) {
  86233. effect.setFloat('near', _this._scene.activeCamera.minZ);
  86234. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  86235. }
  86236. };
  86237. };
  86238. // creates a black and white random noise texture, 512x512
  86239. LensRenderingPipeline.prototype._createGrainTexture = function () {
  86240. var size = 512;
  86241. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  86242. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86243. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86244. var context = this._grainTexture.getContext();
  86245. var rand = function (min, max) {
  86246. return Math.random() * (max - min) + min;
  86247. };
  86248. var value;
  86249. for (var x = 0; x < size; x++) {
  86250. for (var y = 0; y < size; y++) {
  86251. value = Math.floor(rand(0.42, 0.58) * 255);
  86252. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  86253. context.fillRect(x, y, 1, 1);
  86254. }
  86255. }
  86256. this._grainTexture.update(false);
  86257. };
  86258. return LensRenderingPipeline;
  86259. }(BABYLON.PostProcessRenderPipeline));
  86260. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  86261. })(BABYLON || (BABYLON = {}));
  86262. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  86263. var BABYLON;
  86264. (function (BABYLON) {
  86265. /**
  86266. * Standard rendering pipeline
  86267. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86268. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  86269. */
  86270. var StandardRenderingPipeline = /** @class */ (function (_super) {
  86271. __extends(StandardRenderingPipeline, _super);
  86272. /**
  86273. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86274. * @constructor
  86275. * @param name The rendering pipeline name
  86276. * @param scene The scene linked to this pipeline
  86277. * @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)
  86278. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  86279. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86280. */
  86281. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  86282. if (originalPostProcess === void 0) { originalPostProcess = null; }
  86283. var _this = _super.call(this, scene.getEngine(), name) || this;
  86284. /**
  86285. * Post-process used to down scale an image x4
  86286. */
  86287. _this.downSampleX4PostProcess = null;
  86288. /**
  86289. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  86290. */
  86291. _this.brightPassPostProcess = null;
  86292. /**
  86293. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  86294. */
  86295. _this.blurHPostProcesses = [];
  86296. /**
  86297. * Post-process array storing all the vertical blur post-processes used by the pipeline
  86298. */
  86299. _this.blurVPostProcesses = [];
  86300. /**
  86301. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  86302. */
  86303. _this.textureAdderPostProcess = null;
  86304. /**
  86305. * Post-process used to create volumetric lighting effect
  86306. */
  86307. _this.volumetricLightPostProcess = null;
  86308. /**
  86309. * Post-process used to smooth the previous volumetric light post-process on the X axis
  86310. */
  86311. _this.volumetricLightSmoothXPostProcess = null;
  86312. /**
  86313. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  86314. */
  86315. _this.volumetricLightSmoothYPostProcess = null;
  86316. /**
  86317. * Post-process used to merge the volumetric light effect and the real scene color
  86318. */
  86319. _this.volumetricLightMergePostProces = null;
  86320. /**
  86321. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  86322. */
  86323. _this.volumetricLightFinalPostProcess = null;
  86324. /**
  86325. * Base post-process used to calculate the average luminance of the final image for HDR
  86326. */
  86327. _this.luminancePostProcess = null;
  86328. /**
  86329. * Post-processes used to create down sample post-processes in order to get
  86330. * the average luminance of the final image for HDR
  86331. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  86332. */
  86333. _this.luminanceDownSamplePostProcesses = [];
  86334. /**
  86335. * Post-process used to create a HDR effect (light adaptation)
  86336. */
  86337. _this.hdrPostProcess = null;
  86338. /**
  86339. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  86340. */
  86341. _this.textureAdderFinalPostProcess = null;
  86342. /**
  86343. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  86344. */
  86345. _this.lensFlareFinalPostProcess = null;
  86346. /**
  86347. * Post-process used to merge the final HDR post-process and the real scene color
  86348. */
  86349. _this.hdrFinalPostProcess = null;
  86350. /**
  86351. * Post-process used to create a lens flare effect
  86352. */
  86353. _this.lensFlarePostProcess = null;
  86354. /**
  86355. * Post-process that merges the result of the lens flare post-process and the real scene color
  86356. */
  86357. _this.lensFlareComposePostProcess = null;
  86358. /**
  86359. * Post-process used to create a motion blur effect
  86360. */
  86361. _this.motionBlurPostProcess = null;
  86362. /**
  86363. * Post-process used to create a depth of field effect
  86364. */
  86365. _this.depthOfFieldPostProcess = null;
  86366. /**
  86367. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  86368. */
  86369. _this.fxaaPostProcess = null;
  86370. // Values
  86371. /**
  86372. * Represents the brightness threshold in order to configure the illuminated surfaces
  86373. */
  86374. _this.brightThreshold = 1.0;
  86375. /**
  86376. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  86377. */
  86378. _this.blurWidth = 512.0;
  86379. /**
  86380. * Sets if the blur for highlighted surfaces must be only horizontal
  86381. */
  86382. _this.horizontalBlur = false;
  86383. /**
  86384. * Sets the overall exposure used by the pipeline
  86385. */
  86386. _this.exposure = 1.0;
  86387. /**
  86388. * Texture used typically to simulate "dirty" on camera lens
  86389. */
  86390. _this.lensTexture = null;
  86391. /**
  86392. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  86393. */
  86394. _this.volumetricLightCoefficient = 0.2;
  86395. /**
  86396. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  86397. */
  86398. _this.volumetricLightPower = 4.0;
  86399. /**
  86400. * Used the set the blur intensity to smooth the volumetric lights
  86401. */
  86402. _this.volumetricLightBlurScale = 64.0;
  86403. /**
  86404. * Light (spot or directional) used to generate the volumetric lights rays
  86405. * The source light must have a shadow generate so the pipeline can get its
  86406. * depth map
  86407. */
  86408. _this.sourceLight = null;
  86409. /**
  86410. * For eye adaptation, represents the minimum luminance the eye can see
  86411. */
  86412. _this.hdrMinimumLuminance = 1.0;
  86413. /**
  86414. * For eye adaptation, represents the decrease luminance speed
  86415. */
  86416. _this.hdrDecreaseRate = 0.5;
  86417. /**
  86418. * For eye adaptation, represents the increase luminance speed
  86419. */
  86420. _this.hdrIncreaseRate = 0.5;
  86421. /**
  86422. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  86423. */
  86424. _this.lensColorTexture = null;
  86425. /**
  86426. * The overall strengh for the lens flare effect
  86427. */
  86428. _this.lensFlareStrength = 20.0;
  86429. /**
  86430. * Dispersion coefficient for lens flare ghosts
  86431. */
  86432. _this.lensFlareGhostDispersal = 1.4;
  86433. /**
  86434. * Main lens flare halo width
  86435. */
  86436. _this.lensFlareHaloWidth = 0.7;
  86437. /**
  86438. * Based on the lens distortion effect, defines how much the lens flare result
  86439. * is distorted
  86440. */
  86441. _this.lensFlareDistortionStrength = 16.0;
  86442. /**
  86443. * Lens star texture must be used to simulate rays on the flares and is available
  86444. * in the documentation
  86445. */
  86446. _this.lensStarTexture = null;
  86447. /**
  86448. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  86449. * flare effect by taking account of the dirt texture
  86450. */
  86451. _this.lensFlareDirtTexture = null;
  86452. /**
  86453. * Represents the focal length for the depth of field effect
  86454. */
  86455. _this.depthOfFieldDistance = 10.0;
  86456. /**
  86457. * Represents the blur intensity for the blurred part of the depth of field effect
  86458. */
  86459. _this.depthOfFieldBlurWidth = 64.0;
  86460. /**
  86461. * For motion blur, defines how much the image is blurred by the movement
  86462. */
  86463. _this.motionStrength = 1.0;
  86464. /**
  86465. * List of animations for the pipeline (IAnimatable implementation)
  86466. */
  86467. _this.animations = [];
  86468. _this._currentDepthOfFieldSource = null;
  86469. _this._hdrCurrentLuminance = 1.0;
  86470. // Getters and setters
  86471. _this._bloomEnabled = false;
  86472. _this._depthOfFieldEnabled = false;
  86473. _this._vlsEnabled = false;
  86474. _this._lensFlareEnabled = false;
  86475. _this._hdrEnabled = false;
  86476. _this._motionBlurEnabled = false;
  86477. _this._fxaaEnabled = false;
  86478. _this._motionBlurSamples = 64.0;
  86479. _this._volumetricLightStepsCount = 50.0;
  86480. _this._samples = 1;
  86481. _this._cameras = cameras || [];
  86482. // Initialize
  86483. _this._scene = scene;
  86484. _this._basePostProcess = originalPostProcess;
  86485. _this._ratio = ratio;
  86486. // Misc
  86487. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  86488. // Finish
  86489. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86490. _this._buildPipeline();
  86491. return _this;
  86492. }
  86493. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  86494. /**
  86495. * @ignore
  86496. * Specifies if the bloom pipeline is enabled
  86497. */
  86498. get: function () {
  86499. return this._bloomEnabled;
  86500. },
  86501. set: function (enabled) {
  86502. if (this._bloomEnabled === enabled) {
  86503. return;
  86504. }
  86505. this._bloomEnabled = enabled;
  86506. this._buildPipeline();
  86507. },
  86508. enumerable: true,
  86509. configurable: true
  86510. });
  86511. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  86512. /**
  86513. * @ignore
  86514. * Specifies if the depth of field pipeline is enabed
  86515. */
  86516. get: function () {
  86517. return this._depthOfFieldEnabled;
  86518. },
  86519. set: function (enabled) {
  86520. if (this._depthOfFieldEnabled === enabled) {
  86521. return;
  86522. }
  86523. this._depthOfFieldEnabled = enabled;
  86524. this._buildPipeline();
  86525. },
  86526. enumerable: true,
  86527. configurable: true
  86528. });
  86529. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  86530. /**
  86531. * @ignore
  86532. * Specifies if the lens flare pipeline is enabed
  86533. */
  86534. get: function () {
  86535. return this._lensFlareEnabled;
  86536. },
  86537. set: function (enabled) {
  86538. if (this._lensFlareEnabled === enabled) {
  86539. return;
  86540. }
  86541. this._lensFlareEnabled = enabled;
  86542. this._buildPipeline();
  86543. },
  86544. enumerable: true,
  86545. configurable: true
  86546. });
  86547. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  86548. /**
  86549. * @ignore
  86550. * Specifies if the HDR pipeline is enabled
  86551. */
  86552. get: function () {
  86553. return this._hdrEnabled;
  86554. },
  86555. set: function (enabled) {
  86556. if (this._hdrEnabled === enabled) {
  86557. return;
  86558. }
  86559. this._hdrEnabled = enabled;
  86560. this._buildPipeline();
  86561. },
  86562. enumerable: true,
  86563. configurable: true
  86564. });
  86565. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  86566. /**
  86567. * @ignore
  86568. * Specifies if the volumetric lights scattering effect is enabled
  86569. */
  86570. get: function () {
  86571. return this._vlsEnabled;
  86572. },
  86573. set: function (enabled) {
  86574. if (this._vlsEnabled === enabled) {
  86575. return;
  86576. }
  86577. if (enabled) {
  86578. var geometry = this._scene.enableGeometryBufferRenderer();
  86579. if (!geometry) {
  86580. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  86581. return;
  86582. }
  86583. }
  86584. this._vlsEnabled = enabled;
  86585. this._buildPipeline();
  86586. },
  86587. enumerable: true,
  86588. configurable: true
  86589. });
  86590. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  86591. /**
  86592. * @ignore
  86593. * Specifies if the motion blur effect is enabled
  86594. */
  86595. get: function () {
  86596. return this._motionBlurEnabled;
  86597. },
  86598. set: function (enabled) {
  86599. if (this._motionBlurEnabled === enabled) {
  86600. return;
  86601. }
  86602. this._motionBlurEnabled = enabled;
  86603. this._buildPipeline();
  86604. },
  86605. enumerable: true,
  86606. configurable: true
  86607. });
  86608. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  86609. /**
  86610. * Specifies if anti-aliasing is enabled
  86611. */
  86612. get: function () {
  86613. return this._fxaaEnabled;
  86614. },
  86615. set: function (enabled) {
  86616. if (this._fxaaEnabled === enabled) {
  86617. return;
  86618. }
  86619. this._fxaaEnabled = enabled;
  86620. this._buildPipeline();
  86621. },
  86622. enumerable: true,
  86623. configurable: true
  86624. });
  86625. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  86626. /**
  86627. * Specifies the number of steps used to calculate the volumetric lights
  86628. * Typically in interval [50, 200]
  86629. */
  86630. get: function () {
  86631. return this._volumetricLightStepsCount;
  86632. },
  86633. set: function (count) {
  86634. if (this.volumetricLightPostProcess) {
  86635. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  86636. }
  86637. this._volumetricLightStepsCount = count;
  86638. },
  86639. enumerable: true,
  86640. configurable: true
  86641. });
  86642. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  86643. /**
  86644. * Specifies the number of samples used for the motion blur effect
  86645. * Typically in interval [16, 64]
  86646. */
  86647. get: function () {
  86648. return this._motionBlurSamples;
  86649. },
  86650. set: function (samples) {
  86651. if (this.motionBlurPostProcess) {
  86652. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  86653. }
  86654. this._motionBlurSamples = samples;
  86655. },
  86656. enumerable: true,
  86657. configurable: true
  86658. });
  86659. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  86660. /**
  86661. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  86662. */
  86663. get: function () {
  86664. return this._samples;
  86665. },
  86666. set: function (sampleCount) {
  86667. if (this._samples === sampleCount) {
  86668. return;
  86669. }
  86670. this._samples = sampleCount;
  86671. this._buildPipeline();
  86672. },
  86673. enumerable: true,
  86674. configurable: true
  86675. });
  86676. StandardRenderingPipeline.prototype._buildPipeline = function () {
  86677. var _this = this;
  86678. var ratio = this._ratio;
  86679. var scene = this._scene;
  86680. this._disposePostProcesses();
  86681. this._reset();
  86682. // Create pass post-process
  86683. if (!this._basePostProcess) {
  86684. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  86685. this.originalPostProcess.onApply = function (effect) {
  86686. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  86687. };
  86688. }
  86689. else {
  86690. this.originalPostProcess = this._basePostProcess;
  86691. }
  86692. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  86693. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  86694. }
  86695. this._currentDepthOfFieldSource = this.originalPostProcess;
  86696. if (this._bloomEnabled) {
  86697. // Create down sample X4 post-process
  86698. this._createDownSampleX4PostProcess(scene, ratio / 2);
  86699. // Create bright pass post-process
  86700. this._createBrightPassPostProcess(scene, ratio / 2);
  86701. // Create gaussian blur post-processes (down sampling blurs)
  86702. this._createBlurPostProcesses(scene, ratio / 4, 1);
  86703. // Create texture adder post-process
  86704. this._createTextureAdderPostProcess(scene, ratio);
  86705. // Create depth-of-field source post-process
  86706. 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);
  86707. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  86708. }
  86709. if (this._vlsEnabled) {
  86710. // Create volumetric light
  86711. this._createVolumetricLightPostProcess(scene, ratio);
  86712. // Create volumetric light final post-process
  86713. 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);
  86714. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  86715. }
  86716. if (this._lensFlareEnabled) {
  86717. // Create lens flare post-process
  86718. this._createLensFlarePostProcess(scene, ratio);
  86719. // Create depth-of-field source post-process post lens-flare and disable it now
  86720. 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);
  86721. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  86722. }
  86723. if (this._hdrEnabled) {
  86724. // Create luminance
  86725. this._createLuminancePostProcesses(scene, this._floatTextureType);
  86726. // Create HDR
  86727. this._createHdrPostProcess(scene, ratio);
  86728. // Create depth-of-field source post-process post hdr and disable it now
  86729. 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);
  86730. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  86731. }
  86732. if (this._depthOfFieldEnabled) {
  86733. // Create gaussian blur used by depth-of-field
  86734. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  86735. // Create depth-of-field post-process
  86736. this._createDepthOfFieldPostProcess(scene, ratio);
  86737. }
  86738. if (this._motionBlurEnabled) {
  86739. // Create motion blur post-process
  86740. this._createMotionBlurPostProcess(scene, ratio);
  86741. }
  86742. if (this._fxaaEnabled) {
  86743. // Create fxaa post-process
  86744. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86745. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  86746. }
  86747. if (this._cameras !== null) {
  86748. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  86749. }
  86750. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  86751. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  86752. }
  86753. };
  86754. // Down Sample X4 Post-Processs
  86755. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  86756. var _this = this;
  86757. var downSampleX4Offsets = new Array(32);
  86758. 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);
  86759. this.downSampleX4PostProcess.onApply = function (effect) {
  86760. var id = 0;
  86761. var width = _this.downSampleX4PostProcess.width;
  86762. var height = _this.downSampleX4PostProcess.height;
  86763. for (var i = -2; i < 2; i++) {
  86764. for (var j = -2; j < 2; j++) {
  86765. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  86766. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  86767. id += 2;
  86768. }
  86769. }
  86770. effect.setArray2("dsOffsets", downSampleX4Offsets);
  86771. };
  86772. // Add to pipeline
  86773. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  86774. };
  86775. // Brightpass Post-Process
  86776. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  86777. var _this = this;
  86778. var brightOffsets = new Array(8);
  86779. 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);
  86780. this.brightPassPostProcess.onApply = function (effect) {
  86781. var sU = (1.0 / _this.brightPassPostProcess.width);
  86782. var sV = (1.0 / _this.brightPassPostProcess.height);
  86783. brightOffsets[0] = -0.5 * sU;
  86784. brightOffsets[1] = 0.5 * sV;
  86785. brightOffsets[2] = 0.5 * sU;
  86786. brightOffsets[3] = 0.5 * sV;
  86787. brightOffsets[4] = -0.5 * sU;
  86788. brightOffsets[5] = -0.5 * sV;
  86789. brightOffsets[6] = 0.5 * sU;
  86790. brightOffsets[7] = -0.5 * sV;
  86791. effect.setArray2("dsOffsets", brightOffsets);
  86792. effect.setFloat("brightThreshold", _this.brightThreshold);
  86793. };
  86794. // Add to pipeline
  86795. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  86796. };
  86797. // Create blur H&V post-processes
  86798. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  86799. var _this = this;
  86800. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  86801. var engine = scene.getEngine();
  86802. 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);
  86803. 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);
  86804. blurX.onActivateObservable.add(function () {
  86805. var dw = blurX.width / engine.getRenderWidth();
  86806. blurX.kernel = _this[blurWidthKey] * dw;
  86807. });
  86808. blurY.onActivateObservable.add(function () {
  86809. var dw = blurY.height / engine.getRenderHeight();
  86810. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  86811. });
  86812. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  86813. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  86814. this.blurHPostProcesses.push(blurX);
  86815. this.blurVPostProcesses.push(blurY);
  86816. };
  86817. // Create texture adder post-process
  86818. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  86819. var _this = this;
  86820. 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);
  86821. this.textureAdderPostProcess.onApply = function (effect) {
  86822. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  86823. effect.setTexture("lensSampler", _this.lensTexture);
  86824. effect.setFloat("exposure", _this.exposure);
  86825. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  86826. };
  86827. // Add to pipeline
  86828. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  86829. };
  86830. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  86831. var _this = this;
  86832. var geometryRenderer = scene.enableGeometryBufferRenderer();
  86833. geometryRenderer.enablePosition = true;
  86834. var geometry = geometryRenderer.getGBuffer();
  86835. // Base post-process
  86836. 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));
  86837. var depthValues = BABYLON.Vector2.Zero();
  86838. this.volumetricLightPostProcess.onApply = function (effect) {
  86839. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  86840. var generator = _this.sourceLight.getShadowGenerator();
  86841. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  86842. effect.setTexture("positionSampler", geometry.textures[2]);
  86843. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  86844. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  86845. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  86846. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  86847. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  86848. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  86849. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  86850. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  86851. effect.setVector2("depthValues", depthValues);
  86852. }
  86853. };
  86854. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  86855. // Smooth
  86856. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  86857. // Merge
  86858. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  86859. this.volumetricLightMergePostProces.onApply = function (effect) {
  86860. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  86861. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  86862. };
  86863. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  86864. };
  86865. // Create luminance
  86866. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  86867. var _this = this;
  86868. // Create luminance
  86869. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  86870. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  86871. var offsets = [];
  86872. this.luminancePostProcess.onApply = function (effect) {
  86873. var sU = (1.0 / _this.luminancePostProcess.width);
  86874. var sV = (1.0 / _this.luminancePostProcess.height);
  86875. offsets[0] = -0.5 * sU;
  86876. offsets[1] = 0.5 * sV;
  86877. offsets[2] = 0.5 * sU;
  86878. offsets[3] = 0.5 * sV;
  86879. offsets[4] = -0.5 * sU;
  86880. offsets[5] = -0.5 * sV;
  86881. offsets[6] = 0.5 * sU;
  86882. offsets[7] = -0.5 * sV;
  86883. effect.setArray2("lumOffsets", offsets);
  86884. };
  86885. // Add to pipeline
  86886. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  86887. // Create down sample luminance
  86888. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  86889. var size = Math.pow(3, i);
  86890. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  86891. if (i === 0) {
  86892. defines += "#define FINAL_DOWN_SAMPLER";
  86893. }
  86894. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  86895. this.luminanceDownSamplePostProcesses.push(postProcess);
  86896. }
  86897. // Create callbacks and add effects
  86898. var lastLuminance = this.luminancePostProcess;
  86899. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  86900. var downSampleOffsets = new Array(18);
  86901. pp.onApply = function (effect) {
  86902. if (!lastLuminance) {
  86903. return;
  86904. }
  86905. var id = 0;
  86906. for (var x = -1; x < 2; x++) {
  86907. for (var y = -1; y < 2; y++) {
  86908. downSampleOffsets[id] = x / lastLuminance.width;
  86909. downSampleOffsets[id + 1] = y / lastLuminance.height;
  86910. id += 2;
  86911. }
  86912. }
  86913. effect.setArray2("dsOffsets", downSampleOffsets);
  86914. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  86915. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  86916. lastLuminance = _this.luminancePostProcess;
  86917. }
  86918. else {
  86919. lastLuminance = pp;
  86920. }
  86921. };
  86922. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  86923. pp.onAfterRender = function (effect) {
  86924. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  86925. 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);
  86926. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  86927. };
  86928. }
  86929. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  86930. });
  86931. };
  86932. // Create HDR post-process
  86933. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  86934. var _this = this;
  86935. 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);
  86936. var outputLiminance = 1;
  86937. var time = 0;
  86938. var lastTime = 0;
  86939. this.hdrPostProcess.onApply = function (effect) {
  86940. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  86941. time += scene.getEngine().getDeltaTime();
  86942. if (outputLiminance < 0) {
  86943. outputLiminance = _this._hdrCurrentLuminance;
  86944. }
  86945. else {
  86946. var dt = (lastTime - time) / 1000.0;
  86947. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  86948. outputLiminance += _this.hdrDecreaseRate * dt;
  86949. }
  86950. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  86951. outputLiminance -= _this.hdrIncreaseRate * dt;
  86952. }
  86953. else {
  86954. outputLiminance = _this._hdrCurrentLuminance;
  86955. }
  86956. }
  86957. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  86958. effect.setFloat("averageLuminance", outputLiminance);
  86959. lastTime = time;
  86960. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  86961. };
  86962. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  86963. };
  86964. // Create lens flare post-process
  86965. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  86966. var _this = this;
  86967. 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);
  86968. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  86969. this._createBlurPostProcesses(scene, ratio / 4, 2);
  86970. 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);
  86971. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  86972. var resolution = new BABYLON.Vector2(0, 0);
  86973. // Lens flare
  86974. this.lensFlarePostProcess.onApply = function (effect) {
  86975. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  86976. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  86977. effect.setFloat("strength", _this.lensFlareStrength);
  86978. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  86979. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  86980. // Shift
  86981. resolution.x = _this.lensFlarePostProcess.width;
  86982. resolution.y = _this.lensFlarePostProcess.height;
  86983. effect.setVector2("resolution", resolution);
  86984. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  86985. };
  86986. // Compose
  86987. 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);
  86988. 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);
  86989. this.lensFlareComposePostProcess.onApply = function (effect) {
  86990. if (!_this._scene.activeCamera) {
  86991. return;
  86992. }
  86993. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  86994. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  86995. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  86996. // Lens start rotation matrix
  86997. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  86998. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  86999. 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));
  87000. camRot *= 4.0;
  87001. 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);
  87002. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  87003. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  87004. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  87005. };
  87006. };
  87007. // Create depth-of-field post-process
  87008. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  87009. var _this = this;
  87010. 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);
  87011. this.depthOfFieldPostProcess.onApply = function (effect) {
  87012. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87013. effect.setTexture("depthSampler", _this._getDepthTexture());
  87014. effect.setFloat("distance", _this.depthOfFieldDistance);
  87015. };
  87016. // Add to pipeline
  87017. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  87018. };
  87019. // Create motion blur post-process
  87020. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  87021. var _this = this;
  87022. 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);
  87023. var motionScale = 0;
  87024. var prevViewProjection = BABYLON.Matrix.Identity();
  87025. var invViewProjection = BABYLON.Matrix.Identity();
  87026. var viewProjection = BABYLON.Matrix.Identity();
  87027. var screenSize = BABYLON.Vector2.Zero();
  87028. this.motionBlurPostProcess.onApply = function (effect) {
  87029. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  87030. viewProjection.invertToRef(invViewProjection);
  87031. effect.setMatrix("inverseViewProjection", invViewProjection);
  87032. effect.setMatrix("prevViewProjection", prevViewProjection);
  87033. prevViewProjection = viewProjection;
  87034. screenSize.x = _this.motionBlurPostProcess.width;
  87035. screenSize.y = _this.motionBlurPostProcess.height;
  87036. effect.setVector2("screenSize", screenSize);
  87037. motionScale = scene.getEngine().getFps() / 60.0;
  87038. effect.setFloat("motionScale", motionScale);
  87039. effect.setFloat("motionStrength", _this.motionStrength);
  87040. effect.setTexture("depthSampler", _this._getDepthTexture());
  87041. };
  87042. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  87043. };
  87044. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  87045. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  87046. var renderer = this._scene.enableGeometryBufferRenderer();
  87047. return renderer.getGBuffer().textures[0];
  87048. }
  87049. return this._scene.enableDepthRenderer().getDepthMap();
  87050. };
  87051. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  87052. for (var i = 0; i < this._cameras.length; i++) {
  87053. var camera = this._cameras[i];
  87054. if (this.originalPostProcess) {
  87055. this.originalPostProcess.dispose(camera);
  87056. }
  87057. if (this.downSampleX4PostProcess) {
  87058. this.downSampleX4PostProcess.dispose(camera);
  87059. }
  87060. if (this.brightPassPostProcess) {
  87061. this.brightPassPostProcess.dispose(camera);
  87062. }
  87063. if (this.textureAdderPostProcess) {
  87064. this.textureAdderPostProcess.dispose(camera);
  87065. }
  87066. if (this.textureAdderFinalPostProcess) {
  87067. this.textureAdderFinalPostProcess.dispose(camera);
  87068. }
  87069. if (this.volumetricLightPostProcess) {
  87070. this.volumetricLightPostProcess.dispose(camera);
  87071. }
  87072. if (this.volumetricLightSmoothXPostProcess) {
  87073. this.volumetricLightSmoothXPostProcess.dispose(camera);
  87074. }
  87075. if (this.volumetricLightSmoothYPostProcess) {
  87076. this.volumetricLightSmoothYPostProcess.dispose(camera);
  87077. }
  87078. if (this.volumetricLightMergePostProces) {
  87079. this.volumetricLightMergePostProces.dispose(camera);
  87080. }
  87081. if (this.volumetricLightFinalPostProcess) {
  87082. this.volumetricLightFinalPostProcess.dispose(camera);
  87083. }
  87084. if (this.lensFlarePostProcess) {
  87085. this.lensFlarePostProcess.dispose(camera);
  87086. }
  87087. if (this.lensFlareComposePostProcess) {
  87088. this.lensFlareComposePostProcess.dispose(camera);
  87089. }
  87090. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  87091. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  87092. }
  87093. if (this.luminancePostProcess) {
  87094. this.luminancePostProcess.dispose(camera);
  87095. }
  87096. if (this.hdrPostProcess) {
  87097. this.hdrPostProcess.dispose(camera);
  87098. }
  87099. if (this.hdrFinalPostProcess) {
  87100. this.hdrFinalPostProcess.dispose(camera);
  87101. }
  87102. if (this.depthOfFieldPostProcess) {
  87103. this.depthOfFieldPostProcess.dispose(camera);
  87104. }
  87105. if (this.motionBlurPostProcess) {
  87106. this.motionBlurPostProcess.dispose(camera);
  87107. }
  87108. if (this.fxaaPostProcess) {
  87109. this.fxaaPostProcess.dispose(camera);
  87110. }
  87111. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87112. this.blurHPostProcesses[j].dispose(camera);
  87113. }
  87114. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87115. this.blurVPostProcesses[j].dispose(camera);
  87116. }
  87117. }
  87118. this.originalPostProcess = null;
  87119. this.downSampleX4PostProcess = null;
  87120. this.brightPassPostProcess = null;
  87121. this.textureAdderPostProcess = null;
  87122. this.textureAdderFinalPostProcess = null;
  87123. this.volumetricLightPostProcess = null;
  87124. this.volumetricLightSmoothXPostProcess = null;
  87125. this.volumetricLightSmoothYPostProcess = null;
  87126. this.volumetricLightMergePostProces = null;
  87127. this.volumetricLightFinalPostProcess = null;
  87128. this.lensFlarePostProcess = null;
  87129. this.lensFlareComposePostProcess = null;
  87130. this.luminancePostProcess = null;
  87131. this.hdrPostProcess = null;
  87132. this.hdrFinalPostProcess = null;
  87133. this.depthOfFieldPostProcess = null;
  87134. this.motionBlurPostProcess = null;
  87135. this.fxaaPostProcess = null;
  87136. this.luminanceDownSamplePostProcesses = [];
  87137. this.blurHPostProcesses = [];
  87138. this.blurVPostProcesses = [];
  87139. };
  87140. /**
  87141. * Dispose of the pipeline and stop all post processes
  87142. */
  87143. StandardRenderingPipeline.prototype.dispose = function () {
  87144. this._disposePostProcesses();
  87145. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  87146. _super.prototype.dispose.call(this);
  87147. };
  87148. /**
  87149. * Serialize the rendering pipeline (Used when exporting)
  87150. * @returns the serialized object
  87151. */
  87152. StandardRenderingPipeline.prototype.serialize = function () {
  87153. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  87154. if (this.sourceLight) {
  87155. serializationObject.sourceLightId = this.sourceLight.id;
  87156. }
  87157. serializationObject.customType = "StandardRenderingPipeline";
  87158. return serializationObject;
  87159. };
  87160. /**
  87161. * Parse the serialized pipeline
  87162. * @param source Source pipeline.
  87163. * @param scene The scene to load the pipeline to.
  87164. * @param rootUrl The URL of the serialized pipeline.
  87165. * @returns An instantiated pipeline from the serialized object.
  87166. */
  87167. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  87168. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  87169. if (source.sourceLightId) {
  87170. p.sourceLight = scene.getLightByID(source.sourceLightId);
  87171. }
  87172. return p;
  87173. };
  87174. /**
  87175. * Luminance steps
  87176. */
  87177. StandardRenderingPipeline.LuminanceSteps = 6;
  87178. __decorate([
  87179. BABYLON.serialize()
  87180. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  87181. __decorate([
  87182. BABYLON.serialize()
  87183. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  87184. __decorate([
  87185. BABYLON.serialize()
  87186. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  87187. __decorate([
  87188. BABYLON.serialize()
  87189. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  87190. __decorate([
  87191. BABYLON.serializeAsTexture("lensTexture")
  87192. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  87193. __decorate([
  87194. BABYLON.serialize()
  87195. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  87196. __decorate([
  87197. BABYLON.serialize()
  87198. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  87199. __decorate([
  87200. BABYLON.serialize()
  87201. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  87202. __decorate([
  87203. BABYLON.serialize()
  87204. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  87205. __decorate([
  87206. BABYLON.serialize()
  87207. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  87208. __decorate([
  87209. BABYLON.serialize()
  87210. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  87211. __decorate([
  87212. BABYLON.serializeAsTexture("lensColorTexture")
  87213. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  87214. __decorate([
  87215. BABYLON.serialize()
  87216. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  87217. __decorate([
  87218. BABYLON.serialize()
  87219. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  87220. __decorate([
  87221. BABYLON.serialize()
  87222. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  87223. __decorate([
  87224. BABYLON.serialize()
  87225. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  87226. __decorate([
  87227. BABYLON.serializeAsTexture("lensStarTexture")
  87228. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  87229. __decorate([
  87230. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  87231. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  87232. __decorate([
  87233. BABYLON.serialize()
  87234. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  87235. __decorate([
  87236. BABYLON.serialize()
  87237. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  87238. __decorate([
  87239. BABYLON.serialize()
  87240. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  87241. __decorate([
  87242. BABYLON.serialize()
  87243. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  87244. __decorate([
  87245. BABYLON.serialize()
  87246. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  87247. __decorate([
  87248. BABYLON.serialize()
  87249. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  87250. __decorate([
  87251. BABYLON.serialize()
  87252. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  87253. __decorate([
  87254. BABYLON.serialize()
  87255. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  87256. __decorate([
  87257. BABYLON.serialize()
  87258. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  87259. __decorate([
  87260. BABYLON.serialize()
  87261. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  87262. __decorate([
  87263. BABYLON.serialize()
  87264. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  87265. __decorate([
  87266. BABYLON.serialize()
  87267. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  87268. __decorate([
  87269. BABYLON.serialize()
  87270. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  87271. __decorate([
  87272. BABYLON.serialize()
  87273. ], StandardRenderingPipeline.prototype, "samples", null);
  87274. return StandardRenderingPipeline;
  87275. }(BABYLON.PostProcessRenderPipeline));
  87276. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  87277. })(BABYLON || (BABYLON = {}));
  87278. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  87279. var BABYLON;
  87280. (function (BABYLON) {
  87281. /**
  87282. * Fxaa post process
  87283. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  87284. */
  87285. var FxaaPostProcess = /** @class */ (function (_super) {
  87286. __extends(FxaaPostProcess, _super);
  87287. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  87288. if (camera === void 0) { camera = null; }
  87289. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87290. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  87291. var defines = _this._getDefines();
  87292. _this.updateEffect(defines);
  87293. _this.onApplyObservable.add(function (effect) {
  87294. var texelSize = _this.texelSize;
  87295. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  87296. });
  87297. return _this;
  87298. }
  87299. FxaaPostProcess.prototype._getDefines = function () {
  87300. var engine = this.getEngine();
  87301. if (!engine) {
  87302. return null;
  87303. }
  87304. var glInfo = engine.getGlInfo();
  87305. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  87306. return "#define MALI 1\n";
  87307. }
  87308. return null;
  87309. };
  87310. return FxaaPostProcess;
  87311. }(BABYLON.PostProcess));
  87312. BABYLON.FxaaPostProcess = FxaaPostProcess;
  87313. })(BABYLON || (BABYLON = {}));
  87314. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  87315. var BABYLON;
  87316. (function (BABYLON) {
  87317. /**
  87318. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  87319. */
  87320. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  87321. __extends(ChromaticAberrationPostProcess, _super);
  87322. /**
  87323. * Creates a new instance ChromaticAberrationPostProcess
  87324. * @param name The name of the effect.
  87325. * @param screenWidth The width of the screen to apply the effect on.
  87326. * @param screenHeight The height of the screen to apply the effect on.
  87327. * @param options The required width/height ratio to downsize to before computing the render pass.
  87328. * @param camera The camera to apply the render pass to.
  87329. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87330. * @param engine The engine which the post process will be applied. (default: current engine)
  87331. * @param reusable If the post process can be reused on the same frame. (default: false)
  87332. * @param textureType Type of textures used when performing the post process. (default: 0)
  87333. * @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)
  87334. */
  87335. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87336. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87337. if (blockCompilation === void 0) { blockCompilation = false; }
  87338. 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;
  87339. /**
  87340. * The amount of seperation of rgb channels (default: 30)
  87341. */
  87342. _this.aberrationAmount = 30;
  87343. /**
  87344. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  87345. */
  87346. _this.radialIntensity = 0;
  87347. /**
  87348. * 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))
  87349. */
  87350. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  87351. /**
  87352. * 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))
  87353. */
  87354. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  87355. _this.onApplyObservable.add(function (effect) {
  87356. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  87357. effect.setFloat('screen_width', screenWidth);
  87358. effect.setFloat('screen_height', screenHeight);
  87359. effect.setFloat('radialIntensity', _this.radialIntensity);
  87360. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  87361. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  87362. });
  87363. return _this;
  87364. }
  87365. return ChromaticAberrationPostProcess;
  87366. }(BABYLON.PostProcess));
  87367. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  87368. })(BABYLON || (BABYLON = {}));
  87369. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  87370. var BABYLON;
  87371. (function (BABYLON) {
  87372. /**
  87373. * The GrainPostProcess adds noise to the image at mid luminance levels
  87374. */
  87375. var GrainPostProcess = /** @class */ (function (_super) {
  87376. __extends(GrainPostProcess, _super);
  87377. /**
  87378. * Creates a new instance of @see GrainPostProcess
  87379. * @param name The name of the effect.
  87380. * @param options The required width/height ratio to downsize to before computing the render pass.
  87381. * @param camera The camera to apply the render pass to.
  87382. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87383. * @param engine The engine which the post process will be applied. (default: current engine)
  87384. * @param reusable If the post process can be reused on the same frame. (default: false)
  87385. * @param textureType Type of textures used when performing the post process. (default: 0)
  87386. * @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)
  87387. */
  87388. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87389. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87390. if (blockCompilation === void 0) { blockCompilation = false; }
  87391. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87392. /**
  87393. * The intensity of the grain added (default: 30)
  87394. */
  87395. _this.intensity = 30;
  87396. /**
  87397. * If the grain should be randomized on every frame
  87398. */
  87399. _this.animated = false;
  87400. _this.onApplyObservable.add(function (effect) {
  87401. effect.setFloat('intensity', _this.intensity);
  87402. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  87403. });
  87404. return _this;
  87405. }
  87406. return GrainPostProcess;
  87407. }(BABYLON.PostProcess));
  87408. BABYLON.GrainPostProcess = GrainPostProcess;
  87409. })(BABYLON || (BABYLON = {}));
  87410. //# sourceMappingURL=babylon.grainPostProcess.js.map
  87411. var BABYLON;
  87412. (function (BABYLON) {
  87413. /**
  87414. * The SharpenPostProcess applies a sharpen kernel to every pixel
  87415. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  87416. */
  87417. var SharpenPostProcess = /** @class */ (function (_super) {
  87418. __extends(SharpenPostProcess, _super);
  87419. /**
  87420. * Creates a new instance ConvolutionPostProcess
  87421. * @param name The name of the effect.
  87422. * @param options The required width/height ratio to downsize to before computing the render pass.
  87423. * @param camera The camera to apply the render pass to.
  87424. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87425. * @param engine The engine which the post process will be applied. (default: current engine)
  87426. * @param reusable If the post process can be reused on the same frame. (default: false)
  87427. * @param textureType Type of textures used when performing the post process. (default: 0)
  87428. * @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)
  87429. */
  87430. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87431. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87432. if (blockCompilation === void 0) { blockCompilation = false; }
  87433. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87434. /**
  87435. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  87436. */
  87437. _this.colorAmount = 1.0;
  87438. /**
  87439. * How much sharpness should be applied (default: 0.3)
  87440. */
  87441. _this.edgeAmount = 0.3;
  87442. _this.onApply = function (effect) {
  87443. effect.setFloat2("screenSize", _this.width, _this.height);
  87444. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  87445. };
  87446. return _this;
  87447. }
  87448. return SharpenPostProcess;
  87449. }(BABYLON.PostProcess));
  87450. BABYLON.SharpenPostProcess = SharpenPostProcess;
  87451. })(BABYLON || (BABYLON = {}));
  87452. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  87453. var BABYLON;
  87454. (function (BABYLON) {
  87455. /**
  87456. * The Blur Post Process which blurs an image based on a kernel and direction.
  87457. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  87458. */
  87459. var BlurPostProcess = /** @class */ (function (_super) {
  87460. __extends(BlurPostProcess, _super);
  87461. /**
  87462. * Creates a new instance BlurPostProcess
  87463. * @param name The name of the effect.
  87464. * @param direction The direction in which to blur the image.
  87465. * @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.
  87466. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  87467. * @param camera The camera to apply the render pass to.
  87468. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87469. * @param engine The engine which the post process will be applied. (default: current engine)
  87470. * @param reusable If the post process can be reused on the same frame. (default: false)
  87471. * @param textureType Type of textures used when performing the post process. (default: 0)
  87472. * @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)
  87473. */
  87474. function BlurPostProcess(name,
  87475. /** The direction in which to blur the image. */
  87476. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  87477. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87478. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87479. if (defines === void 0) { defines = ""; }
  87480. if (blockCompilation === void 0) { blockCompilation = false; }
  87481. 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;
  87482. _this.direction = direction;
  87483. _this.blockCompilation = blockCompilation;
  87484. _this._packedFloat = false;
  87485. _this._staticDefines = "";
  87486. _this._staticDefines = defines;
  87487. _this.onApplyObservable.add(function (effect) {
  87488. if (_this._outputTexture) {
  87489. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  87490. }
  87491. else {
  87492. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  87493. }
  87494. });
  87495. _this.kernel = kernel;
  87496. return _this;
  87497. }
  87498. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  87499. /**
  87500. * Gets the length in pixels of the blur sample region
  87501. */
  87502. get: function () {
  87503. return this._idealKernel;
  87504. },
  87505. /**
  87506. * Sets the length in pixels of the blur sample region
  87507. */
  87508. set: function (v) {
  87509. if (this._idealKernel === v) {
  87510. return;
  87511. }
  87512. v = Math.max(v, 1);
  87513. this._idealKernel = v;
  87514. this._kernel = this._nearestBestKernel(v);
  87515. if (!this.blockCompilation) {
  87516. this._updateParameters();
  87517. }
  87518. },
  87519. enumerable: true,
  87520. configurable: true
  87521. });
  87522. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  87523. /**
  87524. * Gets wether or not the blur is unpacking/repacking floats
  87525. */
  87526. get: function () {
  87527. return this._packedFloat;
  87528. },
  87529. /**
  87530. * Sets wether or not the blur needs to unpack/repack floats
  87531. */
  87532. set: function (v) {
  87533. if (this._packedFloat === v) {
  87534. return;
  87535. }
  87536. this._packedFloat = v;
  87537. if (!this.blockCompilation) {
  87538. this._updateParameters();
  87539. }
  87540. },
  87541. enumerable: true,
  87542. configurable: true
  87543. });
  87544. /**
  87545. * Updates the effect with the current post process compile time values and recompiles the shader.
  87546. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87547. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87548. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87549. * @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
  87550. * @param onCompiled Called when the shader has been compiled.
  87551. * @param onError Called if there is an error when compiling a shader.
  87552. */
  87553. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87554. if (defines === void 0) { defines = null; }
  87555. if (uniforms === void 0) { uniforms = null; }
  87556. if (samplers === void 0) { samplers = null; }
  87557. this._updateParameters(onCompiled, onError);
  87558. };
  87559. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  87560. // Generate sampling offsets and weights
  87561. var N = this._kernel;
  87562. var centerIndex = (N - 1) / 2;
  87563. // Generate Gaussian sampling weights over kernel
  87564. var offsets = [];
  87565. var weights = [];
  87566. var totalWeight = 0;
  87567. for (var i = 0; i < N; i++) {
  87568. var u = i / (N - 1);
  87569. var w = this._gaussianWeight(u * 2.0 - 1);
  87570. offsets[i] = (i - centerIndex);
  87571. weights[i] = w;
  87572. totalWeight += w;
  87573. }
  87574. // Normalize weights
  87575. for (var i = 0; i < weights.length; i++) {
  87576. weights[i] /= totalWeight;
  87577. }
  87578. // Optimize: combine samples to take advantage of hardware linear sampling
  87579. // Walk from left to center, combining pairs (symmetrically)
  87580. var linearSamplingWeights = [];
  87581. var linearSamplingOffsets = [];
  87582. var linearSamplingMap = [];
  87583. for (var i = 0; i <= centerIndex; i += 2) {
  87584. var j = Math.min(i + 1, Math.floor(centerIndex));
  87585. var singleCenterSample = i === j;
  87586. if (singleCenterSample) {
  87587. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87588. }
  87589. else {
  87590. var sharedCell = j === centerIndex;
  87591. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  87592. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  87593. if (offsetLinear === 0) {
  87594. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87595. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  87596. }
  87597. else {
  87598. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  87599. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  87600. }
  87601. }
  87602. }
  87603. for (var i = 0; i < linearSamplingMap.length; i++) {
  87604. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  87605. linearSamplingWeights[i] = linearSamplingMap[i].w;
  87606. }
  87607. // Replace with optimized
  87608. offsets = linearSamplingOffsets;
  87609. weights = linearSamplingWeights;
  87610. // Generate shaders
  87611. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  87612. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  87613. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  87614. var defines = "";
  87615. defines += this._staticDefines;
  87616. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  87617. if (this._staticDefines.indexOf("DOF") != -1) {
  87618. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  87619. varyingCount--;
  87620. }
  87621. for (var i = 0; i < varyingCount; i++) {
  87622. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  87623. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  87624. }
  87625. var depCount = 0;
  87626. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  87627. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  87628. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  87629. depCount++;
  87630. }
  87631. if (this.packedFloat) {
  87632. defines += "#define PACKEDFLOAT 1";
  87633. }
  87634. this.blockCompilation = false;
  87635. _super.prototype.updateEffect.call(this, defines, null, null, {
  87636. varyingCount: varyingCount,
  87637. depCount: depCount
  87638. }, onCompiled, onError);
  87639. };
  87640. /**
  87641. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  87642. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  87643. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  87644. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  87645. * The gaps between physical kernels are compensated for in the weighting of the samples
  87646. * @param idealKernel Ideal blur kernel.
  87647. * @return Nearest best kernel.
  87648. */
  87649. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  87650. var v = Math.round(idealKernel);
  87651. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  87652. var k = _a[_i];
  87653. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  87654. return Math.max(k, 3);
  87655. }
  87656. }
  87657. return Math.max(v, 3);
  87658. };
  87659. /**
  87660. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  87661. * @param x The point on the Gaussian distribution to sample.
  87662. * @return the value of the Gaussian function at x.
  87663. */
  87664. BlurPostProcess.prototype._gaussianWeight = function (x) {
  87665. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  87666. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  87667. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  87668. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  87669. // truncated at around 1.3% of peak strength.
  87670. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  87671. var sigma = (1 / 3);
  87672. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  87673. var exponent = -((x * x) / (2.0 * sigma * sigma));
  87674. var weight = (1.0 / denominator) * Math.exp(exponent);
  87675. return weight;
  87676. };
  87677. /**
  87678. * Generates a string that can be used as a floating point number in GLSL.
  87679. * @param x Value to print.
  87680. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  87681. * @return GLSL float string.
  87682. */
  87683. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  87684. if (decimalFigures === void 0) { decimalFigures = 8; }
  87685. return x.toFixed(decimalFigures).replace(/0+$/, '');
  87686. };
  87687. return BlurPostProcess;
  87688. }(BABYLON.PostProcess));
  87689. BABYLON.BlurPostProcess = BlurPostProcess;
  87690. })(BABYLON || (BABYLON = {}));
  87691. //# sourceMappingURL=babylon.blurPostProcess.js.map
  87692. var BABYLON;
  87693. (function (BABYLON) {
  87694. /**
  87695. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  87696. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  87697. * based on samples that have a large difference in distance than the center pixel.
  87698. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87699. */
  87700. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  87701. __extends(DepthOfFieldBlurPostProcess, _super);
  87702. /**
  87703. * Creates a new instance CircleOfConfusionPostProcess
  87704. * @param name The name of the effect.
  87705. * @param scene The scene the effect belongs to.
  87706. * @param direction The direction the blur should be applied.
  87707. * @param kernel The size of the kernel used to blur.
  87708. * @param options The required width/height ratio to downsize to before computing the render pass.
  87709. * @param camera The camera to apply the render pass to.
  87710. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  87711. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  87712. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87713. * @param engine The engine which the post process will be applied. (default: current engine)
  87714. * @param reusable If the post process can be reused on the same frame. (default: false)
  87715. * @param textureType Type of textures used when performing the post process. (default: 0)
  87716. * @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)
  87717. */
  87718. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  87719. if (imageToBlur === void 0) { imageToBlur = null; }
  87720. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87721. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87722. if (blockCompilation === void 0) { blockCompilation = false; }
  87723. 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;
  87724. _this.direction = direction;
  87725. _this.onApplyObservable.add(function (effect) {
  87726. if (imageToBlur != null) {
  87727. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  87728. }
  87729. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87730. if (scene.activeCamera) {
  87731. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  87732. }
  87733. });
  87734. return _this;
  87735. }
  87736. return DepthOfFieldBlurPostProcess;
  87737. }(BABYLON.BlurPostProcess));
  87738. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  87739. })(BABYLON || (BABYLON = {}));
  87740. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  87741. var BABYLON;
  87742. (function (BABYLON) {
  87743. /**
  87744. * Options to be set when merging outputs from the default pipeline.
  87745. */
  87746. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  87747. function DepthOfFieldMergePostProcessOptions() {
  87748. }
  87749. return DepthOfFieldMergePostProcessOptions;
  87750. }());
  87751. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  87752. /**
  87753. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  87754. */
  87755. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  87756. __extends(DepthOfFieldMergePostProcess, _super);
  87757. /**
  87758. * Creates a new instance of DepthOfFieldMergePostProcess
  87759. * @param name The name of the effect.
  87760. * @param originalFromInput Post process which's input will be used for the merge.
  87761. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  87762. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  87763. * @param options The required width/height ratio to downsize to before computing the render pass.
  87764. * @param camera The camera to apply the render pass to.
  87765. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87766. * @param engine The engine which the post process will be applied. (default: current engine)
  87767. * @param reusable If the post process can be reused on the same frame. (default: false)
  87768. * @param textureType Type of textures used when performing the post process. (default: 0)
  87769. * @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)
  87770. */
  87771. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87772. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87773. if (blockCompilation === void 0) { blockCompilation = false; }
  87774. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  87775. _this.blurSteps = blurSteps;
  87776. _this.onApplyObservable.add(function (effect) {
  87777. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  87778. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87779. blurSteps.forEach(function (step, index) {
  87780. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  87781. });
  87782. });
  87783. if (!blockCompilation) {
  87784. _this.updateEffect();
  87785. }
  87786. return _this;
  87787. }
  87788. /**
  87789. * Updates the effect with the current post process compile time values and recompiles the shader.
  87790. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87791. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87792. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87793. * @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
  87794. * @param onCompiled Called when the shader has been compiled.
  87795. * @param onError Called if there is an error when compiling a shader.
  87796. */
  87797. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87798. if (defines === void 0) { defines = null; }
  87799. if (uniforms === void 0) { uniforms = null; }
  87800. if (samplers === void 0) { samplers = null; }
  87801. if (!defines) {
  87802. defines = "";
  87803. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  87804. }
  87805. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  87806. };
  87807. return DepthOfFieldMergePostProcess;
  87808. }(BABYLON.PostProcess));
  87809. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  87810. })(BABYLON || (BABYLON = {}));
  87811. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  87812. var BABYLON;
  87813. (function (BABYLON) {
  87814. /**
  87815. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  87816. */
  87817. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  87818. __extends(CircleOfConfusionPostProcess, _super);
  87819. /**
  87820. * Creates a new instance CircleOfConfusionPostProcess
  87821. * @param name The name of the effect.
  87822. * @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.
  87823. * @param options The required width/height ratio to downsize to before computing the render pass.
  87824. * @param camera The camera to apply the render pass to.
  87825. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87826. * @param engine The engine which the post process will be applied. (default: current engine)
  87827. * @param reusable If the post process can be reused on the same frame. (default: false)
  87828. * @param textureType Type of textures used when performing the post process. (default: 0)
  87829. * @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)
  87830. */
  87831. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87832. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87833. if (blockCompilation === void 0) { blockCompilation = false; }
  87834. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87835. /**
  87836. * 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.
  87837. */
  87838. _this.lensSize = 50;
  87839. /**
  87840. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  87841. */
  87842. _this.fStop = 1.4;
  87843. /**
  87844. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  87845. */
  87846. _this.focusDistance = 2000;
  87847. /**
  87848. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  87849. */
  87850. _this.focalLength = 50;
  87851. _this._depthTexture = null;
  87852. _this._depthTexture = depthTexture;
  87853. _this.onApplyObservable.add(function (effect) {
  87854. if (!_this._depthTexture) {
  87855. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  87856. return;
  87857. }
  87858. effect.setTexture("depthSampler", _this._depthTexture);
  87859. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  87860. var aperture = _this.lensSize / _this.fStop;
  87861. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  87862. effect.setFloat('focusDistance', _this.focusDistance);
  87863. effect.setFloat('cocPrecalculation', cocPrecalculation);
  87864. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  87865. });
  87866. return _this;
  87867. }
  87868. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  87869. /**
  87870. * 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.
  87871. */
  87872. set: function (value) {
  87873. this._depthTexture = value;
  87874. },
  87875. enumerable: true,
  87876. configurable: true
  87877. });
  87878. return CircleOfConfusionPostProcess;
  87879. }(BABYLON.PostProcess));
  87880. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  87881. })(BABYLON || (BABYLON = {}));
  87882. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  87883. var BABYLON;
  87884. (function (BABYLON) {
  87885. /**
  87886. * Specifies the level of max blur that should be applied when using the depth of field effect
  87887. */
  87888. var DepthOfFieldEffectBlurLevel;
  87889. (function (DepthOfFieldEffectBlurLevel) {
  87890. /**
  87891. * Subtle blur
  87892. */
  87893. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  87894. /**
  87895. * Medium blur
  87896. */
  87897. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  87898. /**
  87899. * Large blur
  87900. */
  87901. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  87902. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  87903. /**
  87904. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  87905. */
  87906. var DepthOfFieldEffect = /** @class */ (function (_super) {
  87907. __extends(DepthOfFieldEffect, _super);
  87908. /**
  87909. * Creates a new instance DepthOfFieldEffect
  87910. * @param scene The scene the effect belongs to.
  87911. * @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.
  87912. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  87913. * @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)
  87914. */
  87915. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  87916. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  87917. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  87918. if (blockCompilation === void 0) { blockCompilation = false; }
  87919. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  87920. return _this._effects;
  87921. }, true) || this;
  87922. /**
  87923. * @hidden Internal post processes in depth of field effect
  87924. */
  87925. _this._effects = [];
  87926. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  87927. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87928. // 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)
  87929. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  87930. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87931. _this._depthOfFieldBlurY = [];
  87932. _this._depthOfFieldBlurX = [];
  87933. var blurCount = 1;
  87934. var kernelSize = 15;
  87935. switch (blurLevel) {
  87936. case DepthOfFieldEffectBlurLevel.High: {
  87937. blurCount = 3;
  87938. kernelSize = 51;
  87939. break;
  87940. }
  87941. case DepthOfFieldEffectBlurLevel.Medium: {
  87942. blurCount = 2;
  87943. kernelSize = 31;
  87944. break;
  87945. }
  87946. default: {
  87947. kernelSize = 15;
  87948. blurCount = 1;
  87949. break;
  87950. }
  87951. }
  87952. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  87953. var ratio = 1.0;
  87954. for (var i = 0; i < blurCount; i++) {
  87955. 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);
  87956. blurY.autoClear = false;
  87957. ratio = 0.75 / Math.pow(2, i);
  87958. 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);
  87959. blurX.autoClear = false;
  87960. _this._depthOfFieldBlurY.push(blurY);
  87961. _this._depthOfFieldBlurX.push(blurX);
  87962. }
  87963. // Set all post processes on the effect.
  87964. _this._effects = [_this._circleOfConfusion];
  87965. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  87966. _this._effects.push(_this._depthOfFieldBlurY[i]);
  87967. _this._effects.push(_this._depthOfFieldBlurX[i]);
  87968. }
  87969. // Merge blurred images with original image based on circleOfConfusion
  87970. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87971. _this._dofMerge.autoClear = false;
  87972. _this._effects.push(_this._dofMerge);
  87973. return _this;
  87974. }
  87975. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  87976. get: function () {
  87977. return this._circleOfConfusion.focalLength;
  87978. },
  87979. /**
  87980. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  87981. */
  87982. set: function (value) {
  87983. this._circleOfConfusion.focalLength = value;
  87984. },
  87985. enumerable: true,
  87986. configurable: true
  87987. });
  87988. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  87989. get: function () {
  87990. return this._circleOfConfusion.fStop;
  87991. },
  87992. /**
  87993. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  87994. */
  87995. set: function (value) {
  87996. this._circleOfConfusion.fStop = value;
  87997. },
  87998. enumerable: true,
  87999. configurable: true
  88000. });
  88001. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  88002. get: function () {
  88003. return this._circleOfConfusion.focusDistance;
  88004. },
  88005. /**
  88006. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88007. */
  88008. set: function (value) {
  88009. this._circleOfConfusion.focusDistance = value;
  88010. },
  88011. enumerable: true,
  88012. configurable: true
  88013. });
  88014. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  88015. get: function () {
  88016. return this._circleOfConfusion.lensSize;
  88017. },
  88018. /**
  88019. * 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.
  88020. */
  88021. set: function (value) {
  88022. this._circleOfConfusion.lensSize = value;
  88023. },
  88024. enumerable: true,
  88025. configurable: true
  88026. });
  88027. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  88028. /**
  88029. * 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.
  88030. */
  88031. set: function (value) {
  88032. this._circleOfConfusion.depthTexture = value;
  88033. },
  88034. enumerable: true,
  88035. configurable: true
  88036. });
  88037. /**
  88038. * Disposes each of the internal effects for a given camera.
  88039. * @param camera The camera to dispose the effect on.
  88040. */
  88041. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  88042. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88043. this._effects[effectIndex].dispose(camera);
  88044. }
  88045. };
  88046. /**
  88047. * @hidden Internal
  88048. */
  88049. DepthOfFieldEffect.prototype._updateEffects = function () {
  88050. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88051. this._effects[effectIndex].updateEffect();
  88052. }
  88053. };
  88054. /**
  88055. * Internal
  88056. * @returns if all the contained post processes are ready.
  88057. * @hidden
  88058. */
  88059. DepthOfFieldEffect.prototype._isReady = function () {
  88060. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88061. if (!this._effects[effectIndex].isReady()) {
  88062. return false;
  88063. }
  88064. }
  88065. return true;
  88066. };
  88067. return DepthOfFieldEffect;
  88068. }(BABYLON.PostProcessRenderEffect));
  88069. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  88070. })(BABYLON || (BABYLON = {}));
  88071. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  88072. var BABYLON;
  88073. (function (BABYLON) {
  88074. /**
  88075. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88076. */
  88077. var BloomMergePostProcess = /** @class */ (function (_super) {
  88078. __extends(BloomMergePostProcess, _super);
  88079. /**
  88080. * Creates a new instance of @see BloomMergePostProcess
  88081. * @param name The name of the effect.
  88082. * @param originalFromInput Post process which's input will be used for the merge.
  88083. * @param blurred Blurred highlights post process which's output will be used.
  88084. * @param weight Weight of the bloom to be added to the original input.
  88085. * @param options The required width/height ratio to downsize to before computing the render pass.
  88086. * @param camera The camera to apply the render pass to.
  88087. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88088. * @param engine The engine which the post process will be applied. (default: current engine)
  88089. * @param reusable If the post process can be reused on the same frame. (default: false)
  88090. * @param textureType Type of textures used when performing the post process. (default: 0)
  88091. * @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)
  88092. */
  88093. function BloomMergePostProcess(name, originalFromInput, blurred,
  88094. /** Weight of the bloom to be added to the original input. */
  88095. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88096. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88097. if (blockCompilation === void 0) { blockCompilation = false; }
  88098. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88099. _this.weight = weight;
  88100. _this.onApplyObservable.add(function (effect) {
  88101. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88102. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  88103. effect.setFloat("bloomWeight", _this.weight);
  88104. });
  88105. if (!blockCompilation) {
  88106. _this.updateEffect();
  88107. }
  88108. return _this;
  88109. }
  88110. return BloomMergePostProcess;
  88111. }(BABYLON.PostProcess));
  88112. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88113. })(BABYLON || (BABYLON = {}));
  88114. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  88115. var BABYLON;
  88116. (function (BABYLON) {
  88117. /**
  88118. * 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.
  88119. */
  88120. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88121. __extends(ExtractHighlightsPostProcess, _super);
  88122. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88123. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88124. if (blockCompilation === void 0) { blockCompilation = false; }
  88125. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88126. /**
  88127. * The luminance threshold, pixels below this value will be set to black.
  88128. */
  88129. _this.threshold = 0.9;
  88130. /** @hidden */
  88131. _this._exposure = 1;
  88132. /**
  88133. * Post process which has the input texture to be used when performing highlight extraction
  88134. * @hidden
  88135. */
  88136. _this._inputPostProcess = null;
  88137. _this.onApplyObservable.add(function (effect) {
  88138. if (_this._inputPostProcess) {
  88139. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  88140. }
  88141. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  88142. effect.setFloat('exposure', _this._exposure);
  88143. });
  88144. return _this;
  88145. }
  88146. return ExtractHighlightsPostProcess;
  88147. }(BABYLON.PostProcess));
  88148. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  88149. })(BABYLON || (BABYLON = {}));
  88150. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  88151. var BABYLON;
  88152. (function (BABYLON) {
  88153. /**
  88154. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  88155. */
  88156. var BloomEffect = /** @class */ (function (_super) {
  88157. __extends(BloomEffect, _super);
  88158. /**
  88159. * Creates a new instance of @see BloomEffect
  88160. * @param scene The scene the effect belongs to.
  88161. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  88162. * @param bloomKernel The size of the kernel to be used when applying the blur.
  88163. * @param bloomWeight The the strength of bloom.
  88164. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88165. * @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)
  88166. */
  88167. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  88168. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88169. if (blockCompilation === void 0) { blockCompilation = false; }
  88170. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  88171. return _this._effects;
  88172. }, true) || this;
  88173. _this.bloomScale = bloomScale;
  88174. /**
  88175. * @hidden Internal
  88176. */
  88177. _this._effects = [];
  88178. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88179. _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);
  88180. _this._blurX.alwaysForcePOT = true;
  88181. _this._blurX.autoClear = false;
  88182. _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);
  88183. _this._blurY.alwaysForcePOT = true;
  88184. _this._blurY.autoClear = false;
  88185. _this.kernel = bloomKernel;
  88186. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  88187. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88188. _this._merge.autoClear = false;
  88189. _this._effects.push(_this._merge);
  88190. return _this;
  88191. }
  88192. Object.defineProperty(BloomEffect.prototype, "threshold", {
  88193. /**
  88194. * The luminance threshold to find bright areas of the image to bloom.
  88195. */
  88196. get: function () {
  88197. return this._downscale.threshold;
  88198. },
  88199. set: function (value) {
  88200. this._downscale.threshold = value;
  88201. },
  88202. enumerable: true,
  88203. configurable: true
  88204. });
  88205. Object.defineProperty(BloomEffect.prototype, "weight", {
  88206. /**
  88207. * The strength of the bloom.
  88208. */
  88209. get: function () {
  88210. return this._merge.weight;
  88211. },
  88212. set: function (value) {
  88213. this._merge.weight = value;
  88214. },
  88215. enumerable: true,
  88216. configurable: true
  88217. });
  88218. Object.defineProperty(BloomEffect.prototype, "kernel", {
  88219. /**
  88220. * Specifies the size of the bloom blur kernel, relative to the final output size
  88221. */
  88222. get: function () {
  88223. return this._blurX.kernel / this.bloomScale;
  88224. },
  88225. set: function (value) {
  88226. this._blurX.kernel = value * this.bloomScale;
  88227. this._blurY.kernel = value * this.bloomScale;
  88228. },
  88229. enumerable: true,
  88230. configurable: true
  88231. });
  88232. /**
  88233. * Disposes each of the internal effects for a given camera.
  88234. * @param camera The camera to dispose the effect on.
  88235. */
  88236. BloomEffect.prototype.disposeEffects = function (camera) {
  88237. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88238. this._effects[effectIndex].dispose(camera);
  88239. }
  88240. };
  88241. /**
  88242. * @hidden Internal
  88243. */
  88244. BloomEffect.prototype._updateEffects = function () {
  88245. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88246. this._effects[effectIndex].updateEffect();
  88247. }
  88248. };
  88249. /**
  88250. * Internal
  88251. * @returns if all the contained post processes are ready.
  88252. * @hidden
  88253. */
  88254. BloomEffect.prototype._isReady = function () {
  88255. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88256. if (!this._effects[effectIndex].isReady()) {
  88257. return false;
  88258. }
  88259. }
  88260. return true;
  88261. };
  88262. return BloomEffect;
  88263. }(BABYLON.PostProcessRenderEffect));
  88264. BABYLON.BloomEffect = BloomEffect;
  88265. })(BABYLON || (BABYLON = {}));
  88266. //# sourceMappingURL=babylon.bloomEffect.js.map
  88267. var BABYLON;
  88268. (function (BABYLON) {
  88269. /**
  88270. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  88271. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  88272. */
  88273. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  88274. __extends(DefaultRenderingPipeline, _super);
  88275. /**
  88276. * @constructor
  88277. * @param name - The rendering pipeline name (default: "")
  88278. * @param hdr - If high dynamic range textures should be used (default: true)
  88279. * @param scene - The scene linked to this pipeline (default: the last created scene)
  88280. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  88281. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  88282. */
  88283. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  88284. if (name === void 0) { name = ""; }
  88285. if (hdr === void 0) { hdr = true; }
  88286. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  88287. if (automaticBuild === void 0) { automaticBuild = true; }
  88288. var _this = _super.call(this, scene.getEngine(), name) || this;
  88289. _this._camerasToBeAttached = [];
  88290. /**
  88291. * ID of the sharpen post process,
  88292. */
  88293. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  88294. /**
  88295. * @ignore
  88296. * ID of the image processing post process;
  88297. */
  88298. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  88299. /**
  88300. * @ignore
  88301. * ID of the Fast Approximate Anti-Aliasing post process;
  88302. */
  88303. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  88304. /**
  88305. * ID of the chromatic aberration post process,
  88306. */
  88307. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  88308. /**
  88309. * ID of the grain post process
  88310. */
  88311. _this.GrainPostProcessId = "GrainPostProcessEffect";
  88312. /**
  88313. * Glow post process which adds a glow to emmisive areas of the image
  88314. */
  88315. _this._glowLayer = null;
  88316. /**
  88317. * Animations which can be used to tweak settings over a period of time
  88318. */
  88319. _this.animations = [];
  88320. _this._imageProcessingConfigurationObserver = null;
  88321. // Values
  88322. _this._sharpenEnabled = false;
  88323. _this._bloomEnabled = false;
  88324. _this._depthOfFieldEnabled = false;
  88325. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  88326. _this._fxaaEnabled = false;
  88327. _this._imageProcessingEnabled = true;
  88328. _this._bloomScale = 0.5;
  88329. _this._chromaticAberrationEnabled = false;
  88330. _this._grainEnabled = false;
  88331. _this._buildAllowed = true;
  88332. _this._resizeObserver = null;
  88333. _this._hardwareScaleLevel = 1.0;
  88334. _this._bloomKernel = 64;
  88335. /**
  88336. * Specifies the weight of the bloom in the final rendering
  88337. */
  88338. _this._bloomWeight = 0.15;
  88339. /**
  88340. * Specifies the luma threshold for the area that will be blurred by the bloom
  88341. */
  88342. _this._bloomThreshold = 0.9;
  88343. _this._samples = 1;
  88344. _this._hasCleared = false;
  88345. _this._prevPostProcess = null;
  88346. _this._prevPrevPostProcess = null;
  88347. _this._depthOfFieldSceneObserver = null;
  88348. _this._cameras = cameras || scene.cameras;
  88349. _this._cameras = _this._cameras.slice();
  88350. _this._camerasToBeAttached = _this._cameras.slice();
  88351. _this._buildAllowed = automaticBuild;
  88352. // Initialize
  88353. _this._scene = scene;
  88354. var caps = _this._scene.getEngine().getCaps();
  88355. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  88356. // Misc
  88357. if (_this._hdr) {
  88358. if (caps.textureHalfFloatRender) {
  88359. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  88360. }
  88361. else if (caps.textureFloatRender) {
  88362. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  88363. }
  88364. }
  88365. else {
  88366. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  88367. }
  88368. // Attach
  88369. scene.postProcessRenderPipelineManager.addPipeline(_this);
  88370. var engine = _this._scene.getEngine();
  88371. // Create post processes before hand so they can be modified before enabled.
  88372. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  88373. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88374. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  88375. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  88376. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  88377. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88378. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  88379. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88380. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  88381. _this._resizeObserver = engine.onResizeObservable.add(function () {
  88382. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  88383. _this.bloomKernel = _this.bloomKernel;
  88384. });
  88385. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  88386. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  88387. });
  88388. _this._buildPipeline();
  88389. return _this;
  88390. }
  88391. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  88392. get: function () {
  88393. return this._sharpenEnabled;
  88394. },
  88395. /**
  88396. * Enable or disable the sharpen process from the pipeline
  88397. */
  88398. set: function (enabled) {
  88399. if (this._sharpenEnabled === enabled) {
  88400. return;
  88401. }
  88402. this._sharpenEnabled = enabled;
  88403. this._buildPipeline();
  88404. },
  88405. enumerable: true,
  88406. configurable: true
  88407. });
  88408. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  88409. /**
  88410. * Specifies the size of the bloom blur kernel, relative to the final output size
  88411. */
  88412. get: function () {
  88413. return this._bloomKernel;
  88414. },
  88415. set: function (value) {
  88416. this._bloomKernel = value;
  88417. this.bloom.kernel = value / this._hardwareScaleLevel;
  88418. },
  88419. enumerable: true,
  88420. configurable: true
  88421. });
  88422. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  88423. get: function () {
  88424. return this._bloomWeight;
  88425. },
  88426. /**
  88427. * The strength of the bloom.
  88428. */
  88429. set: function (value) {
  88430. if (this._bloomWeight === value) {
  88431. return;
  88432. }
  88433. this.bloom.weight = value;
  88434. this._bloomWeight = value;
  88435. },
  88436. enumerable: true,
  88437. configurable: true
  88438. });
  88439. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  88440. get: function () {
  88441. return this._bloomThreshold;
  88442. },
  88443. /**
  88444. * The strength of the bloom.
  88445. */
  88446. set: function (value) {
  88447. if (this._bloomThreshold === value) {
  88448. return;
  88449. }
  88450. this.bloom.threshold = value;
  88451. this._bloomThreshold = value;
  88452. },
  88453. enumerable: true,
  88454. configurable: true
  88455. });
  88456. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  88457. get: function () {
  88458. return this._bloomScale;
  88459. },
  88460. /**
  88461. * The scale of the bloom, lower value will provide better performance.
  88462. */
  88463. set: function (value) {
  88464. if (this._bloomScale === value) {
  88465. return;
  88466. }
  88467. this._bloomScale = value;
  88468. // recreate bloom and dispose old as this setting is not dynamic
  88469. this._rebuildBloom();
  88470. this._buildPipeline();
  88471. },
  88472. enumerable: true,
  88473. configurable: true
  88474. });
  88475. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  88476. get: function () {
  88477. return this._bloomEnabled;
  88478. },
  88479. /**
  88480. * Enable or disable the bloom from the pipeline
  88481. */
  88482. set: function (enabled) {
  88483. if (this._bloomEnabled === enabled) {
  88484. return;
  88485. }
  88486. this._bloomEnabled = enabled;
  88487. this._buildPipeline();
  88488. },
  88489. enumerable: true,
  88490. configurable: true
  88491. });
  88492. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  88493. // recreate bloom and dispose old as this setting is not dynamic
  88494. var oldBloom = this.bloom;
  88495. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  88496. this.bloom.threshold = oldBloom.threshold;
  88497. for (var i = 0; i < this._cameras.length; i++) {
  88498. oldBloom.disposeEffects(this._cameras[i]);
  88499. }
  88500. };
  88501. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  88502. /**
  88503. * If the depth of field is enabled.
  88504. */
  88505. get: function () {
  88506. return this._depthOfFieldEnabled;
  88507. },
  88508. set: function (enabled) {
  88509. if (this._depthOfFieldEnabled === enabled) {
  88510. return;
  88511. }
  88512. this._depthOfFieldEnabled = enabled;
  88513. this._buildPipeline();
  88514. },
  88515. enumerable: true,
  88516. configurable: true
  88517. });
  88518. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  88519. /**
  88520. * Blur level of the depth of field effect. (Higher blur will effect performance)
  88521. */
  88522. get: function () {
  88523. return this._depthOfFieldBlurLevel;
  88524. },
  88525. set: function (value) {
  88526. if (this._depthOfFieldBlurLevel === value) {
  88527. return;
  88528. }
  88529. this._depthOfFieldBlurLevel = value;
  88530. // recreate dof and dispose old as this setting is not dynamic
  88531. var oldDof = this.depthOfField;
  88532. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  88533. this.depthOfField.focalLength = oldDof.focalLength;
  88534. this.depthOfField.focusDistance = oldDof.focusDistance;
  88535. this.depthOfField.fStop = oldDof.fStop;
  88536. this.depthOfField.lensSize = oldDof.lensSize;
  88537. for (var i = 0; i < this._cameras.length; i++) {
  88538. oldDof.disposeEffects(this._cameras[i]);
  88539. }
  88540. this._buildPipeline();
  88541. },
  88542. enumerable: true,
  88543. configurable: true
  88544. });
  88545. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  88546. get: function () {
  88547. return this._fxaaEnabled;
  88548. },
  88549. /**
  88550. * If the anti aliasing is enabled.
  88551. */
  88552. set: function (enabled) {
  88553. if (this._fxaaEnabled === enabled) {
  88554. return;
  88555. }
  88556. this._fxaaEnabled = enabled;
  88557. this._buildPipeline();
  88558. },
  88559. enumerable: true,
  88560. configurable: true
  88561. });
  88562. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  88563. get: function () {
  88564. return this._samples;
  88565. },
  88566. /**
  88567. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  88568. */
  88569. set: function (sampleCount) {
  88570. if (this._samples === sampleCount) {
  88571. return;
  88572. }
  88573. this._samples = sampleCount;
  88574. this._buildPipeline();
  88575. },
  88576. enumerable: true,
  88577. configurable: true
  88578. });
  88579. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  88580. get: function () {
  88581. return this._imageProcessingEnabled;
  88582. },
  88583. /**
  88584. * If image processing is enabled.
  88585. */
  88586. set: function (enabled) {
  88587. if (this._imageProcessingEnabled === enabled) {
  88588. return;
  88589. }
  88590. this._imageProcessingEnabled = enabled;
  88591. this._buildPipeline();
  88592. },
  88593. enumerable: true,
  88594. configurable: true
  88595. });
  88596. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  88597. get: function () {
  88598. return this._glowLayer == null;
  88599. },
  88600. /**
  88601. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  88602. */
  88603. set: function (enabled) {
  88604. if (enabled && !this._glowLayer) {
  88605. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  88606. }
  88607. else if (!enabled && this._glowLayer) {
  88608. this._glowLayer.dispose();
  88609. this._glowLayer = null;
  88610. }
  88611. },
  88612. enumerable: true,
  88613. configurable: true
  88614. });
  88615. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  88616. get: function () {
  88617. return this._chromaticAberrationEnabled;
  88618. },
  88619. /**
  88620. * Enable or disable the chromaticAberration process from the pipeline
  88621. */
  88622. set: function (enabled) {
  88623. if (this._chromaticAberrationEnabled === enabled) {
  88624. return;
  88625. }
  88626. this._chromaticAberrationEnabled = enabled;
  88627. this._buildPipeline();
  88628. },
  88629. enumerable: true,
  88630. configurable: true
  88631. });
  88632. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  88633. get: function () {
  88634. return this._grainEnabled;
  88635. },
  88636. /**
  88637. * Enable or disable the grain process from the pipeline
  88638. */
  88639. set: function (enabled) {
  88640. if (this._grainEnabled === enabled) {
  88641. return;
  88642. }
  88643. this._grainEnabled = enabled;
  88644. this._buildPipeline();
  88645. },
  88646. enumerable: true,
  88647. configurable: true
  88648. });
  88649. /**
  88650. * Force the compilation of the entire pipeline.
  88651. */
  88652. DefaultRenderingPipeline.prototype.prepare = function () {
  88653. var previousState = this._buildAllowed;
  88654. this._buildAllowed = true;
  88655. this._buildPipeline();
  88656. this._buildAllowed = previousState;
  88657. };
  88658. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  88659. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  88660. if (this._hasCleared) {
  88661. postProcess.autoClear = false;
  88662. }
  88663. else {
  88664. postProcess.autoClear = true;
  88665. this._scene.autoClear = false;
  88666. this._hasCleared = true;
  88667. }
  88668. if (!skipTextureSharing) {
  88669. if (this._prevPrevPostProcess) {
  88670. postProcess.shareOutputWith(this._prevPrevPostProcess);
  88671. }
  88672. else {
  88673. postProcess.useOwnOutput();
  88674. }
  88675. if (this._prevPostProcess) {
  88676. this._prevPrevPostProcess = this._prevPostProcess;
  88677. }
  88678. this._prevPostProcess = postProcess;
  88679. }
  88680. };
  88681. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  88682. var _this = this;
  88683. if (!this._buildAllowed) {
  88684. return;
  88685. }
  88686. this._scene.autoClear = true;
  88687. var engine = this._scene.getEngine();
  88688. this._disposePostProcesses();
  88689. if (this._cameras !== null) {
  88690. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88691. // get back cameras to be used to reattach pipeline
  88692. this._cameras = this._camerasToBeAttached.slice();
  88693. }
  88694. this._reset();
  88695. this._prevPostProcess = null;
  88696. this._prevPrevPostProcess = null;
  88697. this._hasCleared = false;
  88698. if (this.depthOfFieldEnabled) {
  88699. // Multi camera suport
  88700. if (this._cameras.length > 1) {
  88701. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  88702. var camera = _a[_i];
  88703. var depthRenderer = this._scene.enableDepthRenderer(camera);
  88704. depthRenderer.useOnlyInActiveCamera = true;
  88705. }
  88706. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  88707. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  88708. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  88709. }
  88710. });
  88711. }
  88712. else {
  88713. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88714. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  88715. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  88716. }
  88717. if (!this.depthOfField._isReady()) {
  88718. this.depthOfField._updateEffects();
  88719. }
  88720. this.addEffect(this.depthOfField);
  88721. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  88722. }
  88723. else {
  88724. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88725. }
  88726. if (this.bloomEnabled) {
  88727. if (!this.bloom._isReady()) {
  88728. this.bloom._updateEffects();
  88729. }
  88730. this.addEffect(this.bloom);
  88731. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  88732. }
  88733. if (this._imageProcessingEnabled) {
  88734. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88735. if (this._hdr) {
  88736. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  88737. this._setAutoClearAndTextureSharing(this.imageProcessing);
  88738. }
  88739. else {
  88740. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  88741. }
  88742. }
  88743. if (this.sharpenEnabled) {
  88744. if (!this.sharpen.isReady()) {
  88745. this.sharpen.updateEffect();
  88746. }
  88747. this.addEffect(this._sharpenEffect);
  88748. this._setAutoClearAndTextureSharing(this.sharpen);
  88749. }
  88750. if (this.grainEnabled) {
  88751. if (!this.grain.isReady()) {
  88752. this.grain.updateEffect();
  88753. }
  88754. this.addEffect(this._grainEffect);
  88755. this._setAutoClearAndTextureSharing(this.grain);
  88756. }
  88757. if (this.chromaticAberrationEnabled) {
  88758. if (!this.chromaticAberration.isReady()) {
  88759. this.chromaticAberration.updateEffect();
  88760. }
  88761. this.addEffect(this._chromaticAberrationEffect);
  88762. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  88763. }
  88764. if (this.fxaaEnabled) {
  88765. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88766. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  88767. this._setAutoClearAndTextureSharing(this.fxaa, true);
  88768. }
  88769. if (this._cameras !== null) {
  88770. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  88771. }
  88772. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  88773. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  88774. }
  88775. };
  88776. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  88777. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  88778. for (var i = 0; i < this._cameras.length; i++) {
  88779. var camera = this._cameras[i];
  88780. if (this.imageProcessing) {
  88781. this.imageProcessing.dispose(camera);
  88782. }
  88783. if (this.fxaa) {
  88784. this.fxaa.dispose(camera);
  88785. }
  88786. // These are created in the constructor and should not be disposed on every pipeline change
  88787. if (disposeNonRecreated) {
  88788. if (this.sharpen) {
  88789. this.sharpen.dispose(camera);
  88790. }
  88791. if (this.depthOfField) {
  88792. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88793. this.depthOfField.disposeEffects(camera);
  88794. }
  88795. if (this.bloom) {
  88796. this.bloom.disposeEffects(camera);
  88797. }
  88798. if (this.chromaticAberration) {
  88799. this.chromaticAberration.dispose(camera);
  88800. }
  88801. if (this.grain) {
  88802. this.grain.dispose(camera);
  88803. }
  88804. if (this._glowLayer) {
  88805. this._glowLayer.dispose();
  88806. }
  88807. }
  88808. }
  88809. this.imageProcessing = null;
  88810. this.fxaa = null;
  88811. if (disposeNonRecreated) {
  88812. this.sharpen = null;
  88813. this._sharpenEffect = null;
  88814. this.depthOfField = null;
  88815. this.bloom = null;
  88816. this.chromaticAberration = null;
  88817. this._chromaticAberrationEffect = null;
  88818. this.grain = null;
  88819. this._grainEffect = null;
  88820. this._glowLayer = null;
  88821. }
  88822. };
  88823. /**
  88824. * Adds a camera to the pipeline
  88825. * @param camera the camera to be added
  88826. */
  88827. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  88828. this._camerasToBeAttached.push(camera);
  88829. this._buildPipeline();
  88830. };
  88831. /**
  88832. * Removes a camera from the pipeline
  88833. * @param camera the camera to remove
  88834. */
  88835. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  88836. var index = this._camerasToBeAttached.indexOf(camera);
  88837. this._camerasToBeAttached.splice(index, 1);
  88838. this._buildPipeline();
  88839. };
  88840. /**
  88841. * Dispose of the pipeline and stop all post processes
  88842. */
  88843. DefaultRenderingPipeline.prototype.dispose = function () {
  88844. this._disposePostProcesses(true);
  88845. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88846. this._scene.autoClear = true;
  88847. if (this._resizeObserver) {
  88848. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  88849. this._resizeObserver = null;
  88850. }
  88851. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  88852. _super.prototype.dispose.call(this);
  88853. };
  88854. /**
  88855. * Serialize the rendering pipeline (Used when exporting)
  88856. * @returns the serialized object
  88857. */
  88858. DefaultRenderingPipeline.prototype.serialize = function () {
  88859. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  88860. serializationObject.customType = "DefaultRenderingPipeline";
  88861. return serializationObject;
  88862. };
  88863. /**
  88864. * Parse the serialized pipeline
  88865. * @param source Source pipeline.
  88866. * @param scene The scene to load the pipeline to.
  88867. * @param rootUrl The URL of the serialized pipeline.
  88868. * @returns An instantiated pipeline from the serialized object.
  88869. */
  88870. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  88871. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  88872. };
  88873. __decorate([
  88874. BABYLON.serialize()
  88875. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  88876. __decorate([
  88877. BABYLON.serialize()
  88878. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  88879. __decorate([
  88880. BABYLON.serialize()
  88881. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  88882. __decorate([
  88883. BABYLON.serialize()
  88884. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  88885. __decorate([
  88886. BABYLON.serialize()
  88887. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  88888. __decorate([
  88889. BABYLON.serialize()
  88890. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  88891. __decorate([
  88892. BABYLON.serialize()
  88893. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  88894. __decorate([
  88895. BABYLON.serialize()
  88896. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  88897. __decorate([
  88898. BABYLON.serialize()
  88899. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  88900. __decorate([
  88901. BABYLON.serialize()
  88902. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  88903. __decorate([
  88904. BABYLON.serialize()
  88905. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  88906. __decorate([
  88907. BABYLON.serialize()
  88908. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  88909. __decorate([
  88910. BABYLON.serialize()
  88911. ], DefaultRenderingPipeline.prototype, "samples", null);
  88912. __decorate([
  88913. BABYLON.serialize()
  88914. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  88915. __decorate([
  88916. BABYLON.serialize()
  88917. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  88918. __decorate([
  88919. BABYLON.serialize()
  88920. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  88921. __decorate([
  88922. BABYLON.serialize()
  88923. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  88924. return DefaultRenderingPipeline;
  88925. }(BABYLON.PostProcessRenderPipeline));
  88926. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  88927. })(BABYLON || (BABYLON = {}));
  88928. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  88929. var BABYLON;
  88930. (function (BABYLON) {
  88931. /**
  88932. * @hidden
  88933. */
  88934. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  88935. __extends(ImageProcessingConfigurationDefines, _super);
  88936. function ImageProcessingConfigurationDefines() {
  88937. var _this = _super.call(this) || this;
  88938. _this.IMAGEPROCESSING = false;
  88939. _this.VIGNETTE = false;
  88940. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  88941. _this.VIGNETTEBLENDMODEOPAQUE = false;
  88942. _this.TONEMAPPING = false;
  88943. _this.TONEMAPPING_ACES = false;
  88944. _this.CONTRAST = false;
  88945. _this.COLORCURVES = false;
  88946. _this.COLORGRADING = false;
  88947. _this.COLORGRADING3D = false;
  88948. _this.SAMPLER3DGREENDEPTH = false;
  88949. _this.SAMPLER3DBGRMAP = false;
  88950. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  88951. _this.EXPOSURE = false;
  88952. _this.rebuild();
  88953. return _this;
  88954. }
  88955. return ImageProcessingConfigurationDefines;
  88956. }(BABYLON.MaterialDefines));
  88957. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  88958. /**
  88959. * This groups together the common properties used for image processing either in direct forward pass
  88960. * or through post processing effect depending on the use of the image processing pipeline in your scene
  88961. * or not.
  88962. */
  88963. var ImageProcessingConfiguration = /** @class */ (function () {
  88964. function ImageProcessingConfiguration() {
  88965. /**
  88966. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  88967. */
  88968. this.colorCurves = new BABYLON.ColorCurves();
  88969. this._colorCurvesEnabled = false;
  88970. this._colorGradingEnabled = false;
  88971. this._colorGradingWithGreenDepth = true;
  88972. this._colorGradingBGR = true;
  88973. /** @hidden */
  88974. this._exposure = 1.0;
  88975. this._toneMappingEnabled = false;
  88976. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  88977. this._contrast = 1.0;
  88978. /**
  88979. * Vignette stretch size.
  88980. */
  88981. this.vignetteStretch = 0;
  88982. /**
  88983. * Vignette centre X Offset.
  88984. */
  88985. this.vignetteCentreX = 0;
  88986. /**
  88987. * Vignette centre Y Offset.
  88988. */
  88989. this.vignetteCentreY = 0;
  88990. /**
  88991. * Vignette weight or intensity of the vignette effect.
  88992. */
  88993. this.vignetteWeight = 1.5;
  88994. /**
  88995. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  88996. * if vignetteEnabled is set to true.
  88997. */
  88998. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  88999. /**
  89000. * Camera field of view used by the Vignette effect.
  89001. */
  89002. this.vignetteCameraFov = 0.5;
  89003. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  89004. this._vignetteEnabled = false;
  89005. this._applyByPostProcess = false;
  89006. this._isEnabled = true;
  89007. /**
  89008. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  89009. */
  89010. this.onUpdateParameters = new BABYLON.Observable();
  89011. }
  89012. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  89013. /**
  89014. * Gets wether the color curves effect is enabled.
  89015. */
  89016. get: function () {
  89017. return this._colorCurvesEnabled;
  89018. },
  89019. /**
  89020. * Sets wether the color curves effect is enabled.
  89021. */
  89022. set: function (value) {
  89023. if (this._colorCurvesEnabled === value) {
  89024. return;
  89025. }
  89026. this._colorCurvesEnabled = value;
  89027. this._updateParameters();
  89028. },
  89029. enumerable: true,
  89030. configurable: true
  89031. });
  89032. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  89033. /**
  89034. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89035. */
  89036. get: function () {
  89037. return this._colorGradingTexture;
  89038. },
  89039. /**
  89040. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89041. */
  89042. set: function (value) {
  89043. if (this._colorGradingTexture === value) {
  89044. return;
  89045. }
  89046. this._colorGradingTexture = value;
  89047. this._updateParameters();
  89048. },
  89049. enumerable: true,
  89050. configurable: true
  89051. });
  89052. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  89053. /**
  89054. * Gets wether the color grading effect is enabled.
  89055. */
  89056. get: function () {
  89057. return this._colorGradingEnabled;
  89058. },
  89059. /**
  89060. * Sets wether the color grading effect is enabled.
  89061. */
  89062. set: function (value) {
  89063. if (this._colorGradingEnabled === value) {
  89064. return;
  89065. }
  89066. this._colorGradingEnabled = value;
  89067. this._updateParameters();
  89068. },
  89069. enumerable: true,
  89070. configurable: true
  89071. });
  89072. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  89073. /**
  89074. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  89075. */
  89076. get: function () {
  89077. return this._colorGradingWithGreenDepth;
  89078. },
  89079. /**
  89080. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  89081. */
  89082. set: function (value) {
  89083. if (this._colorGradingWithGreenDepth === value) {
  89084. return;
  89085. }
  89086. this._colorGradingWithGreenDepth = value;
  89087. this._updateParameters();
  89088. },
  89089. enumerable: true,
  89090. configurable: true
  89091. });
  89092. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  89093. /**
  89094. * Gets wether the color grading texture contains BGR values.
  89095. */
  89096. get: function () {
  89097. return this._colorGradingBGR;
  89098. },
  89099. /**
  89100. * Sets wether the color grading texture contains BGR values.
  89101. */
  89102. set: function (value) {
  89103. if (this._colorGradingBGR === value) {
  89104. return;
  89105. }
  89106. this._colorGradingBGR = value;
  89107. this._updateParameters();
  89108. },
  89109. enumerable: true,
  89110. configurable: true
  89111. });
  89112. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89113. /**
  89114. * Gets the Exposure used in the effect.
  89115. */
  89116. get: function () {
  89117. return this._exposure;
  89118. },
  89119. /**
  89120. * Sets the Exposure used in the effect.
  89121. */
  89122. set: function (value) {
  89123. if (this._exposure === value) {
  89124. return;
  89125. }
  89126. this._exposure = value;
  89127. this._updateParameters();
  89128. },
  89129. enumerable: true,
  89130. configurable: true
  89131. });
  89132. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  89133. /**
  89134. * Gets wether the tone mapping effect is enabled.
  89135. */
  89136. get: function () {
  89137. return this._toneMappingEnabled;
  89138. },
  89139. /**
  89140. * Sets wether the tone mapping effect is enabled.
  89141. */
  89142. set: function (value) {
  89143. if (this._toneMappingEnabled === value) {
  89144. return;
  89145. }
  89146. this._toneMappingEnabled = value;
  89147. this._updateParameters();
  89148. },
  89149. enumerable: true,
  89150. configurable: true
  89151. });
  89152. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  89153. /**
  89154. * Gets the type of tone mapping effect.
  89155. */
  89156. get: function () {
  89157. return this._toneMappingType;
  89158. },
  89159. /**
  89160. * Sets the type of tone mapping effect used in BabylonJS.
  89161. */
  89162. set: function (value) {
  89163. if (this._toneMappingType === value) {
  89164. return;
  89165. }
  89166. this._toneMappingType = value;
  89167. this._updateParameters();
  89168. },
  89169. enumerable: true,
  89170. configurable: true
  89171. });
  89172. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  89173. /**
  89174. * Gets the contrast used in the effect.
  89175. */
  89176. get: function () {
  89177. return this._contrast;
  89178. },
  89179. /**
  89180. * Sets the contrast used in the effect.
  89181. */
  89182. set: function (value) {
  89183. if (this._contrast === value) {
  89184. return;
  89185. }
  89186. this._contrast = value;
  89187. this._updateParameters();
  89188. },
  89189. enumerable: true,
  89190. configurable: true
  89191. });
  89192. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  89193. /**
  89194. * Gets the vignette blend mode allowing different kind of effect.
  89195. */
  89196. get: function () {
  89197. return this._vignetteBlendMode;
  89198. },
  89199. /**
  89200. * Sets the vignette blend mode allowing different kind of effect.
  89201. */
  89202. set: function (value) {
  89203. if (this._vignetteBlendMode === value) {
  89204. return;
  89205. }
  89206. this._vignetteBlendMode = value;
  89207. this._updateParameters();
  89208. },
  89209. enumerable: true,
  89210. configurable: true
  89211. });
  89212. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  89213. /**
  89214. * Gets wether the vignette effect is enabled.
  89215. */
  89216. get: function () {
  89217. return this._vignetteEnabled;
  89218. },
  89219. /**
  89220. * Sets wether the vignette effect is enabled.
  89221. */
  89222. set: function (value) {
  89223. if (this._vignetteEnabled === value) {
  89224. return;
  89225. }
  89226. this._vignetteEnabled = value;
  89227. this._updateParameters();
  89228. },
  89229. enumerable: true,
  89230. configurable: true
  89231. });
  89232. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  89233. /**
  89234. * Gets wether the image processing is applied through a post process or not.
  89235. */
  89236. get: function () {
  89237. return this._applyByPostProcess;
  89238. },
  89239. /**
  89240. * Sets wether the image processing is applied through a post process or not.
  89241. */
  89242. set: function (value) {
  89243. if (this._applyByPostProcess === value) {
  89244. return;
  89245. }
  89246. this._applyByPostProcess = value;
  89247. this._updateParameters();
  89248. },
  89249. enumerable: true,
  89250. configurable: true
  89251. });
  89252. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  89253. /**
  89254. * Gets wether the image processing is enabled or not.
  89255. */
  89256. get: function () {
  89257. return this._isEnabled;
  89258. },
  89259. /**
  89260. * Sets wether the image processing is enabled or not.
  89261. */
  89262. set: function (value) {
  89263. if (this._isEnabled === value) {
  89264. return;
  89265. }
  89266. this._isEnabled = value;
  89267. this._updateParameters();
  89268. },
  89269. enumerable: true,
  89270. configurable: true
  89271. });
  89272. /**
  89273. * Method called each time the image processing information changes requires to recompile the effect.
  89274. */
  89275. ImageProcessingConfiguration.prototype._updateParameters = function () {
  89276. this.onUpdateParameters.notifyObservers(this);
  89277. };
  89278. /**
  89279. * Gets the current class name.
  89280. * @return "ImageProcessingConfiguration"
  89281. */
  89282. ImageProcessingConfiguration.prototype.getClassName = function () {
  89283. return "ImageProcessingConfiguration";
  89284. };
  89285. /**
  89286. * Prepare the list of uniforms associated with the Image Processing effects.
  89287. * @param uniforms The list of uniforms used in the effect
  89288. * @param defines the list of defines currently in use
  89289. */
  89290. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  89291. if (defines.EXPOSURE) {
  89292. uniforms.push("exposureLinear");
  89293. }
  89294. if (defines.CONTRAST) {
  89295. uniforms.push("contrast");
  89296. }
  89297. if (defines.COLORGRADING) {
  89298. uniforms.push("colorTransformSettings");
  89299. }
  89300. if (defines.VIGNETTE) {
  89301. uniforms.push("vInverseScreenSize");
  89302. uniforms.push("vignetteSettings1");
  89303. uniforms.push("vignetteSettings2");
  89304. }
  89305. if (defines.COLORCURVES) {
  89306. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  89307. }
  89308. };
  89309. /**
  89310. * Prepare the list of samplers associated with the Image Processing effects.
  89311. * @param samplersList The list of uniforms used in the effect
  89312. * @param defines the list of defines currently in use
  89313. */
  89314. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  89315. if (defines.COLORGRADING) {
  89316. samplersList.push("txColorTransform");
  89317. }
  89318. };
  89319. /**
  89320. * Prepare the list of defines associated to the shader.
  89321. * @param defines the list of defines to complete
  89322. * @param forPostProcess Define if we are currently in post process mode or not
  89323. */
  89324. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  89325. if (forPostProcess === void 0) { forPostProcess = false; }
  89326. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  89327. defines.VIGNETTE = false;
  89328. defines.TONEMAPPING = false;
  89329. defines.TONEMAPPING_ACES = false;
  89330. defines.CONTRAST = false;
  89331. defines.EXPOSURE = false;
  89332. defines.COLORCURVES = false;
  89333. defines.COLORGRADING = false;
  89334. defines.COLORGRADING3D = false;
  89335. defines.IMAGEPROCESSING = false;
  89336. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  89337. return;
  89338. }
  89339. defines.VIGNETTE = this.vignetteEnabled;
  89340. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  89341. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  89342. defines.TONEMAPPING = this.toneMappingEnabled;
  89343. switch (this._toneMappingType) {
  89344. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  89345. defines.TONEMAPPING_ACES = true;
  89346. break;
  89347. }
  89348. defines.CONTRAST = (this.contrast !== 1.0);
  89349. defines.EXPOSURE = (this.exposure !== 1.0);
  89350. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  89351. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  89352. if (defines.COLORGRADING) {
  89353. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  89354. }
  89355. else {
  89356. defines.COLORGRADING3D = false;
  89357. }
  89358. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  89359. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  89360. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  89361. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  89362. };
  89363. /**
  89364. * Returns true if all the image processing information are ready.
  89365. * @returns True if ready, otherwise, false
  89366. */
  89367. ImageProcessingConfiguration.prototype.isReady = function () {
  89368. // Color Grading texure can not be none blocking.
  89369. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  89370. };
  89371. /**
  89372. * Binds the image processing to the shader.
  89373. * @param effect The effect to bind to
  89374. * @param aspectRatio Define the current aspect ratio of the effect
  89375. */
  89376. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  89377. if (aspectRatio === void 0) { aspectRatio = 1; }
  89378. // Color Curves
  89379. if (this._colorCurvesEnabled && this.colorCurves) {
  89380. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  89381. }
  89382. // Vignette
  89383. if (this._vignetteEnabled) {
  89384. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  89385. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  89386. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  89387. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  89388. var vignetteScaleX = vignetteScaleY * aspectRatio;
  89389. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  89390. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  89391. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  89392. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  89393. var vignettePower = -2.0 * this.vignetteWeight;
  89394. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  89395. }
  89396. // Exposure
  89397. effect.setFloat("exposureLinear", this.exposure);
  89398. // Contrast
  89399. effect.setFloat("contrast", this.contrast);
  89400. // Color transform settings
  89401. if (this.colorGradingTexture) {
  89402. effect.setTexture("txColorTransform", this.colorGradingTexture);
  89403. var textureSize = this.colorGradingTexture.getSize().height;
  89404. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  89405. 0.5 / textureSize, // textureOffset
  89406. textureSize, // textureSize
  89407. this.colorGradingTexture.level // weight
  89408. );
  89409. }
  89410. };
  89411. /**
  89412. * Clones the current image processing instance.
  89413. * @return The cloned image processing
  89414. */
  89415. ImageProcessingConfiguration.prototype.clone = function () {
  89416. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  89417. };
  89418. /**
  89419. * Serializes the current image processing instance to a json representation.
  89420. * @return a JSON representation
  89421. */
  89422. ImageProcessingConfiguration.prototype.serialize = function () {
  89423. return BABYLON.SerializationHelper.Serialize(this);
  89424. };
  89425. /**
  89426. * Parses the image processing from a json representation.
  89427. * @param source the JSON source to parse
  89428. * @return The parsed image processing
  89429. */
  89430. ImageProcessingConfiguration.Parse = function (source) {
  89431. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  89432. };
  89433. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  89434. /**
  89435. * Used to apply the vignette as a mix with the pixel color.
  89436. */
  89437. get: function () {
  89438. return this._VIGNETTEMODE_MULTIPLY;
  89439. },
  89440. enumerable: true,
  89441. configurable: true
  89442. });
  89443. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  89444. /**
  89445. * Used to apply the vignette as a replacement of the pixel color.
  89446. */
  89447. get: function () {
  89448. return this._VIGNETTEMODE_OPAQUE;
  89449. },
  89450. enumerable: true,
  89451. configurable: true
  89452. });
  89453. /**
  89454. * Default tone mapping applied in BabylonJS.
  89455. */
  89456. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  89457. /**
  89458. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  89459. * to other engines rendering to increase portability.
  89460. */
  89461. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  89462. // Static constants associated to the image processing.
  89463. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  89464. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  89465. __decorate([
  89466. BABYLON.serializeAsColorCurves()
  89467. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  89468. __decorate([
  89469. BABYLON.serialize()
  89470. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  89471. __decorate([
  89472. BABYLON.serializeAsTexture("colorGradingTexture")
  89473. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  89474. __decorate([
  89475. BABYLON.serialize()
  89476. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  89477. __decorate([
  89478. BABYLON.serialize()
  89479. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  89480. __decorate([
  89481. BABYLON.serialize()
  89482. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  89483. __decorate([
  89484. BABYLON.serialize()
  89485. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  89486. __decorate([
  89487. BABYLON.serialize()
  89488. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  89489. __decorate([
  89490. BABYLON.serialize()
  89491. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  89492. __decorate([
  89493. BABYLON.serialize()
  89494. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  89495. __decorate([
  89496. BABYLON.serialize()
  89497. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  89498. __decorate([
  89499. BABYLON.serialize()
  89500. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  89501. __decorate([
  89502. BABYLON.serialize()
  89503. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  89504. __decorate([
  89505. BABYLON.serialize()
  89506. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  89507. __decorate([
  89508. BABYLON.serializeAsColor4()
  89509. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  89510. __decorate([
  89511. BABYLON.serialize()
  89512. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  89513. __decorate([
  89514. BABYLON.serialize()
  89515. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  89516. __decorate([
  89517. BABYLON.serialize()
  89518. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  89519. __decorate([
  89520. BABYLON.serialize()
  89521. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  89522. __decorate([
  89523. BABYLON.serialize()
  89524. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  89525. return ImageProcessingConfiguration;
  89526. }());
  89527. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  89528. })(BABYLON || (BABYLON = {}));
  89529. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  89530. var BABYLON;
  89531. (function (BABYLON) {
  89532. /**
  89533. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  89534. * It can help converting any input color in a desired output one. This can then be used to create effects
  89535. * from sepia, black and white to sixties or futuristic rendering...
  89536. *
  89537. * The only supported format is currently 3dl.
  89538. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  89539. */
  89540. var ColorGradingTexture = /** @class */ (function (_super) {
  89541. __extends(ColorGradingTexture, _super);
  89542. /**
  89543. * Instantiates a ColorGradingTexture from the following parameters.
  89544. *
  89545. * @param url The location of the color gradind data (currently only supporting 3dl)
  89546. * @param scene The scene the texture will be used in
  89547. */
  89548. function ColorGradingTexture(url, scene) {
  89549. var _this = _super.call(this, scene) || this;
  89550. if (!url) {
  89551. return _this;
  89552. }
  89553. _this._engine = scene.getEngine();
  89554. _this._textureMatrix = BABYLON.Matrix.Identity();
  89555. _this.name = url;
  89556. _this.url = url;
  89557. _this.hasAlpha = false;
  89558. _this.isCube = false;
  89559. _this.is3D = _this._engine.webGLVersion > 1;
  89560. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89561. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89562. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89563. _this.anisotropicFilteringLevel = 1;
  89564. _this._texture = _this._getFromCache(url, true);
  89565. if (!_this._texture) {
  89566. if (!scene.useDelayedTextureLoading) {
  89567. _this.loadTexture();
  89568. }
  89569. else {
  89570. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  89571. }
  89572. }
  89573. return _this;
  89574. }
  89575. /**
  89576. * Returns the texture matrix used in most of the material.
  89577. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  89578. */
  89579. ColorGradingTexture.prototype.getTextureMatrix = function () {
  89580. return this._textureMatrix;
  89581. };
  89582. /**
  89583. * Occurs when the file being loaded is a .3dl LUT file.
  89584. */
  89585. ColorGradingTexture.prototype.load3dlTexture = function () {
  89586. var engine = this._engine;
  89587. var texture;
  89588. if (engine.webGLVersion === 1) {
  89589. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89590. }
  89591. else {
  89592. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89593. }
  89594. this._texture = texture;
  89595. var callback = function (text) {
  89596. if (typeof text !== "string") {
  89597. return;
  89598. }
  89599. var data = null;
  89600. var tempData = null;
  89601. var line;
  89602. var lines = text.split('\n');
  89603. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  89604. var maxColor = 0;
  89605. for (var i = 0; i < lines.length; i++) {
  89606. line = lines[i];
  89607. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  89608. continue;
  89609. }
  89610. if (line.indexOf('#') === 0) {
  89611. continue;
  89612. }
  89613. var words = line.split(" ");
  89614. if (size === 0) {
  89615. // Number of space + one
  89616. size = words.length;
  89617. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  89618. tempData = new Float32Array(size * size * size * 4);
  89619. continue;
  89620. }
  89621. if (size != 0) {
  89622. var r = Math.max(parseInt(words[0]), 0);
  89623. var g = Math.max(parseInt(words[1]), 0);
  89624. var b = Math.max(parseInt(words[2]), 0);
  89625. maxColor = Math.max(r, maxColor);
  89626. maxColor = Math.max(g, maxColor);
  89627. maxColor = Math.max(b, maxColor);
  89628. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  89629. if (tempData) {
  89630. tempData[pixelStorageIndex + 0] = r;
  89631. tempData[pixelStorageIndex + 1] = g;
  89632. tempData[pixelStorageIndex + 2] = b;
  89633. }
  89634. // Keep for reference in case of back compat problems.
  89635. // pixelIndexSlice++;
  89636. // if (pixelIndexSlice % size == 0) {
  89637. // pixelIndexH++;
  89638. // pixelIndexSlice = 0;
  89639. // if (pixelIndexH % size == 0) {
  89640. // pixelIndexW++;
  89641. // pixelIndexH = 0;
  89642. // }
  89643. // }
  89644. pixelIndexH++;
  89645. if (pixelIndexH % size == 0) {
  89646. pixelIndexSlice++;
  89647. pixelIndexH = 0;
  89648. if (pixelIndexSlice % size == 0) {
  89649. pixelIndexW++;
  89650. pixelIndexSlice = 0;
  89651. }
  89652. }
  89653. }
  89654. }
  89655. if (tempData && data) {
  89656. for (var i = 0; i < tempData.length; i++) {
  89657. if (i > 0 && (i + 1) % 4 === 0) {
  89658. data[i] = 255;
  89659. }
  89660. else {
  89661. var value = tempData[i];
  89662. data[i] = (value / maxColor * 255);
  89663. }
  89664. }
  89665. }
  89666. if (texture.is3D) {
  89667. texture.updateSize(size, size, size);
  89668. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89669. }
  89670. else {
  89671. texture.updateSize(size * size, size);
  89672. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89673. }
  89674. };
  89675. var scene = this.getScene();
  89676. if (scene) {
  89677. scene._loadFile(this.url, callback);
  89678. }
  89679. else {
  89680. this._engine._loadFile(this.url, callback);
  89681. }
  89682. return this._texture;
  89683. };
  89684. /**
  89685. * Starts the loading process of the texture.
  89686. */
  89687. ColorGradingTexture.prototype.loadTexture = function () {
  89688. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  89689. this.load3dlTexture();
  89690. }
  89691. };
  89692. /**
  89693. * Clones the color gradind texture.
  89694. */
  89695. ColorGradingTexture.prototype.clone = function () {
  89696. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  89697. // Base texture
  89698. newTexture.level = this.level;
  89699. return newTexture;
  89700. };
  89701. /**
  89702. * Called during delayed load for textures.
  89703. */
  89704. ColorGradingTexture.prototype.delayLoad = function () {
  89705. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  89706. return;
  89707. }
  89708. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  89709. this._texture = this._getFromCache(this.url, true);
  89710. if (!this._texture) {
  89711. this.loadTexture();
  89712. }
  89713. };
  89714. /**
  89715. * Parses a color grading texture serialized by Babylon.
  89716. * @param parsedTexture The texture information being parsedTexture
  89717. * @param scene The scene to load the texture in
  89718. * @param rootUrl The root url of the data assets to load
  89719. * @return A color gradind texture
  89720. */
  89721. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  89722. var texture = null;
  89723. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  89724. texture = new ColorGradingTexture(parsedTexture.name, scene);
  89725. texture.name = parsedTexture.name;
  89726. texture.level = parsedTexture.level;
  89727. }
  89728. return texture;
  89729. };
  89730. /**
  89731. * Serializes the LUT texture to json format.
  89732. */
  89733. ColorGradingTexture.prototype.serialize = function () {
  89734. if (!this.name) {
  89735. return null;
  89736. }
  89737. var serializationObject = {};
  89738. serializationObject.name = this.name;
  89739. serializationObject.level = this.level;
  89740. serializationObject.customType = "BABYLON.ColorGradingTexture";
  89741. return serializationObject;
  89742. };
  89743. /**
  89744. * Empty line regex stored for GC.
  89745. */
  89746. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  89747. return ColorGradingTexture;
  89748. }(BABYLON.BaseTexture));
  89749. BABYLON.ColorGradingTexture = ColorGradingTexture;
  89750. })(BABYLON || (BABYLON = {}));
  89751. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  89752. var BABYLON;
  89753. (function (BABYLON) {
  89754. /**
  89755. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  89756. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  89757. * 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;
  89758. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  89759. */
  89760. var ColorCurves = /** @class */ (function () {
  89761. function ColorCurves() {
  89762. this._dirty = true;
  89763. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  89764. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  89765. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89766. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  89767. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89768. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  89769. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  89770. this._globalHue = 30;
  89771. this._globalDensity = 0;
  89772. this._globalSaturation = 0;
  89773. this._globalExposure = 0;
  89774. this._highlightsHue = 30;
  89775. this._highlightsDensity = 0;
  89776. this._highlightsSaturation = 0;
  89777. this._highlightsExposure = 0;
  89778. this._midtonesHue = 30;
  89779. this._midtonesDensity = 0;
  89780. this._midtonesSaturation = 0;
  89781. this._midtonesExposure = 0;
  89782. this._shadowsHue = 30;
  89783. this._shadowsDensity = 0;
  89784. this._shadowsSaturation = 0;
  89785. this._shadowsExposure = 0;
  89786. }
  89787. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  89788. /**
  89789. * Gets the global Hue value.
  89790. * 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).
  89791. */
  89792. get: function () {
  89793. return this._globalHue;
  89794. },
  89795. /**
  89796. * Sets the global Hue value.
  89797. * 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).
  89798. */
  89799. set: function (value) {
  89800. this._globalHue = value;
  89801. this._dirty = true;
  89802. },
  89803. enumerable: true,
  89804. configurable: true
  89805. });
  89806. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  89807. /**
  89808. * Gets the global Density value.
  89809. * 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.
  89810. * Values less than zero provide a filter of opposite hue.
  89811. */
  89812. get: function () {
  89813. return this._globalDensity;
  89814. },
  89815. /**
  89816. * Sets the global Density value.
  89817. * 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.
  89818. * Values less than zero provide a filter of opposite hue.
  89819. */
  89820. set: function (value) {
  89821. this._globalDensity = value;
  89822. this._dirty = true;
  89823. },
  89824. enumerable: true,
  89825. configurable: true
  89826. });
  89827. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  89828. /**
  89829. * Gets the global Saturation value.
  89830. * 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.
  89831. */
  89832. get: function () {
  89833. return this._globalSaturation;
  89834. },
  89835. /**
  89836. * Sets the global Saturation value.
  89837. * 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.
  89838. */
  89839. set: function (value) {
  89840. this._globalSaturation = value;
  89841. this._dirty = true;
  89842. },
  89843. enumerable: true,
  89844. configurable: true
  89845. });
  89846. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  89847. /**
  89848. * Gets the global Exposure value.
  89849. * 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.
  89850. */
  89851. get: function () {
  89852. return this._globalExposure;
  89853. },
  89854. /**
  89855. * Sets the global Exposure value.
  89856. * 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.
  89857. */
  89858. set: function (value) {
  89859. this._globalExposure = value;
  89860. this._dirty = true;
  89861. },
  89862. enumerable: true,
  89863. configurable: true
  89864. });
  89865. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  89866. /**
  89867. * Gets the highlights Hue value.
  89868. * 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).
  89869. */
  89870. get: function () {
  89871. return this._highlightsHue;
  89872. },
  89873. /**
  89874. * Sets the highlights Hue value.
  89875. * 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).
  89876. */
  89877. set: function (value) {
  89878. this._highlightsHue = value;
  89879. this._dirty = true;
  89880. },
  89881. enumerable: true,
  89882. configurable: true
  89883. });
  89884. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  89885. /**
  89886. * Gets the highlights Density value.
  89887. * 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.
  89888. * Values less than zero provide a filter of opposite hue.
  89889. */
  89890. get: function () {
  89891. return this._highlightsDensity;
  89892. },
  89893. /**
  89894. * Sets the highlights Density value.
  89895. * 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.
  89896. * Values less than zero provide a filter of opposite hue.
  89897. */
  89898. set: function (value) {
  89899. this._highlightsDensity = value;
  89900. this._dirty = true;
  89901. },
  89902. enumerable: true,
  89903. configurable: true
  89904. });
  89905. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  89906. /**
  89907. * Gets the highlights Saturation value.
  89908. * 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.
  89909. */
  89910. get: function () {
  89911. return this._highlightsSaturation;
  89912. },
  89913. /**
  89914. * Sets the highlights Saturation value.
  89915. * 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.
  89916. */
  89917. set: function (value) {
  89918. this._highlightsSaturation = value;
  89919. this._dirty = true;
  89920. },
  89921. enumerable: true,
  89922. configurable: true
  89923. });
  89924. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  89925. /**
  89926. * Gets the highlights Exposure value.
  89927. * 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.
  89928. */
  89929. get: function () {
  89930. return this._highlightsExposure;
  89931. },
  89932. /**
  89933. * Sets the highlights Exposure value.
  89934. * 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.
  89935. */
  89936. set: function (value) {
  89937. this._highlightsExposure = value;
  89938. this._dirty = true;
  89939. },
  89940. enumerable: true,
  89941. configurable: true
  89942. });
  89943. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  89944. /**
  89945. * Gets the midtones Hue value.
  89946. * 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).
  89947. */
  89948. get: function () {
  89949. return this._midtonesHue;
  89950. },
  89951. /**
  89952. * Sets the midtones Hue value.
  89953. * 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).
  89954. */
  89955. set: function (value) {
  89956. this._midtonesHue = value;
  89957. this._dirty = true;
  89958. },
  89959. enumerable: true,
  89960. configurable: true
  89961. });
  89962. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  89963. /**
  89964. * Gets the midtones Density value.
  89965. * 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.
  89966. * Values less than zero provide a filter of opposite hue.
  89967. */
  89968. get: function () {
  89969. return this._midtonesDensity;
  89970. },
  89971. /**
  89972. * Sets the midtones Density value.
  89973. * 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.
  89974. * Values less than zero provide a filter of opposite hue.
  89975. */
  89976. set: function (value) {
  89977. this._midtonesDensity = value;
  89978. this._dirty = true;
  89979. },
  89980. enumerable: true,
  89981. configurable: true
  89982. });
  89983. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  89984. /**
  89985. * Gets the midtones Saturation value.
  89986. * 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.
  89987. */
  89988. get: function () {
  89989. return this._midtonesSaturation;
  89990. },
  89991. /**
  89992. * Sets the midtones Saturation value.
  89993. * 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.
  89994. */
  89995. set: function (value) {
  89996. this._midtonesSaturation = value;
  89997. this._dirty = true;
  89998. },
  89999. enumerable: true,
  90000. configurable: true
  90001. });
  90002. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  90003. /**
  90004. * Gets the midtones Exposure value.
  90005. * 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.
  90006. */
  90007. get: function () {
  90008. return this._midtonesExposure;
  90009. },
  90010. /**
  90011. * Sets the midtones Exposure value.
  90012. * 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.
  90013. */
  90014. set: function (value) {
  90015. this._midtonesExposure = value;
  90016. this._dirty = true;
  90017. },
  90018. enumerable: true,
  90019. configurable: true
  90020. });
  90021. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  90022. /**
  90023. * Gets the shadows Hue value.
  90024. * 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).
  90025. */
  90026. get: function () {
  90027. return this._shadowsHue;
  90028. },
  90029. /**
  90030. * Sets the shadows Hue value.
  90031. * 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).
  90032. */
  90033. set: function (value) {
  90034. this._shadowsHue = value;
  90035. this._dirty = true;
  90036. },
  90037. enumerable: true,
  90038. configurable: true
  90039. });
  90040. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  90041. /**
  90042. * Gets the shadows Density value.
  90043. * 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.
  90044. * Values less than zero provide a filter of opposite hue.
  90045. */
  90046. get: function () {
  90047. return this._shadowsDensity;
  90048. },
  90049. /**
  90050. * Sets the shadows Density value.
  90051. * 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.
  90052. * Values less than zero provide a filter of opposite hue.
  90053. */
  90054. set: function (value) {
  90055. this._shadowsDensity = value;
  90056. this._dirty = true;
  90057. },
  90058. enumerable: true,
  90059. configurable: true
  90060. });
  90061. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  90062. /**
  90063. * Gets the shadows Saturation value.
  90064. * 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.
  90065. */
  90066. get: function () {
  90067. return this._shadowsSaturation;
  90068. },
  90069. /**
  90070. * Sets the shadows Saturation value.
  90071. * 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.
  90072. */
  90073. set: function (value) {
  90074. this._shadowsSaturation = value;
  90075. this._dirty = true;
  90076. },
  90077. enumerable: true,
  90078. configurable: true
  90079. });
  90080. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  90081. /**
  90082. * Gets the shadows Exposure value.
  90083. * 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.
  90084. */
  90085. get: function () {
  90086. return this._shadowsExposure;
  90087. },
  90088. /**
  90089. * Sets the shadows Exposure value.
  90090. * 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.
  90091. */
  90092. set: function (value) {
  90093. this._shadowsExposure = value;
  90094. this._dirty = true;
  90095. },
  90096. enumerable: true,
  90097. configurable: true
  90098. });
  90099. /**
  90100. * Returns the class name
  90101. * @returns The class name
  90102. */
  90103. ColorCurves.prototype.getClassName = function () {
  90104. return "ColorCurves";
  90105. };
  90106. /**
  90107. * Binds the color curves to the shader.
  90108. * @param colorCurves The color curve to bind
  90109. * @param effect The effect to bind to
  90110. * @param positiveUniform The positive uniform shader parameter
  90111. * @param neutralUniform The neutral uniform shader parameter
  90112. * @param negativeUniform The negative uniform shader parameter
  90113. */
  90114. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90115. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90116. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90117. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90118. if (colorCurves._dirty) {
  90119. colorCurves._dirty = false;
  90120. // Fill in global info.
  90121. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90122. // Compute highlights info.
  90123. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90124. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90125. // Compute midtones info.
  90126. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90127. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90128. // Compute shadows info.
  90129. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  90130. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  90131. // Compute deltas (neutral is midtones).
  90132. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  90133. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  90134. }
  90135. if (effect) {
  90136. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  90137. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  90138. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  90139. }
  90140. };
  90141. /**
  90142. * Prepare the list of uniforms associated with the ColorCurves effects.
  90143. * @param uniformsList The list of uniforms used in the effect
  90144. */
  90145. ColorCurves.PrepareUniforms = function (uniformsList) {
  90146. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  90147. };
  90148. /**
  90149. * Returns color grading data based on a hue, density, saturation and exposure value.
  90150. * @param filterHue The hue of the color filter.
  90151. * @param filterDensity The density of the color filter.
  90152. * @param saturation The saturation.
  90153. * @param exposure The exposure.
  90154. * @param result The result data container.
  90155. */
  90156. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  90157. if (hue == null) {
  90158. return;
  90159. }
  90160. hue = ColorCurves.clamp(hue, 0, 360);
  90161. density = ColorCurves.clamp(density, -100, 100);
  90162. saturation = ColorCurves.clamp(saturation, -100, 100);
  90163. exposure = ColorCurves.clamp(exposure, -100, 100);
  90164. // Remap the slider/config filter density with non-linear mapping and also scale by half
  90165. // so that the maximum filter density is only 50% control. This provides fine control
  90166. // for small values and reasonable range.
  90167. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  90168. density *= 0.5;
  90169. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  90170. if (density < 0) {
  90171. density *= -1;
  90172. hue = (hue + 180) % 360;
  90173. }
  90174. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  90175. result.scaleToRef(2, result);
  90176. result.a = 1 + 0.01 * saturation;
  90177. };
  90178. /**
  90179. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  90180. * @param value The input slider value in range [-100,100].
  90181. * @returns Adjusted value.
  90182. */
  90183. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  90184. value /= 100;
  90185. var x = Math.abs(value);
  90186. x = Math.pow(x, 2);
  90187. if (value < 0) {
  90188. x *= -1;
  90189. }
  90190. x *= 100;
  90191. return x;
  90192. };
  90193. /**
  90194. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  90195. * @param hue The hue (H) input.
  90196. * @param saturation The saturation (S) input.
  90197. * @param brightness The brightness (B) input.
  90198. * @result An RGBA color represented as Vector4.
  90199. */
  90200. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  90201. var h = ColorCurves.clamp(hue, 0, 360);
  90202. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  90203. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  90204. if (s === 0) {
  90205. result.r = v;
  90206. result.g = v;
  90207. result.b = v;
  90208. }
  90209. else {
  90210. // sector 0 to 5
  90211. h /= 60;
  90212. var i = Math.floor(h);
  90213. // fractional part of h
  90214. var f = h - i;
  90215. var p = v * (1 - s);
  90216. var q = v * (1 - s * f);
  90217. var t = v * (1 - s * (1 - f));
  90218. switch (i) {
  90219. case 0:
  90220. result.r = v;
  90221. result.g = t;
  90222. result.b = p;
  90223. break;
  90224. case 1:
  90225. result.r = q;
  90226. result.g = v;
  90227. result.b = p;
  90228. break;
  90229. case 2:
  90230. result.r = p;
  90231. result.g = v;
  90232. result.b = t;
  90233. break;
  90234. case 3:
  90235. result.r = p;
  90236. result.g = q;
  90237. result.b = v;
  90238. break;
  90239. case 4:
  90240. result.r = t;
  90241. result.g = p;
  90242. result.b = v;
  90243. break;
  90244. default: // case 5:
  90245. result.r = v;
  90246. result.g = p;
  90247. result.b = q;
  90248. break;
  90249. }
  90250. }
  90251. result.a = 1;
  90252. };
  90253. /**
  90254. * Returns a value clamped between min and max
  90255. * @param value The value to clamp
  90256. * @param min The minimum of value
  90257. * @param max The maximum of value
  90258. * @returns The clamped value.
  90259. */
  90260. ColorCurves.clamp = function (value, min, max) {
  90261. return Math.min(Math.max(value, min), max);
  90262. };
  90263. /**
  90264. * Clones the current color curve instance.
  90265. * @return The cloned curves
  90266. */
  90267. ColorCurves.prototype.clone = function () {
  90268. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  90269. };
  90270. /**
  90271. * Serializes the current color curve instance to a json representation.
  90272. * @return a JSON representation
  90273. */
  90274. ColorCurves.prototype.serialize = function () {
  90275. return BABYLON.SerializationHelper.Serialize(this);
  90276. };
  90277. /**
  90278. * Parses the color curve from a json representation.
  90279. * @param source the JSON source to parse
  90280. * @return The parsed curves
  90281. */
  90282. ColorCurves.Parse = function (source) {
  90283. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  90284. };
  90285. __decorate([
  90286. BABYLON.serialize()
  90287. ], ColorCurves.prototype, "_globalHue", void 0);
  90288. __decorate([
  90289. BABYLON.serialize()
  90290. ], ColorCurves.prototype, "_globalDensity", void 0);
  90291. __decorate([
  90292. BABYLON.serialize()
  90293. ], ColorCurves.prototype, "_globalSaturation", void 0);
  90294. __decorate([
  90295. BABYLON.serialize()
  90296. ], ColorCurves.prototype, "_globalExposure", void 0);
  90297. __decorate([
  90298. BABYLON.serialize()
  90299. ], ColorCurves.prototype, "_highlightsHue", void 0);
  90300. __decorate([
  90301. BABYLON.serialize()
  90302. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  90303. __decorate([
  90304. BABYLON.serialize()
  90305. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  90306. __decorate([
  90307. BABYLON.serialize()
  90308. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  90309. __decorate([
  90310. BABYLON.serialize()
  90311. ], ColorCurves.prototype, "_midtonesHue", void 0);
  90312. __decorate([
  90313. BABYLON.serialize()
  90314. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  90315. __decorate([
  90316. BABYLON.serialize()
  90317. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  90318. __decorate([
  90319. BABYLON.serialize()
  90320. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  90321. return ColorCurves;
  90322. }());
  90323. BABYLON.ColorCurves = ColorCurves;
  90324. })(BABYLON || (BABYLON = {}));
  90325. //# sourceMappingURL=babylon.colorCurves.js.map
  90326. var BABYLON;
  90327. (function (BABYLON) {
  90328. /**
  90329. * Post process which applies a refractin texture
  90330. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90331. */
  90332. var RefractionPostProcess = /** @class */ (function (_super) {
  90333. __extends(RefractionPostProcess, _super);
  90334. /**
  90335. * Initializes the RefractionPostProcess
  90336. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90337. * @param name The name of the effect.
  90338. * @param refractionTextureUrl Url of the refraction texture to use
  90339. * @param color the base color of the refraction (used to taint the rendering)
  90340. * @param depth simulated refraction depth
  90341. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  90342. * @param camera The camera to apply the render pass to.
  90343. * @param options The required width/height ratio to downsize to before computing the render pass.
  90344. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90345. * @param engine The engine which the post process will be applied. (default: current engine)
  90346. * @param reusable If the post process can be reused on the same frame. (default: false)
  90347. */
  90348. function RefractionPostProcess(name, refractionTextureUrl,
  90349. /** the base color of the refraction (used to taint the rendering) */
  90350. color,
  90351. /** simulated refraction depth */
  90352. depth,
  90353. /** the coefficient of the base color (0 to remove base color tainting) */
  90354. colorLevel, options, camera, samplingMode, engine, reusable) {
  90355. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  90356. _this.color = color;
  90357. _this.depth = depth;
  90358. _this.colorLevel = colorLevel;
  90359. _this._ownRefractionTexture = true;
  90360. _this.onActivateObservable.add(function (cam) {
  90361. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  90362. });
  90363. _this.onApplyObservable.add(function (effect) {
  90364. effect.setColor3("baseColor", _this.color);
  90365. effect.setFloat("depth", _this.depth);
  90366. effect.setFloat("colorLevel", _this.colorLevel);
  90367. effect.setTexture("refractionSampler", _this._refTexture);
  90368. });
  90369. return _this;
  90370. }
  90371. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  90372. /**
  90373. * Gets or sets the refraction texture
  90374. * Please note that you are responsible for disposing the texture if you set it manually
  90375. */
  90376. get: function () {
  90377. return this._refTexture;
  90378. },
  90379. set: function (value) {
  90380. if (this._refTexture && this._ownRefractionTexture) {
  90381. this._refTexture.dispose();
  90382. }
  90383. this._refTexture = value;
  90384. this._ownRefractionTexture = false;
  90385. },
  90386. enumerable: true,
  90387. configurable: true
  90388. });
  90389. // Methods
  90390. /**
  90391. * Disposes of the post process
  90392. * @param camera Camera to dispose post process on
  90393. */
  90394. RefractionPostProcess.prototype.dispose = function (camera) {
  90395. if (this._refTexture && this._ownRefractionTexture) {
  90396. this._refTexture.dispose();
  90397. this._refTexture = null;
  90398. }
  90399. _super.prototype.dispose.call(this, camera);
  90400. };
  90401. return RefractionPostProcess;
  90402. }(BABYLON.PostProcess));
  90403. BABYLON.RefractionPostProcess = RefractionPostProcess;
  90404. })(BABYLON || (BABYLON = {}));
  90405. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  90406. var BABYLON;
  90407. (function (BABYLON) {
  90408. /**
  90409. * Post process used to render in black and white
  90410. */
  90411. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  90412. __extends(BlackAndWhitePostProcess, _super);
  90413. /**
  90414. * Creates a black and white post process
  90415. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  90416. * @param name The name of the effect.
  90417. * @param options The required width/height ratio to downsize to before computing the render pass.
  90418. * @param camera The camera to apply the render pass to.
  90419. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90420. * @param engine The engine which the post process will be applied. (default: current engine)
  90421. * @param reusable If the post process can be reused on the same frame. (default: false)
  90422. */
  90423. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  90424. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  90425. /**
  90426. * Linear about to convert he result to black and white (default: 1)
  90427. */
  90428. _this.degree = 1;
  90429. _this.onApplyObservable.add(function (effect) {
  90430. effect.setFloat("degree", _this.degree);
  90431. });
  90432. return _this;
  90433. }
  90434. return BlackAndWhitePostProcess;
  90435. }(BABYLON.PostProcess));
  90436. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  90437. })(BABYLON || (BABYLON = {}));
  90438. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  90439. var BABYLON;
  90440. (function (BABYLON) {
  90441. /**
  90442. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  90443. * input texture to perform effects such as edge detection or sharpening
  90444. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  90445. */
  90446. var ConvolutionPostProcess = /** @class */ (function (_super) {
  90447. __extends(ConvolutionPostProcess, _super);
  90448. /**
  90449. * Creates a new instance ConvolutionPostProcess
  90450. * @param name The name of the effect.
  90451. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  90452. * @param options The required width/height ratio to downsize to before computing the render pass.
  90453. * @param camera The camera to apply the render pass to.
  90454. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90455. * @param engine The engine which the post process will be applied. (default: current engine)
  90456. * @param reusable If the post process can be reused on the same frame. (default: false)
  90457. * @param textureType Type of textures used when performing the post process. (default: 0)
  90458. */
  90459. function ConvolutionPostProcess(name,
  90460. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  90461. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  90462. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90463. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90464. _this.kernel = kernel;
  90465. _this.onApply = function (effect) {
  90466. effect.setFloat2("screenSize", _this.width, _this.height);
  90467. effect.setArray("kernel", _this.kernel);
  90468. };
  90469. return _this;
  90470. }
  90471. // Statics
  90472. /**
  90473. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90474. */
  90475. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  90476. /**
  90477. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90478. */
  90479. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  90480. /**
  90481. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90482. */
  90483. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  90484. /**
  90485. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90486. */
  90487. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  90488. /**
  90489. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90490. */
  90491. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  90492. /**
  90493. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90494. */
  90495. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  90496. return ConvolutionPostProcess;
  90497. }(BABYLON.PostProcess));
  90498. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  90499. })(BABYLON || (BABYLON = {}));
  90500. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  90501. var BABYLON;
  90502. (function (BABYLON) {
  90503. /**
  90504. * Applies a kernel filter to the image
  90505. */
  90506. var FilterPostProcess = /** @class */ (function (_super) {
  90507. __extends(FilterPostProcess, _super);
  90508. /**
  90509. *
  90510. * @param name The name of the effect.
  90511. * @param kernelMatrix The matrix to be applied to the image
  90512. * @param options The required width/height ratio to downsize to before computing the render pass.
  90513. * @param camera The camera to apply the render pass to.
  90514. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90515. * @param engine The engine which the post process will be applied. (default: current engine)
  90516. * @param reusable If the post process can be reused on the same frame. (default: false)
  90517. */
  90518. function FilterPostProcess(name,
  90519. /** The matrix to be applied to the image */
  90520. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  90521. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  90522. _this.kernelMatrix = kernelMatrix;
  90523. _this.onApply = function (effect) {
  90524. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  90525. };
  90526. return _this;
  90527. }
  90528. return FilterPostProcess;
  90529. }(BABYLON.PostProcess));
  90530. BABYLON.FilterPostProcess = FilterPostProcess;
  90531. })(BABYLON || (BABYLON = {}));
  90532. //# sourceMappingURL=babylon.filterPostProcess.js.map
  90533. var BABYLON;
  90534. (function (BABYLON) {
  90535. /**
  90536. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  90537. */
  90538. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  90539. __extends(VolumetricLightScatteringPostProcess, _super);
  90540. /**
  90541. * @constructor
  90542. * @param name The post-process name
  90543. * @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)
  90544. * @param camera The camera that the post-process will be attached to
  90545. * @param mesh The mesh used to create the light scattering
  90546. * @param samples The post-process quality, default 100
  90547. * @param samplingModeThe post-process filtering mode
  90548. * @param engine The babylon engine
  90549. * @param reusable If the post-process is reusable
  90550. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  90551. */
  90552. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  90553. if (samples === void 0) { samples = 100; }
  90554. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90555. 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;
  90556. _this._screenCoordinates = BABYLON.Vector2.Zero();
  90557. /**
  90558. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  90559. */
  90560. _this.customMeshPosition = BABYLON.Vector3.Zero();
  90561. /**
  90562. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  90563. */
  90564. _this.useCustomMeshPosition = false;
  90565. /**
  90566. * If the post-process should inverse the light scattering direction
  90567. */
  90568. _this.invert = true;
  90569. /**
  90570. * Array containing the excluded meshes not rendered in the internal pass
  90571. */
  90572. _this.excludedMeshes = new Array();
  90573. /**
  90574. * Controls the overall intensity of the post-process
  90575. */
  90576. _this.exposure = 0.3;
  90577. /**
  90578. * Dissipates each sample's contribution in range [0, 1]
  90579. */
  90580. _this.decay = 0.96815;
  90581. /**
  90582. * Controls the overall intensity of each sample
  90583. */
  90584. _this.weight = 0.58767;
  90585. /**
  90586. * Controls the density of each sample
  90587. */
  90588. _this.density = 0.926;
  90589. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  90590. engine = scene.getEngine();
  90591. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  90592. // Configure mesh
  90593. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  90594. // Configure
  90595. _this._createPass(scene, ratio.passRatio || ratio);
  90596. _this.onActivate = function (camera) {
  90597. if (!_this.isSupported) {
  90598. _this.dispose(camera);
  90599. }
  90600. _this.onActivate = null;
  90601. };
  90602. _this.onApplyObservable.add(function (effect) {
  90603. _this._updateMeshScreenCoordinates(scene);
  90604. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  90605. effect.setFloat("exposure", _this.exposure);
  90606. effect.setFloat("decay", _this.decay);
  90607. effect.setFloat("weight", _this.weight);
  90608. effect.setFloat("density", _this.density);
  90609. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  90610. });
  90611. return _this;
  90612. }
  90613. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  90614. /**
  90615. * @hidden
  90616. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  90617. */
  90618. get: function () {
  90619. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90620. return false;
  90621. },
  90622. set: function (useDiffuseColor) {
  90623. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90624. },
  90625. enumerable: true,
  90626. configurable: true
  90627. });
  90628. /**
  90629. * Returns the string "VolumetricLightScatteringPostProcess"
  90630. * @returns "VolumetricLightScatteringPostProcess"
  90631. */
  90632. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  90633. return "VolumetricLightScatteringPostProcess";
  90634. };
  90635. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  90636. var mesh = subMesh.getMesh();
  90637. // Render this.mesh as default
  90638. if (mesh === this.mesh && mesh.material) {
  90639. return mesh.material.isReady(mesh);
  90640. }
  90641. var defines = [];
  90642. var attribs = [BABYLON.VertexBuffer.PositionKind];
  90643. var material = subMesh.getMaterial();
  90644. // Alpha test
  90645. if (material) {
  90646. if (material.needAlphaTesting()) {
  90647. defines.push("#define ALPHATEST");
  90648. }
  90649. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  90650. attribs.push(BABYLON.VertexBuffer.UVKind);
  90651. defines.push("#define UV1");
  90652. }
  90653. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  90654. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  90655. defines.push("#define UV2");
  90656. }
  90657. }
  90658. // Bones
  90659. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  90660. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  90661. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  90662. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  90663. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  90664. }
  90665. else {
  90666. defines.push("#define NUM_BONE_INFLUENCERS 0");
  90667. }
  90668. // Instances
  90669. if (useInstances) {
  90670. defines.push("#define INSTANCES");
  90671. attribs.push("world0");
  90672. attribs.push("world1");
  90673. attribs.push("world2");
  90674. attribs.push("world3");
  90675. }
  90676. // Get correct effect
  90677. var join = defines.join("\n");
  90678. if (this._cachedDefines !== join) {
  90679. this._cachedDefines = join;
  90680. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  90681. }
  90682. return this._volumetricLightScatteringPass.isReady();
  90683. };
  90684. /**
  90685. * Sets the new light position for light scattering effect
  90686. * @param position The new custom light position
  90687. */
  90688. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  90689. this.customMeshPosition = position;
  90690. };
  90691. /**
  90692. * Returns the light position for light scattering effect
  90693. * @return Vector3 The custom light position
  90694. */
  90695. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  90696. return this.customMeshPosition;
  90697. };
  90698. /**
  90699. * Disposes the internal assets and detaches the post-process from the camera
  90700. */
  90701. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  90702. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  90703. if (rttIndex !== -1) {
  90704. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  90705. }
  90706. this._volumetricLightScatteringRTT.dispose();
  90707. _super.prototype.dispose.call(this, camera);
  90708. };
  90709. /**
  90710. * Returns the render target texture used by the post-process
  90711. * @return the render target texture used by the post-process
  90712. */
  90713. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  90714. return this._volumetricLightScatteringRTT;
  90715. };
  90716. // Private methods
  90717. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  90718. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  90719. return true;
  90720. }
  90721. return false;
  90722. };
  90723. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  90724. var _this = this;
  90725. var engine = scene.getEngine();
  90726. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  90727. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90728. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90729. this._volumetricLightScatteringRTT.renderList = null;
  90730. this._volumetricLightScatteringRTT.renderParticles = false;
  90731. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  90732. var camera = this.getCamera();
  90733. if (camera) {
  90734. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90735. }
  90736. else {
  90737. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90738. }
  90739. // Custom render function for submeshes
  90740. var renderSubMesh = function (subMesh) {
  90741. var mesh = subMesh.getRenderingMesh();
  90742. if (_this._meshExcluded(mesh)) {
  90743. return;
  90744. }
  90745. var material = subMesh.getMaterial();
  90746. if (!material) {
  90747. return;
  90748. }
  90749. var scene = mesh.getScene();
  90750. var engine = scene.getEngine();
  90751. // Culling
  90752. engine.setState(material.backFaceCulling);
  90753. // Managing instances
  90754. var batch = mesh._getInstancesRenderList(subMesh._id);
  90755. if (batch.mustReturn) {
  90756. return;
  90757. }
  90758. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  90759. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  90760. var effect = _this._volumetricLightScatteringPass;
  90761. if (mesh === _this.mesh) {
  90762. if (subMesh.effect) {
  90763. effect = subMesh.effect;
  90764. }
  90765. else {
  90766. effect = material.getEffect();
  90767. }
  90768. }
  90769. engine.enableEffect(effect);
  90770. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  90771. if (mesh === _this.mesh) {
  90772. material.bind(mesh.getWorldMatrix(), mesh);
  90773. }
  90774. else {
  90775. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  90776. // Alpha test
  90777. if (material && material.needAlphaTesting()) {
  90778. var alphaTexture = material.getAlphaTestTexture();
  90779. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  90780. if (alphaTexture) {
  90781. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  90782. }
  90783. }
  90784. // Bones
  90785. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  90786. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  90787. }
  90788. }
  90789. // Draw
  90790. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  90791. }
  90792. };
  90793. // Render target texture callbacks
  90794. var savedSceneClearColor;
  90795. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  90796. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  90797. savedSceneClearColor = scene.clearColor;
  90798. scene.clearColor = sceneClearColor;
  90799. });
  90800. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  90801. scene.clearColor = savedSceneClearColor;
  90802. });
  90803. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  90804. var engine = scene.getEngine();
  90805. var index;
  90806. if (depthOnlySubMeshes.length) {
  90807. engine.setColorWrite(false);
  90808. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  90809. renderSubMesh(depthOnlySubMeshes.data[index]);
  90810. }
  90811. engine.setColorWrite(true);
  90812. }
  90813. for (index = 0; index < opaqueSubMeshes.length; index++) {
  90814. renderSubMesh(opaqueSubMeshes.data[index]);
  90815. }
  90816. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  90817. renderSubMesh(alphaTestSubMeshes.data[index]);
  90818. }
  90819. if (transparentSubMeshes.length) {
  90820. // Sort sub meshes
  90821. for (index = 0; index < transparentSubMeshes.length; index++) {
  90822. var submesh = transparentSubMeshes.data[index];
  90823. var boundingInfo = submesh.getBoundingInfo();
  90824. if (boundingInfo && scene.activeCamera) {
  90825. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  90826. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  90827. }
  90828. }
  90829. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  90830. sortedArray.sort(function (a, b) {
  90831. // Alpha index first
  90832. if (a._alphaIndex > b._alphaIndex) {
  90833. return 1;
  90834. }
  90835. if (a._alphaIndex < b._alphaIndex) {
  90836. return -1;
  90837. }
  90838. // Then distance to camera
  90839. if (a._distanceToCamera < b._distanceToCamera) {
  90840. return 1;
  90841. }
  90842. if (a._distanceToCamera > b._distanceToCamera) {
  90843. return -1;
  90844. }
  90845. return 0;
  90846. });
  90847. // Render sub meshes
  90848. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  90849. for (index = 0; index < sortedArray.length; index++) {
  90850. renderSubMesh(sortedArray[index]);
  90851. }
  90852. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  90853. }
  90854. };
  90855. };
  90856. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  90857. var transform = scene.getTransformMatrix();
  90858. var meshPosition;
  90859. if (this.useCustomMeshPosition) {
  90860. meshPosition = this.customMeshPosition;
  90861. }
  90862. else if (this.attachedNode) {
  90863. meshPosition = this.attachedNode.position;
  90864. }
  90865. else {
  90866. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  90867. }
  90868. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  90869. this._screenCoordinates.x = pos.x / this._viewPort.width;
  90870. this._screenCoordinates.y = pos.y / this._viewPort.height;
  90871. if (this.invert) {
  90872. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  90873. }
  90874. };
  90875. // Static methods
  90876. /**
  90877. * Creates a default mesh for the Volumeric Light Scattering post-process
  90878. * @param name The mesh name
  90879. * @param scene The scene where to create the mesh
  90880. * @return the default mesh
  90881. */
  90882. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  90883. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  90884. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  90885. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  90886. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  90887. mesh.material = material;
  90888. return mesh;
  90889. };
  90890. __decorate([
  90891. BABYLON.serializeAsVector3()
  90892. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  90893. __decorate([
  90894. BABYLON.serialize()
  90895. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  90896. __decorate([
  90897. BABYLON.serialize()
  90898. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  90899. __decorate([
  90900. BABYLON.serializeAsMeshReference()
  90901. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  90902. __decorate([
  90903. BABYLON.serialize()
  90904. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  90905. __decorate([
  90906. BABYLON.serialize()
  90907. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  90908. __decorate([
  90909. BABYLON.serialize()
  90910. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  90911. __decorate([
  90912. BABYLON.serialize()
  90913. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  90914. __decorate([
  90915. BABYLON.serialize()
  90916. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  90917. return VolumetricLightScatteringPostProcess;
  90918. }(BABYLON.PostProcess));
  90919. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  90920. })(BABYLON || (BABYLON = {}));
  90921. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  90922. var BABYLON;
  90923. (function (BABYLON) {
  90924. /**
  90925. *
  90926. * This post-process allows the modification of rendered colors by using
  90927. * a 'look-up table' (LUT). This effect is also called Color Grading.
  90928. *
  90929. * The object needs to be provided an url to a texture containing the color
  90930. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  90931. * Use an image editing software to tweak the LUT to match your needs.
  90932. *
  90933. * For an example of a color LUT, see here:
  90934. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  90935. * For explanations on color grading, see here:
  90936. * @see http://udn.epicgames.com/Three/ColorGrading.html
  90937. *
  90938. */
  90939. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  90940. __extends(ColorCorrectionPostProcess, _super);
  90941. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  90942. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  90943. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  90944. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  90945. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90946. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90947. _this.onApply = function (effect) {
  90948. effect.setTexture("colorTable", _this._colorTableTexture);
  90949. };
  90950. return _this;
  90951. }
  90952. return ColorCorrectionPostProcess;
  90953. }(BABYLON.PostProcess));
  90954. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  90955. })(BABYLON || (BABYLON = {}));
  90956. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  90957. var BABYLON;
  90958. (function (BABYLON) {
  90959. /** Defines operator used for tonemapping */
  90960. var TonemappingOperator;
  90961. (function (TonemappingOperator) {
  90962. /** Hable */
  90963. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  90964. /** Reinhard */
  90965. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  90966. /** HejiDawson */
  90967. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  90968. /** Photographic */
  90969. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  90970. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  90971. /**
  90972. * Defines a post process to apply tone mapping
  90973. */
  90974. var TonemapPostProcess = /** @class */ (function (_super) {
  90975. __extends(TonemapPostProcess, _super);
  90976. /**
  90977. * Creates a new TonemapPostProcess
  90978. * @param name defines the name of the postprocess
  90979. * @param _operator defines the operator to use
  90980. * @param exposureAdjustment defines the required exposure adjustement
  90981. * @param camera defines the camera to use (can be null)
  90982. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  90983. * @param engine defines the hosting engine (can be ignore if camera is set)
  90984. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  90985. */
  90986. function TonemapPostProcess(name, _operator,
  90987. /** Defines the required exposure adjustement */
  90988. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  90989. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90990. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90991. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  90992. _this._operator = _operator;
  90993. _this.exposureAdjustment = exposureAdjustment;
  90994. var defines = "#define ";
  90995. if (_this._operator === TonemappingOperator.Hable) {
  90996. defines += "HABLE_TONEMAPPING";
  90997. }
  90998. else if (_this._operator === TonemappingOperator.Reinhard) {
  90999. defines += "REINHARD_TONEMAPPING";
  91000. }
  91001. else if (_this._operator === TonemappingOperator.HejiDawson) {
  91002. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  91003. }
  91004. else if (_this._operator === TonemappingOperator.Photographic) {
  91005. defines += "PHOTOGRAPHIC_TONEMAPPING";
  91006. }
  91007. //sadly a second call to create the effect.
  91008. _this.updateEffect(defines);
  91009. _this.onApply = function (effect) {
  91010. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  91011. };
  91012. return _this;
  91013. }
  91014. return TonemapPostProcess;
  91015. }(BABYLON.PostProcess));
  91016. BABYLON.TonemapPostProcess = TonemapPostProcess;
  91017. })(BABYLON || (BABYLON = {}));
  91018. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  91019. var BABYLON;
  91020. (function (BABYLON) {
  91021. /**
  91022. * DisplayPassPostProcess which produces an output the same as it's input
  91023. */
  91024. var DisplayPassPostProcess = /** @class */ (function (_super) {
  91025. __extends(DisplayPassPostProcess, _super);
  91026. /**
  91027. * Creates the DisplayPassPostProcess
  91028. * @param name The name of the effect.
  91029. * @param options The required width/height ratio to downsize to before computing the render pass.
  91030. * @param camera The camera to apply the render pass to.
  91031. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91032. * @param engine The engine which the post process will be applied. (default: current engine)
  91033. * @param reusable If the post process can be reused on the same frame. (default: false)
  91034. */
  91035. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  91036. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  91037. }
  91038. return DisplayPassPostProcess;
  91039. }(BABYLON.PostProcess));
  91040. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  91041. })(BABYLON || (BABYLON = {}));
  91042. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  91043. var BABYLON;
  91044. (function (BABYLON) {
  91045. /**
  91046. * Extracts highlights from the image
  91047. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91048. */
  91049. var HighlightsPostProcess = /** @class */ (function (_super) {
  91050. __extends(HighlightsPostProcess, _super);
  91051. /**
  91052. * Extracts highlights from the image
  91053. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91054. * @param name The name of the effect.
  91055. * @param options The required width/height ratio to downsize to before computing the render pass.
  91056. * @param camera The camera to apply the render pass to.
  91057. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91058. * @param engine The engine which the post process will be applied. (default: current engine)
  91059. * @param reusable If the post process can be reused on the same frame. (default: false)
  91060. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  91061. */
  91062. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  91063. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91064. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91065. }
  91066. return HighlightsPostProcess;
  91067. }(BABYLON.PostProcess));
  91068. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  91069. })(BABYLON || (BABYLON = {}));
  91070. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  91071. var BABYLON;
  91072. (function (BABYLON) {
  91073. /**
  91074. * ImageProcessingPostProcess
  91075. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  91076. */
  91077. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  91078. __extends(ImageProcessingPostProcess, _super);
  91079. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  91080. if (camera === void 0) { camera = null; }
  91081. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91082. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  91083. _this._fromLinearSpace = true;
  91084. /**
  91085. * Defines cache preventing GC.
  91086. */
  91087. _this._defines = {
  91088. IMAGEPROCESSING: false,
  91089. VIGNETTE: false,
  91090. VIGNETTEBLENDMODEMULTIPLY: false,
  91091. VIGNETTEBLENDMODEOPAQUE: false,
  91092. TONEMAPPING: false,
  91093. TONEMAPPING_ACES: false,
  91094. CONTRAST: false,
  91095. COLORCURVES: false,
  91096. COLORGRADING: false,
  91097. COLORGRADING3D: false,
  91098. FROMLINEARSPACE: false,
  91099. SAMPLER3DGREENDEPTH: false,
  91100. SAMPLER3DBGRMAP: false,
  91101. IMAGEPROCESSINGPOSTPROCESS: false,
  91102. EXPOSURE: false,
  91103. };
  91104. // Setup the configuration as forced by the constructor. This would then not force the
  91105. // scene materials output in linear space and let untouched the default forward pass.
  91106. if (imageProcessingConfiguration) {
  91107. imageProcessingConfiguration.applyByPostProcess = true;
  91108. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91109. // This will cause the shader to be compiled
  91110. _this.fromLinearSpace = false;
  91111. }
  91112. // Setup the default processing configuration to the scene.
  91113. else {
  91114. _this._attachImageProcessingConfiguration(null, true);
  91115. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91116. }
  91117. _this.onApply = function (effect) {
  91118. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91119. };
  91120. return _this;
  91121. }
  91122. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91123. /**
  91124. * Gets the image processing configuration used either in this material.
  91125. */
  91126. get: function () {
  91127. return this._imageProcessingConfiguration;
  91128. },
  91129. /**
  91130. * Sets the Default image processing configuration used either in the this material.
  91131. *
  91132. * If sets to null, the scene one is in use.
  91133. */
  91134. set: function (value) {
  91135. this._attachImageProcessingConfiguration(value);
  91136. },
  91137. enumerable: true,
  91138. configurable: true
  91139. });
  91140. /**
  91141. * Attaches a new image processing configuration to the PBR Material.
  91142. * @param configuration
  91143. */
  91144. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  91145. var _this = this;
  91146. if (doNotBuild === void 0) { doNotBuild = false; }
  91147. if (configuration === this._imageProcessingConfiguration) {
  91148. return;
  91149. }
  91150. // Detaches observer.
  91151. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91152. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91153. }
  91154. // Pick the scene configuration if needed.
  91155. if (!configuration) {
  91156. var scene = null;
  91157. var engine = this.getEngine();
  91158. var camera = this.getCamera();
  91159. if (camera) {
  91160. scene = camera.getScene();
  91161. }
  91162. else if (engine && engine.scenes) {
  91163. var scenes = engine.scenes;
  91164. scene = scenes[scenes.length - 1];
  91165. }
  91166. else {
  91167. scene = BABYLON.Engine.LastCreatedScene;
  91168. }
  91169. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  91170. }
  91171. else {
  91172. this._imageProcessingConfiguration = configuration;
  91173. }
  91174. // Attaches observer.
  91175. if (this._imageProcessingConfiguration) {
  91176. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  91177. _this._updateParameters();
  91178. });
  91179. }
  91180. // Ensure the effect will be rebuilt.
  91181. if (!doNotBuild) {
  91182. this._updateParameters();
  91183. }
  91184. };
  91185. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  91186. /**
  91187. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91188. */
  91189. get: function () {
  91190. return this.imageProcessingConfiguration.colorCurves;
  91191. },
  91192. /**
  91193. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91194. */
  91195. set: function (value) {
  91196. this.imageProcessingConfiguration.colorCurves = value;
  91197. },
  91198. enumerable: true,
  91199. configurable: true
  91200. });
  91201. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  91202. /**
  91203. * Gets wether the color curves effect is enabled.
  91204. */
  91205. get: function () {
  91206. return this.imageProcessingConfiguration.colorCurvesEnabled;
  91207. },
  91208. /**
  91209. * Sets wether the color curves effect is enabled.
  91210. */
  91211. set: function (value) {
  91212. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  91213. },
  91214. enumerable: true,
  91215. configurable: true
  91216. });
  91217. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  91218. /**
  91219. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91220. */
  91221. get: function () {
  91222. return this.imageProcessingConfiguration.colorGradingTexture;
  91223. },
  91224. /**
  91225. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91226. */
  91227. set: function (value) {
  91228. this.imageProcessingConfiguration.colorGradingTexture = value;
  91229. },
  91230. enumerable: true,
  91231. configurable: true
  91232. });
  91233. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  91234. /**
  91235. * Gets wether the color grading effect is enabled.
  91236. */
  91237. get: function () {
  91238. return this.imageProcessingConfiguration.colorGradingEnabled;
  91239. },
  91240. /**
  91241. * Gets wether the color grading effect is enabled.
  91242. */
  91243. set: function (value) {
  91244. this.imageProcessingConfiguration.colorGradingEnabled = value;
  91245. },
  91246. enumerable: true,
  91247. configurable: true
  91248. });
  91249. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  91250. /**
  91251. * Gets exposure used in the effect.
  91252. */
  91253. get: function () {
  91254. return this.imageProcessingConfiguration.exposure;
  91255. },
  91256. /**
  91257. * Sets exposure used in the effect.
  91258. */
  91259. set: function (value) {
  91260. this.imageProcessingConfiguration.exposure = value;
  91261. },
  91262. enumerable: true,
  91263. configurable: true
  91264. });
  91265. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  91266. /**
  91267. * Gets wether tonemapping is enabled or not.
  91268. */
  91269. get: function () {
  91270. return this._imageProcessingConfiguration.toneMappingEnabled;
  91271. },
  91272. /**
  91273. * Sets wether tonemapping is enabled or not
  91274. */
  91275. set: function (value) {
  91276. this._imageProcessingConfiguration.toneMappingEnabled = value;
  91277. },
  91278. enumerable: true,
  91279. configurable: true
  91280. });
  91281. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  91282. /**
  91283. * Gets contrast used in the effect.
  91284. */
  91285. get: function () {
  91286. return this.imageProcessingConfiguration.contrast;
  91287. },
  91288. /**
  91289. * Sets contrast used in the effect.
  91290. */
  91291. set: function (value) {
  91292. this.imageProcessingConfiguration.contrast = value;
  91293. },
  91294. enumerable: true,
  91295. configurable: true
  91296. });
  91297. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  91298. /**
  91299. * Gets Vignette stretch size.
  91300. */
  91301. get: function () {
  91302. return this.imageProcessingConfiguration.vignetteStretch;
  91303. },
  91304. /**
  91305. * Sets Vignette stretch size.
  91306. */
  91307. set: function (value) {
  91308. this.imageProcessingConfiguration.vignetteStretch = value;
  91309. },
  91310. enumerable: true,
  91311. configurable: true
  91312. });
  91313. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  91314. /**
  91315. * Gets Vignette centre X Offset.
  91316. */
  91317. get: function () {
  91318. return this.imageProcessingConfiguration.vignetteCentreX;
  91319. },
  91320. /**
  91321. * Sets Vignette centre X Offset.
  91322. */
  91323. set: function (value) {
  91324. this.imageProcessingConfiguration.vignetteCentreX = value;
  91325. },
  91326. enumerable: true,
  91327. configurable: true
  91328. });
  91329. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  91330. /**
  91331. * Gets Vignette centre Y Offset.
  91332. */
  91333. get: function () {
  91334. return this.imageProcessingConfiguration.vignetteCentreY;
  91335. },
  91336. /**
  91337. * Sets Vignette centre Y Offset.
  91338. */
  91339. set: function (value) {
  91340. this.imageProcessingConfiguration.vignetteCentreY = value;
  91341. },
  91342. enumerable: true,
  91343. configurable: true
  91344. });
  91345. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  91346. /**
  91347. * Gets Vignette weight or intensity of the vignette effect.
  91348. */
  91349. get: function () {
  91350. return this.imageProcessingConfiguration.vignetteWeight;
  91351. },
  91352. /**
  91353. * Sets Vignette weight or intensity of the vignette effect.
  91354. */
  91355. set: function (value) {
  91356. this.imageProcessingConfiguration.vignetteWeight = value;
  91357. },
  91358. enumerable: true,
  91359. configurable: true
  91360. });
  91361. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  91362. /**
  91363. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91364. * if vignetteEnabled is set to true.
  91365. */
  91366. get: function () {
  91367. return this.imageProcessingConfiguration.vignetteColor;
  91368. },
  91369. /**
  91370. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91371. * if vignetteEnabled is set to true.
  91372. */
  91373. set: function (value) {
  91374. this.imageProcessingConfiguration.vignetteColor = value;
  91375. },
  91376. enumerable: true,
  91377. configurable: true
  91378. });
  91379. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  91380. /**
  91381. * Gets Camera field of view used by the Vignette effect.
  91382. */
  91383. get: function () {
  91384. return this.imageProcessingConfiguration.vignetteCameraFov;
  91385. },
  91386. /**
  91387. * Sets Camera field of view used by the Vignette effect.
  91388. */
  91389. set: function (value) {
  91390. this.imageProcessingConfiguration.vignetteCameraFov = value;
  91391. },
  91392. enumerable: true,
  91393. configurable: true
  91394. });
  91395. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  91396. /**
  91397. * Gets the vignette blend mode allowing different kind of effect.
  91398. */
  91399. get: function () {
  91400. return this.imageProcessingConfiguration.vignetteBlendMode;
  91401. },
  91402. /**
  91403. * Sets the vignette blend mode allowing different kind of effect.
  91404. */
  91405. set: function (value) {
  91406. this.imageProcessingConfiguration.vignetteBlendMode = value;
  91407. },
  91408. enumerable: true,
  91409. configurable: true
  91410. });
  91411. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  91412. /**
  91413. * Gets wether the vignette effect is enabled.
  91414. */
  91415. get: function () {
  91416. return this.imageProcessingConfiguration.vignetteEnabled;
  91417. },
  91418. /**
  91419. * Sets wether the vignette effect is enabled.
  91420. */
  91421. set: function (value) {
  91422. this.imageProcessingConfiguration.vignetteEnabled = value;
  91423. },
  91424. enumerable: true,
  91425. configurable: true
  91426. });
  91427. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  91428. /**
  91429. * Gets wether the input of the processing is in Gamma or Linear Space.
  91430. */
  91431. get: function () {
  91432. return this._fromLinearSpace;
  91433. },
  91434. /**
  91435. * Sets wether the input of the processing is in Gamma or Linear Space.
  91436. */
  91437. set: function (value) {
  91438. if (this._fromLinearSpace === value) {
  91439. return;
  91440. }
  91441. this._fromLinearSpace = value;
  91442. this._updateParameters();
  91443. },
  91444. enumerable: true,
  91445. configurable: true
  91446. });
  91447. /**
  91448. * "ImageProcessingPostProcess"
  91449. * @returns "ImageProcessingPostProcess"
  91450. */
  91451. ImageProcessingPostProcess.prototype.getClassName = function () {
  91452. return "ImageProcessingPostProcess";
  91453. };
  91454. ImageProcessingPostProcess.prototype._updateParameters = function () {
  91455. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  91456. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  91457. var defines = "";
  91458. for (var define in this._defines) {
  91459. if (this._defines[define]) {
  91460. defines += "#define " + define + ";\r\n";
  91461. }
  91462. }
  91463. var samplers = ["textureSampler"];
  91464. var uniforms = ["scale"];
  91465. if (BABYLON.ImageProcessingConfiguration) {
  91466. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  91467. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  91468. }
  91469. this.updateEffect(defines, uniforms, samplers);
  91470. };
  91471. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  91472. _super.prototype.dispose.call(this, camera);
  91473. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91474. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91475. }
  91476. if (this._imageProcessingConfiguration) {
  91477. this.imageProcessingConfiguration.applyByPostProcess = false;
  91478. }
  91479. };
  91480. __decorate([
  91481. BABYLON.serialize()
  91482. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  91483. return ImageProcessingPostProcess;
  91484. }(BABYLON.PostProcess));
  91485. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  91486. })(BABYLON || (BABYLON = {}));
  91487. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  91488. var BABYLON;
  91489. (function (BABYLON) {
  91490. /**
  91491. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  91492. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  91493. * As an example, all you have to do is to create the post-process:
  91494. * var mb = new BABYLON.MotionBlurPostProcess(
  91495. * 'mb', // The name of the effect.
  91496. * scene, // The scene containing the objects to blur according to their velocity.
  91497. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  91498. * camera // The camera to apply the render pass to.
  91499. * );
  91500. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  91501. */
  91502. var MotionBlurPostProcess = /** @class */ (function (_super) {
  91503. __extends(MotionBlurPostProcess, _super);
  91504. /**
  91505. * Creates a new instance MotionBlurPostProcess
  91506. * @param name The name of the effect.
  91507. * @param scene The scene containing the objects to blur according to their velocity.
  91508. * @param options The required width/height ratio to downsize to before computing the render pass.
  91509. * @param camera The camera to apply the render pass to.
  91510. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91511. * @param engine The engine which the post process will be applied. (default: current engine)
  91512. * @param reusable If the post process can be reused on the same frame. (default: false)
  91513. * @param textureType Type of textures used when performing the post process. (default: 0)
  91514. * @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)
  91515. */
  91516. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  91517. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91518. if (blockCompilation === void 0) { blockCompilation = false; }
  91519. 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;
  91520. /**
  91521. * Defines how much the image is blurred by the movement. Default value is equal to 1
  91522. */
  91523. _this.motionStrength = 1;
  91524. _this._motionBlurSamples = 32;
  91525. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  91526. if (!_this._geometryBufferRenderer) {
  91527. // Geometry buffer renderer is not supported. So, work as a passthrough.
  91528. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  91529. _this.updateEffect();
  91530. }
  91531. else {
  91532. // Geometry buffer renderer is supported.
  91533. _this._geometryBufferRenderer.enableVelocity = true;
  91534. _this.onApply = function (effect) {
  91535. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  91536. effect.setFloat("motionScale", scene.getAnimationRatio());
  91537. effect.setFloat("motionStrength", _this.motionStrength);
  91538. if (_this._geometryBufferRenderer) {
  91539. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  91540. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  91541. }
  91542. };
  91543. }
  91544. return _this;
  91545. }
  91546. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  91547. /**
  91548. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  91549. */
  91550. get: function () {
  91551. return this._motionBlurSamples;
  91552. },
  91553. /**
  91554. * Sets the number of iterations to be used for motion blur quality
  91555. */
  91556. set: function (samples) {
  91557. this._motionBlurSamples = samples;
  91558. if (this._geometryBufferRenderer) {
  91559. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  91560. }
  91561. },
  91562. enumerable: true,
  91563. configurable: true
  91564. });
  91565. /**
  91566. * Disposes the post process.
  91567. * @param camera The camera to dispose the post process on.
  91568. */
  91569. MotionBlurPostProcess.prototype.dispose = function (camera) {
  91570. if (this._geometryBufferRenderer) {
  91571. // Clear previous transformation matrices dictionary used to compute objects velocities
  91572. this._geometryBufferRenderer._previousTransformationMatrices = {};
  91573. }
  91574. _super.prototype.dispose.call(this, camera);
  91575. };
  91576. return MotionBlurPostProcess;
  91577. }(BABYLON.PostProcess));
  91578. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  91579. })(BABYLON || (BABYLON = {}));
  91580. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  91581. var BABYLON;
  91582. (function (BABYLON) {
  91583. /**
  91584. * Class used to store bone information
  91585. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91586. */
  91587. var Bone = /** @class */ (function (_super) {
  91588. __extends(Bone, _super);
  91589. /**
  91590. * Create a new bone
  91591. * @param name defines the bone name
  91592. * @param skeleton defines the parent skeleton
  91593. * @param parentBone defines the parent (can be null if the bone is the root)
  91594. * @param localMatrix defines the local matrix
  91595. * @param restPose defines the rest pose matrix
  91596. * @param baseMatrix defines the base matrix
  91597. * @param index defines index of the bone in the hiearchy
  91598. */
  91599. function Bone(
  91600. /**
  91601. * defines the bone name
  91602. */
  91603. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  91604. if (parentBone === void 0) { parentBone = null; }
  91605. if (localMatrix === void 0) { localMatrix = null; }
  91606. if (restPose === void 0) { restPose = null; }
  91607. if (baseMatrix === void 0) { baseMatrix = null; }
  91608. if (index === void 0) { index = null; }
  91609. var _this = _super.call(this, name, skeleton.getScene(), false) || this;
  91610. _this.name = name;
  91611. /**
  91612. * Gets the list of child bones
  91613. */
  91614. _this.children = new Array();
  91615. /** Gets the animations associated with this bone */
  91616. _this.animations = new Array();
  91617. /**
  91618. * @hidden Internal only
  91619. * Set this value to map this bone to a different index in the transform matrices
  91620. * Set this value to -1 to exclude the bone from the transform matrices
  91621. */
  91622. _this._index = null;
  91623. _this._absoluteTransform = new BABYLON.Matrix();
  91624. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  91625. _this._scalingDeterminant = 1;
  91626. _this._worldTransform = new BABYLON.Matrix();
  91627. _this._needToDecompose = true;
  91628. _this._needToCompose = false;
  91629. _this._skeleton = skeleton;
  91630. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  91631. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  91632. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  91633. _this._index = index;
  91634. skeleton.bones.push(_this);
  91635. _this.setParent(parentBone, false);
  91636. if (baseMatrix || localMatrix) {
  91637. _this._updateDifferenceMatrix();
  91638. }
  91639. return _this;
  91640. }
  91641. Object.defineProperty(Bone.prototype, "_matrix", {
  91642. /** @hidden */
  91643. get: function () {
  91644. this._compose();
  91645. return this._localMatrix;
  91646. },
  91647. /** @hidden */
  91648. set: function (value) {
  91649. this._localMatrix.copyFrom(value);
  91650. this._needToDecompose = true;
  91651. },
  91652. enumerable: true,
  91653. configurable: true
  91654. });
  91655. // Members
  91656. /**
  91657. * Gets the parent skeleton
  91658. * @returns a skeleton
  91659. */
  91660. Bone.prototype.getSkeleton = function () {
  91661. return this._skeleton;
  91662. };
  91663. /**
  91664. * Gets parent bone
  91665. * @returns a bone or null if the bone is the root of the bone hierarchy
  91666. */
  91667. Bone.prototype.getParent = function () {
  91668. return this._parent;
  91669. };
  91670. /**
  91671. * Sets the parent bone
  91672. * @param parent defines the parent (can be null if the bone is the root)
  91673. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91674. */
  91675. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  91676. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91677. if (this._parent === parent) {
  91678. return;
  91679. }
  91680. if (this._parent) {
  91681. var index = this._parent.children.indexOf(this);
  91682. if (index !== -1) {
  91683. this._parent.children.splice(index, 1);
  91684. }
  91685. }
  91686. this._parent = parent;
  91687. if (this._parent) {
  91688. this._parent.children.push(this);
  91689. }
  91690. if (updateDifferenceMatrix) {
  91691. this._updateDifferenceMatrix();
  91692. }
  91693. this.markAsDirty();
  91694. };
  91695. /**
  91696. * Gets the local matrix
  91697. * @returns a matrix
  91698. */
  91699. Bone.prototype.getLocalMatrix = function () {
  91700. this._compose();
  91701. return this._localMatrix;
  91702. };
  91703. /**
  91704. * Gets the base matrix (initial matrix which remains unchanged)
  91705. * @returns a matrix
  91706. */
  91707. Bone.prototype.getBaseMatrix = function () {
  91708. return this._baseMatrix;
  91709. };
  91710. /**
  91711. * Gets the rest pose matrix
  91712. * @returns a matrix
  91713. */
  91714. Bone.prototype.getRestPose = function () {
  91715. return this._restPose;
  91716. };
  91717. /**
  91718. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  91719. */
  91720. Bone.prototype.getWorldMatrix = function () {
  91721. return this._worldTransform;
  91722. };
  91723. /**
  91724. * Sets the local matrix to rest pose matrix
  91725. */
  91726. Bone.prototype.returnToRest = function () {
  91727. this.updateMatrix(this._restPose.clone());
  91728. };
  91729. /**
  91730. * Gets the inverse of the absolute transform matrix.
  91731. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  91732. * @returns a matrix
  91733. */
  91734. Bone.prototype.getInvertedAbsoluteTransform = function () {
  91735. return this._invertedAbsoluteTransform;
  91736. };
  91737. /**
  91738. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  91739. * @returns a matrix
  91740. */
  91741. Bone.prototype.getAbsoluteTransform = function () {
  91742. return this._absoluteTransform;
  91743. };
  91744. Object.defineProperty(Bone.prototype, "position", {
  91745. // Properties (matches AbstractMesh properties)
  91746. /** Gets or sets current position (in local space) */
  91747. get: function () {
  91748. this._decompose();
  91749. return this._localPosition;
  91750. },
  91751. set: function (newPosition) {
  91752. this._decompose();
  91753. this._localPosition.copyFrom(newPosition);
  91754. this._markAsDirtyAndCompose();
  91755. },
  91756. enumerable: true,
  91757. configurable: true
  91758. });
  91759. Object.defineProperty(Bone.prototype, "rotation", {
  91760. /** Gets or sets current rotation (in local space) */
  91761. get: function () {
  91762. return this.getRotation();
  91763. },
  91764. set: function (newRotation) {
  91765. this.setRotation(newRotation);
  91766. },
  91767. enumerable: true,
  91768. configurable: true
  91769. });
  91770. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  91771. /** Gets or sets current rotation quaternion (in local space) */
  91772. get: function () {
  91773. this._decompose();
  91774. return this._localRotation;
  91775. },
  91776. set: function (newRotation) {
  91777. this.setRotationQuaternion(newRotation);
  91778. },
  91779. enumerable: true,
  91780. configurable: true
  91781. });
  91782. Object.defineProperty(Bone.prototype, "scaling", {
  91783. /** Gets or sets current scaling (in local space) */
  91784. get: function () {
  91785. return this.getScale();
  91786. },
  91787. set: function (newScaling) {
  91788. this.setScale(newScaling);
  91789. },
  91790. enumerable: true,
  91791. configurable: true
  91792. });
  91793. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  91794. /**
  91795. * Gets the animation properties override
  91796. */
  91797. get: function () {
  91798. return this._skeleton.animationPropertiesOverride;
  91799. },
  91800. enumerable: true,
  91801. configurable: true
  91802. });
  91803. // Methods
  91804. Bone.prototype._decompose = function () {
  91805. if (!this._needToDecompose) {
  91806. return;
  91807. }
  91808. this._needToDecompose = false;
  91809. if (!this._localScaling) {
  91810. this._localScaling = BABYLON.Vector3.Zero();
  91811. this._localRotation = BABYLON.Quaternion.Zero();
  91812. this._localPosition = BABYLON.Vector3.Zero();
  91813. }
  91814. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  91815. };
  91816. Bone.prototype._compose = function () {
  91817. if (!this._needToCompose) {
  91818. return;
  91819. }
  91820. this._needToCompose = false;
  91821. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  91822. };
  91823. /**
  91824. * Update the base and local matrices
  91825. * @param matrix defines the new base or local matrix
  91826. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91827. * @param updateLocalMatrix defines if the local matrix should be updated
  91828. */
  91829. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  91830. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91831. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  91832. this._baseMatrix.copyFrom(matrix);
  91833. if (updateDifferenceMatrix) {
  91834. this._updateDifferenceMatrix();
  91835. }
  91836. if (updateLocalMatrix) {
  91837. this._localMatrix.copyFrom(matrix);
  91838. this._markAsDirtyAndDecompose();
  91839. }
  91840. else {
  91841. this.markAsDirty();
  91842. }
  91843. };
  91844. /** @hidden */
  91845. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  91846. if (updateChildren === void 0) { updateChildren = true; }
  91847. if (!rootMatrix) {
  91848. rootMatrix = this._baseMatrix;
  91849. }
  91850. if (this._parent) {
  91851. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  91852. }
  91853. else {
  91854. this._absoluteTransform.copyFrom(rootMatrix);
  91855. }
  91856. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  91857. if (updateChildren) {
  91858. for (var index = 0; index < this.children.length; index++) {
  91859. this.children[index]._updateDifferenceMatrix();
  91860. }
  91861. }
  91862. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  91863. };
  91864. /**
  91865. * Flag the bone as dirty (Forcing it to update everything)
  91866. */
  91867. Bone.prototype.markAsDirty = function () {
  91868. this._currentRenderId++;
  91869. this._childRenderId++;
  91870. this._skeleton._markAsDirty();
  91871. };
  91872. Bone.prototype._markAsDirtyAndCompose = function () {
  91873. this.markAsDirty();
  91874. this._needToCompose = true;
  91875. };
  91876. Bone.prototype._markAsDirtyAndDecompose = function () {
  91877. this.markAsDirty();
  91878. this._needToDecompose = true;
  91879. };
  91880. /**
  91881. * Copy an animation range from another bone
  91882. * @param source defines the source bone
  91883. * @param rangeName defines the range name to copy
  91884. * @param frameOffset defines the frame offset
  91885. * @param rescaleAsRequired defines if rescaling must be applied if required
  91886. * @param skelDimensionsRatio defines the scaling ratio
  91887. * @returns true if operation was successful
  91888. */
  91889. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  91890. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  91891. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  91892. // all animation may be coming from a library skeleton, so may need to create animation
  91893. if (this.animations.length === 0) {
  91894. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  91895. this.animations[0].setKeys([]);
  91896. }
  91897. // get animation info / verify there is such a range from the source bone
  91898. var sourceRange = source.animations[0].getRange(rangeName);
  91899. if (!sourceRange) {
  91900. return false;
  91901. }
  91902. var from = sourceRange.from;
  91903. var to = sourceRange.to;
  91904. var sourceKeys = source.animations[0].getKeys();
  91905. // rescaling prep
  91906. var sourceBoneLength = source.length;
  91907. var sourceParent = source.getParent();
  91908. var parent = this.getParent();
  91909. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  91910. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  91911. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  91912. var destKeys = this.animations[0].getKeys();
  91913. // loop vars declaration
  91914. var orig;
  91915. var origTranslation;
  91916. var mat;
  91917. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  91918. orig = sourceKeys[key];
  91919. if (orig.frame >= from && orig.frame <= to) {
  91920. if (rescaleAsRequired) {
  91921. mat = orig.value.clone();
  91922. // scale based on parent ratio, when bone has parent
  91923. if (parentScalingReqd) {
  91924. origTranslation = mat.getTranslation();
  91925. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  91926. // scale based on skeleton dimension ratio when root bone, and value is passed
  91927. }
  91928. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  91929. origTranslation = mat.getTranslation();
  91930. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  91931. // use original when root bone, and no data for skelDimensionsRatio
  91932. }
  91933. else {
  91934. mat = orig.value;
  91935. }
  91936. }
  91937. else {
  91938. mat = orig.value;
  91939. }
  91940. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  91941. }
  91942. }
  91943. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  91944. return true;
  91945. };
  91946. /**
  91947. * Translate the bone in local or world space
  91948. * @param vec The amount to translate the bone
  91949. * @param space The space that the translation is in
  91950. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91951. */
  91952. Bone.prototype.translate = function (vec, space, mesh) {
  91953. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91954. var lm = this.getLocalMatrix();
  91955. if (space == BABYLON.Space.LOCAL) {
  91956. lm.addAtIndex(12, vec.x);
  91957. lm.addAtIndex(13, vec.y);
  91958. lm.addAtIndex(14, vec.z);
  91959. }
  91960. else {
  91961. var wm = null;
  91962. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91963. if (mesh) {
  91964. wm = mesh.getWorldMatrix();
  91965. }
  91966. this._skeleton.computeAbsoluteTransforms();
  91967. var tmat = Bone._tmpMats[0];
  91968. var tvec = Bone._tmpVecs[0];
  91969. if (this._parent) {
  91970. if (mesh && wm) {
  91971. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91972. tmat.multiplyToRef(wm, tmat);
  91973. }
  91974. else {
  91975. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91976. }
  91977. }
  91978. tmat.setTranslationFromFloats(0, 0, 0);
  91979. tmat.invert();
  91980. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  91981. lm.addAtIndex(12, tvec.x);
  91982. lm.addAtIndex(13, tvec.y);
  91983. lm.addAtIndex(14, tvec.z);
  91984. }
  91985. this._markAsDirtyAndDecompose();
  91986. };
  91987. /**
  91988. * Set the postion of the bone in local or world space
  91989. * @param position The position to set the bone
  91990. * @param space The space that the position is in
  91991. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91992. */
  91993. Bone.prototype.setPosition = function (position, space, mesh) {
  91994. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91995. var lm = this.getLocalMatrix();
  91996. if (space == BABYLON.Space.LOCAL) {
  91997. lm.setTranslationFromFloats(position.x, position.y, position.z);
  91998. }
  91999. else {
  92000. var wm = null;
  92001. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92002. if (mesh) {
  92003. wm = mesh.getWorldMatrix();
  92004. }
  92005. this._skeleton.computeAbsoluteTransforms();
  92006. var tmat = Bone._tmpMats[0];
  92007. var vec = Bone._tmpVecs[0];
  92008. if (this._parent) {
  92009. if (mesh && wm) {
  92010. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92011. tmat.multiplyToRef(wm, tmat);
  92012. }
  92013. else {
  92014. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92015. }
  92016. }
  92017. tmat.invert();
  92018. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  92019. lm.setTranslationFromFloats(vec.x, vec.y, vec.z);
  92020. }
  92021. this._markAsDirtyAndDecompose();
  92022. };
  92023. /**
  92024. * Set the absolute position of the bone (world space)
  92025. * @param position The position to set the bone
  92026. * @param mesh The mesh that this bone is attached to
  92027. */
  92028. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  92029. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  92030. };
  92031. /**
  92032. * Scale the bone on the x, y and z axes (in local space)
  92033. * @param x The amount to scale the bone on the x axis
  92034. * @param y The amount to scale the bone on the y axis
  92035. * @param z The amount to scale the bone on the z axis
  92036. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  92037. */
  92038. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  92039. if (scaleChildren === void 0) { scaleChildren = false; }
  92040. var locMat = this.getLocalMatrix();
  92041. // Apply new scaling on top of current local matrix
  92042. var scaleMat = Bone._tmpMats[0];
  92043. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  92044. scaleMat.multiplyToRef(locMat, locMat);
  92045. // Invert scaling matrix and apply the inverse to all children
  92046. scaleMat.invert();
  92047. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  92048. var child = _a[_i];
  92049. var cm = child.getLocalMatrix();
  92050. cm.multiplyToRef(scaleMat, cm);
  92051. cm.multiplyAtIndex(12, x);
  92052. cm.multiplyAtIndex(13, y);
  92053. cm.multiplyAtIndex(14, z);
  92054. child._markAsDirtyAndDecompose();
  92055. }
  92056. this._markAsDirtyAndDecompose();
  92057. if (scaleChildren) {
  92058. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  92059. var child = _c[_b];
  92060. child.scale(x, y, z, scaleChildren);
  92061. }
  92062. }
  92063. };
  92064. /**
  92065. * Set the bone scaling in local space
  92066. * @param scale defines the scaling vector
  92067. */
  92068. Bone.prototype.setScale = function (scale) {
  92069. this._decompose();
  92070. this._localScaling.copyFrom(scale);
  92071. this._markAsDirtyAndCompose();
  92072. };
  92073. /**
  92074. * Gets the current scaling in local space
  92075. * @returns the current scaling vector
  92076. */
  92077. Bone.prototype.getScale = function () {
  92078. this._decompose();
  92079. return this._localScaling;
  92080. };
  92081. /**
  92082. * Gets the current scaling in local space and stores it in a target vector
  92083. * @param result defines the target vector
  92084. */
  92085. Bone.prototype.getScaleToRef = function (result) {
  92086. this._decompose();
  92087. result.copyFrom(this._localScaling);
  92088. };
  92089. /**
  92090. * Set the yaw, pitch, and roll of the bone in local or world space
  92091. * @param yaw The rotation of the bone on the y axis
  92092. * @param pitch The rotation of the bone on the x axis
  92093. * @param roll The rotation of the bone on the z axis
  92094. * @param space The space that the axes of rotation are in
  92095. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92096. */
  92097. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  92098. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92099. if (space === BABYLON.Space.LOCAL) {
  92100. var quat = Bone._tmpQuat;
  92101. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92102. this.setRotationQuaternion(quat, space, mesh);
  92103. return;
  92104. }
  92105. var rotMatInv = Bone._tmpMats[0];
  92106. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92107. return;
  92108. }
  92109. var rotMat = Bone._tmpMats[1];
  92110. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92111. rotMatInv.multiplyToRef(rotMat, rotMat);
  92112. this._rotateWithMatrix(rotMat, space, mesh);
  92113. };
  92114. /**
  92115. * Add a rotation to the bone on an axis in local or world space
  92116. * @param axis The axis to rotate the bone on
  92117. * @param amount The amount to rotate the bone
  92118. * @param space The space that the axis is in
  92119. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92120. */
  92121. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  92122. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92123. var rmat = Bone._tmpMats[0];
  92124. rmat.setTranslationFromFloats(0, 0, 0);
  92125. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  92126. this._rotateWithMatrix(rmat, space, mesh);
  92127. };
  92128. /**
  92129. * Set the rotation of the bone to a particular axis angle in local or world space
  92130. * @param axis The axis to rotate the bone on
  92131. * @param angle The angle that the bone should be rotated to
  92132. * @param space The space that the axis is in
  92133. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92134. */
  92135. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  92136. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92137. if (space === BABYLON.Space.LOCAL) {
  92138. var quat = Bone._tmpQuat;
  92139. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  92140. this.setRotationQuaternion(quat, space, mesh);
  92141. return;
  92142. }
  92143. var rotMatInv = Bone._tmpMats[0];
  92144. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92145. return;
  92146. }
  92147. var rotMat = Bone._tmpMats[1];
  92148. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  92149. rotMatInv.multiplyToRef(rotMat, rotMat);
  92150. this._rotateWithMatrix(rotMat, space, mesh);
  92151. };
  92152. /**
  92153. * Set the euler rotation of the bone in local of world space
  92154. * @param rotation The euler rotation that the bone should be set to
  92155. * @param space The space that the rotation is in
  92156. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92157. */
  92158. Bone.prototype.setRotation = function (rotation, space, mesh) {
  92159. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92160. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  92161. };
  92162. /**
  92163. * Set the quaternion rotation of the bone in local of world space
  92164. * @param quat The quaternion rotation that the bone should be set to
  92165. * @param space The space that the rotation is in
  92166. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92167. */
  92168. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  92169. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92170. if (space === BABYLON.Space.LOCAL) {
  92171. this._decompose();
  92172. this._localRotation.copyFrom(quat);
  92173. this._markAsDirtyAndCompose();
  92174. return;
  92175. }
  92176. var rotMatInv = Bone._tmpMats[0];
  92177. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92178. return;
  92179. }
  92180. var rotMat = Bone._tmpMats[1];
  92181. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  92182. rotMatInv.multiplyToRef(rotMat, rotMat);
  92183. this._rotateWithMatrix(rotMat, space, mesh);
  92184. };
  92185. /**
  92186. * Set the rotation matrix of the bone in local of world space
  92187. * @param rotMat The rotation matrix that the bone should be set to
  92188. * @param space The space that the rotation is in
  92189. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92190. */
  92191. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  92192. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92193. if (space === BABYLON.Space.LOCAL) {
  92194. var quat = Bone._tmpQuat;
  92195. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  92196. this.setRotationQuaternion(quat, space, mesh);
  92197. return;
  92198. }
  92199. var rotMatInv = Bone._tmpMats[0];
  92200. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92201. return;
  92202. }
  92203. var rotMat2 = Bone._tmpMats[1];
  92204. rotMat2.copyFrom(rotMat);
  92205. rotMatInv.multiplyToRef(rotMat, rotMat2);
  92206. this._rotateWithMatrix(rotMat2, space, mesh);
  92207. };
  92208. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  92209. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92210. var lmat = this.getLocalMatrix();
  92211. var lx = lmat.m[12];
  92212. var ly = lmat.m[13];
  92213. var lz = lmat.m[14];
  92214. var parent = this.getParent();
  92215. var parentScale = Bone._tmpMats[3];
  92216. var parentScaleInv = Bone._tmpMats[4];
  92217. if (parent && space == BABYLON.Space.WORLD) {
  92218. if (mesh) {
  92219. parentScale.copyFrom(mesh.getWorldMatrix());
  92220. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  92221. }
  92222. else {
  92223. parentScale.copyFrom(parent.getAbsoluteTransform());
  92224. }
  92225. parentScaleInv.copyFrom(parentScale);
  92226. parentScaleInv.invert();
  92227. lmat.multiplyToRef(parentScale, lmat);
  92228. lmat.multiplyToRef(rmat, lmat);
  92229. lmat.multiplyToRef(parentScaleInv, lmat);
  92230. }
  92231. else {
  92232. if (space == BABYLON.Space.WORLD && mesh) {
  92233. parentScale.copyFrom(mesh.getWorldMatrix());
  92234. parentScaleInv.copyFrom(parentScale);
  92235. parentScaleInv.invert();
  92236. lmat.multiplyToRef(parentScale, lmat);
  92237. lmat.multiplyToRef(rmat, lmat);
  92238. lmat.multiplyToRef(parentScaleInv, lmat);
  92239. }
  92240. else {
  92241. lmat.multiplyToRef(rmat, lmat);
  92242. }
  92243. }
  92244. lmat.setTranslationFromFloats(lx, ly, lz);
  92245. this.computeAbsoluteTransforms();
  92246. this._markAsDirtyAndDecompose();
  92247. };
  92248. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  92249. var scaleMatrix = Bone._tmpMats[2];
  92250. rotMatInv.copyFrom(this.getAbsoluteTransform());
  92251. if (mesh) {
  92252. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  92253. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  92254. }
  92255. rotMatInv.invert();
  92256. if (isNaN(rotMatInv.m[0])) {
  92257. // Matrix failed to invert.
  92258. // This can happen if scale is zero for example.
  92259. return false;
  92260. }
  92261. scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);
  92262. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  92263. return true;
  92264. };
  92265. /**
  92266. * Get the position of the bone in local or world space
  92267. * @param space The space that the returned position is in
  92268. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92269. * @returns The position of the bone
  92270. */
  92271. Bone.prototype.getPosition = function (space, mesh) {
  92272. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92273. if (mesh === void 0) { mesh = null; }
  92274. var pos = BABYLON.Vector3.Zero();
  92275. this.getPositionToRef(space, mesh, pos);
  92276. return pos;
  92277. };
  92278. /**
  92279. * Copy the position of the bone to a vector3 in local or world space
  92280. * @param space The space that the returned position is in
  92281. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92282. * @param result The vector3 to copy the position to
  92283. */
  92284. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  92285. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92286. if (space == BABYLON.Space.LOCAL) {
  92287. var lm = this.getLocalMatrix();
  92288. result.x = lm.m[12];
  92289. result.y = lm.m[13];
  92290. result.z = lm.m[14];
  92291. }
  92292. else {
  92293. var wm = null;
  92294. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92295. if (mesh) {
  92296. wm = mesh.getWorldMatrix();
  92297. }
  92298. this._skeleton.computeAbsoluteTransforms();
  92299. var tmat = Bone._tmpMats[0];
  92300. if (mesh && wm) {
  92301. tmat.copyFrom(this.getAbsoluteTransform());
  92302. tmat.multiplyToRef(wm, tmat);
  92303. }
  92304. else {
  92305. tmat = this.getAbsoluteTransform();
  92306. }
  92307. result.x = tmat.m[12];
  92308. result.y = tmat.m[13];
  92309. result.z = tmat.m[14];
  92310. }
  92311. };
  92312. /**
  92313. * Get the absolute position of the bone (world space)
  92314. * @param mesh The mesh that this bone is attached to
  92315. * @returns The absolute position of the bone
  92316. */
  92317. Bone.prototype.getAbsolutePosition = function (mesh) {
  92318. if (mesh === void 0) { mesh = null; }
  92319. var pos = BABYLON.Vector3.Zero();
  92320. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  92321. return pos;
  92322. };
  92323. /**
  92324. * Copy the absolute position of the bone (world space) to the result param
  92325. * @param mesh The mesh that this bone is attached to
  92326. * @param result The vector3 to copy the absolute position to
  92327. */
  92328. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  92329. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  92330. };
  92331. /**
  92332. * Compute the absolute transforms of this bone and its children
  92333. */
  92334. Bone.prototype.computeAbsoluteTransforms = function () {
  92335. this._compose();
  92336. if (this._parent) {
  92337. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92338. }
  92339. else {
  92340. this._absoluteTransform.copyFrom(this._localMatrix);
  92341. var poseMatrix = this._skeleton.getPoseMatrix();
  92342. if (poseMatrix) {
  92343. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  92344. }
  92345. }
  92346. var children = this.children;
  92347. var len = children.length;
  92348. for (var i = 0; i < len; i++) {
  92349. children[i].computeAbsoluteTransforms();
  92350. }
  92351. };
  92352. /**
  92353. * Get the world direction from an axis that is in the local space of the bone
  92354. * @param localAxis The local direction that is used to compute the world direction
  92355. * @param mesh The mesh that this bone is attached to
  92356. * @returns The world direction
  92357. */
  92358. Bone.prototype.getDirection = function (localAxis, mesh) {
  92359. if (mesh === void 0) { mesh = null; }
  92360. var result = BABYLON.Vector3.Zero();
  92361. this.getDirectionToRef(localAxis, mesh, result);
  92362. return result;
  92363. };
  92364. /**
  92365. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  92366. * @param localAxis The local direction that is used to compute the world direction
  92367. * @param mesh The mesh that this bone is attached to
  92368. * @param result The vector3 that the world direction will be copied to
  92369. */
  92370. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  92371. if (mesh === void 0) { mesh = null; }
  92372. var wm = null;
  92373. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92374. if (mesh) {
  92375. wm = mesh.getWorldMatrix();
  92376. }
  92377. this._skeleton.computeAbsoluteTransforms();
  92378. var mat = Bone._tmpMats[0];
  92379. mat.copyFrom(this.getAbsoluteTransform());
  92380. if (mesh && wm) {
  92381. mat.multiplyToRef(wm, mat);
  92382. }
  92383. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  92384. result.normalize();
  92385. };
  92386. /**
  92387. * Get the euler rotation of the bone in local or world space
  92388. * @param space The space that the rotation should be in
  92389. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92390. * @returns The euler rotation
  92391. */
  92392. Bone.prototype.getRotation = function (space, mesh) {
  92393. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92394. if (mesh === void 0) { mesh = null; }
  92395. var result = BABYLON.Vector3.Zero();
  92396. this.getRotationToRef(space, mesh, result);
  92397. return result;
  92398. };
  92399. /**
  92400. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  92401. * @param space The space that the rotation should be in
  92402. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92403. * @param result The vector3 that the rotation should be copied to
  92404. */
  92405. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  92406. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92407. if (mesh === void 0) { mesh = null; }
  92408. var quat = Bone._tmpQuat;
  92409. this.getRotationQuaternionToRef(space, mesh, quat);
  92410. quat.toEulerAnglesToRef(result);
  92411. };
  92412. /**
  92413. * Get the quaternion rotation of the bone in either local or world space
  92414. * @param space The space that the rotation should be in
  92415. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92416. * @returns The quaternion rotation
  92417. */
  92418. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  92419. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92420. if (mesh === void 0) { mesh = null; }
  92421. var result = BABYLON.Quaternion.Identity();
  92422. this.getRotationQuaternionToRef(space, mesh, result);
  92423. return result;
  92424. };
  92425. /**
  92426. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  92427. * @param space The space that the rotation should be in
  92428. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92429. * @param result The quaternion that the rotation should be copied to
  92430. */
  92431. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  92432. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92433. if (mesh === void 0) { mesh = null; }
  92434. if (space == BABYLON.Space.LOCAL) {
  92435. this._decompose();
  92436. result.copyFrom(this._localRotation);
  92437. }
  92438. else {
  92439. var mat = Bone._tmpMats[0];
  92440. var amat = this.getAbsoluteTransform();
  92441. if (mesh) {
  92442. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92443. }
  92444. else {
  92445. mat.copyFrom(amat);
  92446. }
  92447. mat.multiplyAtIndex(0, this._scalingDeterminant);
  92448. mat.multiplyAtIndex(1, this._scalingDeterminant);
  92449. mat.multiplyAtIndex(2, this._scalingDeterminant);
  92450. mat.decompose(undefined, result, undefined);
  92451. }
  92452. };
  92453. /**
  92454. * Get the rotation matrix of the bone in local or world space
  92455. * @param space The space that the rotation should be in
  92456. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92457. * @returns The rotation matrix
  92458. */
  92459. Bone.prototype.getRotationMatrix = function (space, mesh) {
  92460. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92461. var result = BABYLON.Matrix.Identity();
  92462. this.getRotationMatrixToRef(space, mesh, result);
  92463. return result;
  92464. };
  92465. /**
  92466. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  92467. * @param space The space that the rotation should be in
  92468. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92469. * @param result The quaternion that the rotation should be copied to
  92470. */
  92471. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  92472. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92473. if (space == BABYLON.Space.LOCAL) {
  92474. this.getLocalMatrix().getRotationMatrixToRef(result);
  92475. }
  92476. else {
  92477. var mat = Bone._tmpMats[0];
  92478. var amat = this.getAbsoluteTransform();
  92479. if (mesh) {
  92480. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92481. }
  92482. else {
  92483. mat.copyFrom(amat);
  92484. }
  92485. mat.multiplyAtIndex(0, this._scalingDeterminant);
  92486. mat.multiplyAtIndex(1, this._scalingDeterminant);
  92487. mat.multiplyAtIndex(2, this._scalingDeterminant);
  92488. mat.getRotationMatrixToRef(result);
  92489. }
  92490. };
  92491. /**
  92492. * Get the world position of a point that is in the local space of the bone
  92493. * @param position The local position
  92494. * @param mesh The mesh that this bone is attached to
  92495. * @returns The world position
  92496. */
  92497. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  92498. if (mesh === void 0) { mesh = null; }
  92499. var result = BABYLON.Vector3.Zero();
  92500. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  92501. return result;
  92502. };
  92503. /**
  92504. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  92505. * @param position The local position
  92506. * @param mesh The mesh that this bone is attached to
  92507. * @param result The vector3 that the world position should be copied to
  92508. */
  92509. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  92510. if (mesh === void 0) { mesh = null; }
  92511. var wm = null;
  92512. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92513. if (mesh) {
  92514. wm = mesh.getWorldMatrix();
  92515. }
  92516. this._skeleton.computeAbsoluteTransforms();
  92517. var tmat = Bone._tmpMats[0];
  92518. if (mesh && wm) {
  92519. tmat.copyFrom(this.getAbsoluteTransform());
  92520. tmat.multiplyToRef(wm, tmat);
  92521. }
  92522. else {
  92523. tmat = this.getAbsoluteTransform();
  92524. }
  92525. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92526. };
  92527. /**
  92528. * Get the local position of a point that is in world space
  92529. * @param position The world position
  92530. * @param mesh The mesh that this bone is attached to
  92531. * @returns The local position
  92532. */
  92533. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  92534. if (mesh === void 0) { mesh = null; }
  92535. var result = BABYLON.Vector3.Zero();
  92536. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  92537. return result;
  92538. };
  92539. /**
  92540. * Get the local position of a point that is in world space and copy it to the result param
  92541. * @param position The world position
  92542. * @param mesh The mesh that this bone is attached to
  92543. * @param result The vector3 that the local position should be copied to
  92544. */
  92545. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  92546. if (mesh === void 0) { mesh = null; }
  92547. var wm = null;
  92548. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92549. if (mesh) {
  92550. wm = mesh.getWorldMatrix();
  92551. }
  92552. this._skeleton.computeAbsoluteTransforms();
  92553. var tmat = Bone._tmpMats[0];
  92554. tmat.copyFrom(this.getAbsoluteTransform());
  92555. if (mesh && wm) {
  92556. tmat.multiplyToRef(wm, tmat);
  92557. }
  92558. tmat.invert();
  92559. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92560. };
  92561. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  92562. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  92563. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  92564. return Bone;
  92565. }(BABYLON.Node));
  92566. BABYLON.Bone = Bone;
  92567. })(BABYLON || (BABYLON = {}));
  92568. //# sourceMappingURL=babylon.bone.js.map
  92569. var BABYLON;
  92570. (function (BABYLON) {
  92571. /**
  92572. * Class used to apply inverse kinematics to bones
  92573. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  92574. */
  92575. var BoneIKController = /** @class */ (function () {
  92576. /**
  92577. * Creates a new BoneIKController
  92578. * @param mesh defines the mesh to control
  92579. * @param bone defines the bone to control
  92580. * @param options defines options to set up the controller
  92581. */
  92582. function BoneIKController(mesh, bone, options) {
  92583. /**
  92584. * Gets or sets the target position
  92585. */
  92586. this.targetPosition = BABYLON.Vector3.Zero();
  92587. /**
  92588. * Gets or sets the pole target position
  92589. */
  92590. this.poleTargetPosition = BABYLON.Vector3.Zero();
  92591. /**
  92592. * Gets or sets the pole target local offset
  92593. */
  92594. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  92595. /**
  92596. * Gets or sets the pole angle
  92597. */
  92598. this.poleAngle = 0;
  92599. /**
  92600. * 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)
  92601. */
  92602. this.slerpAmount = 1;
  92603. this._bone1Quat = BABYLON.Quaternion.Identity();
  92604. this._bone1Mat = BABYLON.Matrix.Identity();
  92605. this._bone2Ang = Math.PI;
  92606. this._maxAngle = Math.PI;
  92607. this._rightHandedSystem = false;
  92608. this._bendAxis = BABYLON.Vector3.Right();
  92609. this._slerping = false;
  92610. this._adjustRoll = 0;
  92611. this._bone2 = bone;
  92612. this._bone1 = bone.getParent();
  92613. if (!this._bone1) {
  92614. return;
  92615. }
  92616. this.mesh = mesh;
  92617. var bonePos = bone.getPosition();
  92618. if (bone.getAbsoluteTransform().determinant() > 0) {
  92619. this._rightHandedSystem = true;
  92620. this._bendAxis.x = 0;
  92621. this._bendAxis.y = 0;
  92622. this._bendAxis.z = -1;
  92623. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  92624. this._adjustRoll = Math.PI * .5;
  92625. this._bendAxis.z = 1;
  92626. }
  92627. }
  92628. if (this._bone1.length) {
  92629. var boneScale1 = this._bone1.getScale();
  92630. var boneScale2 = this._bone2.getScale();
  92631. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  92632. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  92633. }
  92634. else if (this._bone1.children[0]) {
  92635. mesh.computeWorldMatrix(true);
  92636. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  92637. var pos2 = this._bone2.getAbsolutePosition(mesh);
  92638. var pos3 = this._bone1.getAbsolutePosition(mesh);
  92639. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  92640. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  92641. }
  92642. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  92643. this.maxAngle = Math.PI;
  92644. if (options) {
  92645. if (options.targetMesh) {
  92646. this.targetMesh = options.targetMesh;
  92647. this.targetMesh.computeWorldMatrix(true);
  92648. }
  92649. if (options.poleTargetMesh) {
  92650. this.poleTargetMesh = options.poleTargetMesh;
  92651. this.poleTargetMesh.computeWorldMatrix(true);
  92652. }
  92653. else if (options.poleTargetBone) {
  92654. this.poleTargetBone = options.poleTargetBone;
  92655. }
  92656. else if (this._bone1.getParent()) {
  92657. this.poleTargetBone = this._bone1.getParent();
  92658. }
  92659. if (options.poleTargetLocalOffset) {
  92660. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  92661. }
  92662. if (options.poleAngle) {
  92663. this.poleAngle = options.poleAngle;
  92664. }
  92665. if (options.bendAxis) {
  92666. this._bendAxis.copyFrom(options.bendAxis);
  92667. }
  92668. if (options.maxAngle) {
  92669. this.maxAngle = options.maxAngle;
  92670. }
  92671. if (options.slerpAmount) {
  92672. this.slerpAmount = options.slerpAmount;
  92673. }
  92674. }
  92675. }
  92676. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  92677. /**
  92678. * Gets or sets maximum allowed angle
  92679. */
  92680. get: function () {
  92681. return this._maxAngle;
  92682. },
  92683. set: function (value) {
  92684. this._setMaxAngle(value);
  92685. },
  92686. enumerable: true,
  92687. configurable: true
  92688. });
  92689. BoneIKController.prototype._setMaxAngle = function (ang) {
  92690. if (ang < 0) {
  92691. ang = 0;
  92692. }
  92693. if (ang > Math.PI || ang == undefined) {
  92694. ang = Math.PI;
  92695. }
  92696. this._maxAngle = ang;
  92697. var a = this._bone1Length;
  92698. var b = this._bone2Length;
  92699. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  92700. };
  92701. /**
  92702. * Force the controller to update the bones
  92703. */
  92704. BoneIKController.prototype.update = function () {
  92705. var bone1 = this._bone1;
  92706. if (!bone1) {
  92707. return;
  92708. }
  92709. var target = this.targetPosition;
  92710. var poleTarget = this.poleTargetPosition;
  92711. var mat1 = BoneIKController._tmpMats[0];
  92712. var mat2 = BoneIKController._tmpMats[1];
  92713. if (this.targetMesh) {
  92714. target.copyFrom(this.targetMesh.getAbsolutePosition());
  92715. }
  92716. if (this.poleTargetBone) {
  92717. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  92718. }
  92719. else if (this.poleTargetMesh) {
  92720. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  92721. }
  92722. var bonePos = BoneIKController._tmpVecs[0];
  92723. var zaxis = BoneIKController._tmpVecs[1];
  92724. var xaxis = BoneIKController._tmpVecs[2];
  92725. var yaxis = BoneIKController._tmpVecs[3];
  92726. var upAxis = BoneIKController._tmpVecs[4];
  92727. var _tmpQuat = BoneIKController._tmpQuat;
  92728. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  92729. poleTarget.subtractToRef(bonePos, upAxis);
  92730. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  92731. upAxis.y = 1;
  92732. }
  92733. else {
  92734. upAxis.normalize();
  92735. }
  92736. target.subtractToRef(bonePos, yaxis);
  92737. yaxis.normalize();
  92738. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  92739. zaxis.normalize();
  92740. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  92741. xaxis.normalize();
  92742. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  92743. var a = this._bone1Length;
  92744. var b = this._bone2Length;
  92745. var c = BABYLON.Vector3.Distance(bonePos, target);
  92746. if (this._maxReach > 0) {
  92747. c = Math.min(this._maxReach, c);
  92748. }
  92749. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  92750. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  92751. if (acosa > 1) {
  92752. acosa = 1;
  92753. }
  92754. if (acosb > 1) {
  92755. acosb = 1;
  92756. }
  92757. if (acosa < -1) {
  92758. acosa = -1;
  92759. }
  92760. if (acosb < -1) {
  92761. acosb = -1;
  92762. }
  92763. var angA = Math.acos(acosa);
  92764. var angB = Math.acos(acosb);
  92765. var angC = -angA - angB;
  92766. if (this._rightHandedSystem) {
  92767. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  92768. mat2.multiplyToRef(mat1, mat1);
  92769. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  92770. mat2.multiplyToRef(mat1, mat1);
  92771. }
  92772. else {
  92773. var _tmpVec = BoneIKController._tmpVecs[5];
  92774. _tmpVec.copyFrom(this._bendAxis);
  92775. _tmpVec.x *= -1;
  92776. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  92777. mat2.multiplyToRef(mat1, mat1);
  92778. }
  92779. if (this.poleAngle) {
  92780. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  92781. mat1.multiplyToRef(mat2, mat1);
  92782. }
  92783. if (this._bone1) {
  92784. if (this.slerpAmount < 1) {
  92785. if (!this._slerping) {
  92786. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  92787. }
  92788. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  92789. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  92790. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  92791. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  92792. this._slerping = true;
  92793. }
  92794. else {
  92795. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  92796. this._bone1Mat.copyFrom(mat1);
  92797. this._slerping = false;
  92798. }
  92799. }
  92800. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  92801. this._bone2Ang = angC;
  92802. };
  92803. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  92804. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  92805. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  92806. return BoneIKController;
  92807. }());
  92808. BABYLON.BoneIKController = BoneIKController;
  92809. })(BABYLON || (BABYLON = {}));
  92810. //# sourceMappingURL=babylon.boneIKController.js.map
  92811. var BABYLON;
  92812. (function (BABYLON) {
  92813. /**
  92814. * Class used to make a bone look toward a point in space
  92815. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  92816. */
  92817. var BoneLookController = /** @class */ (function () {
  92818. /**
  92819. * Create a BoneLookController
  92820. * @param mesh the mesh that the bone belongs to
  92821. * @param bone the bone that will be looking to the target
  92822. * @param target the target Vector3 to look at
  92823. * @param settings optional settings:
  92824. * * maxYaw: the maximum angle the bone will yaw to
  92825. * * minYaw: the minimum angle the bone will yaw to
  92826. * * maxPitch: the maximum angle the bone will pitch to
  92827. * * minPitch: the minimum angle the bone will yaw to
  92828. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  92829. * * upAxis: the up axis of the coordinate system
  92830. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  92831. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  92832. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  92833. * * adjustYaw: used to make an adjustment to the yaw of the bone
  92834. * * adjustPitch: used to make an adjustment to the pitch of the bone
  92835. * * adjustRoll: used to make an adjustment to the roll of the bone
  92836. **/
  92837. function BoneLookController(mesh, bone, target, options) {
  92838. /**
  92839. * The up axis of the coordinate system that is used when the bone is rotated
  92840. */
  92841. this.upAxis = BABYLON.Vector3.Up();
  92842. /**
  92843. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  92844. */
  92845. this.upAxisSpace = BABYLON.Space.LOCAL;
  92846. /**
  92847. * Used to make an adjustment to the yaw of the bone
  92848. */
  92849. this.adjustYaw = 0;
  92850. /**
  92851. * Used to make an adjustment to the pitch of the bone
  92852. */
  92853. this.adjustPitch = 0;
  92854. /**
  92855. * Used to make an adjustment to the roll of the bone
  92856. */
  92857. this.adjustRoll = 0;
  92858. /**
  92859. * 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)
  92860. */
  92861. this.slerpAmount = 1;
  92862. this._boneQuat = BABYLON.Quaternion.Identity();
  92863. this._slerping = false;
  92864. this._firstFrameSkipped = false;
  92865. this._fowardAxis = BABYLON.Vector3.Forward();
  92866. this.mesh = mesh;
  92867. this.bone = bone;
  92868. this.target = target;
  92869. if (options) {
  92870. if (options.adjustYaw) {
  92871. this.adjustYaw = options.adjustYaw;
  92872. }
  92873. if (options.adjustPitch) {
  92874. this.adjustPitch = options.adjustPitch;
  92875. }
  92876. if (options.adjustRoll) {
  92877. this.adjustRoll = options.adjustRoll;
  92878. }
  92879. if (options.maxYaw != null) {
  92880. this.maxYaw = options.maxYaw;
  92881. }
  92882. else {
  92883. this.maxYaw = Math.PI;
  92884. }
  92885. if (options.minYaw != null) {
  92886. this.minYaw = options.minYaw;
  92887. }
  92888. else {
  92889. this.minYaw = -Math.PI;
  92890. }
  92891. if (options.maxPitch != null) {
  92892. this.maxPitch = options.maxPitch;
  92893. }
  92894. else {
  92895. this.maxPitch = Math.PI;
  92896. }
  92897. if (options.minPitch != null) {
  92898. this.minPitch = options.minPitch;
  92899. }
  92900. else {
  92901. this.minPitch = -Math.PI;
  92902. }
  92903. if (options.slerpAmount != null) {
  92904. this.slerpAmount = options.slerpAmount;
  92905. }
  92906. if (options.upAxis != null) {
  92907. this.upAxis = options.upAxis;
  92908. }
  92909. if (options.upAxisSpace != null) {
  92910. this.upAxisSpace = options.upAxisSpace;
  92911. }
  92912. if (options.yawAxis != null || options.pitchAxis != null) {
  92913. var newYawAxis = BABYLON.Axis.Y;
  92914. var newPitchAxis = BABYLON.Axis.X;
  92915. if (options.yawAxis != null) {
  92916. newYawAxis = options.yawAxis.clone();
  92917. newYawAxis.normalize();
  92918. }
  92919. if (options.pitchAxis != null) {
  92920. newPitchAxis = options.pitchAxis.clone();
  92921. newPitchAxis.normalize();
  92922. }
  92923. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  92924. this._transformYawPitch = BABYLON.Matrix.Identity();
  92925. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  92926. this._transformYawPitchInv = this._transformYawPitch.clone();
  92927. this._transformYawPitch.invert();
  92928. }
  92929. }
  92930. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  92931. this.upAxisSpace = BABYLON.Space.LOCAL;
  92932. }
  92933. }
  92934. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  92935. /**
  92936. * Gets or sets the minimum yaw angle that the bone can look to
  92937. */
  92938. get: function () {
  92939. return this._minYaw;
  92940. },
  92941. set: function (value) {
  92942. this._minYaw = value;
  92943. this._minYawSin = Math.sin(value);
  92944. this._minYawCos = Math.cos(value);
  92945. if (this._maxYaw != null) {
  92946. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  92947. this._yawRange = this._maxYaw - this._minYaw;
  92948. }
  92949. },
  92950. enumerable: true,
  92951. configurable: true
  92952. });
  92953. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  92954. /**
  92955. * Gets or sets the maximum yaw angle that the bone can look to
  92956. */
  92957. get: function () {
  92958. return this._maxYaw;
  92959. },
  92960. set: function (value) {
  92961. this._maxYaw = value;
  92962. this._maxYawSin = Math.sin(value);
  92963. this._maxYawCos = Math.cos(value);
  92964. if (this._minYaw != null) {
  92965. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  92966. this._yawRange = this._maxYaw - this._minYaw;
  92967. }
  92968. },
  92969. enumerable: true,
  92970. configurable: true
  92971. });
  92972. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  92973. /**
  92974. * Gets or sets the minimum pitch angle that the bone can look to
  92975. */
  92976. get: function () {
  92977. return this._minPitch;
  92978. },
  92979. set: function (value) {
  92980. this._minPitch = value;
  92981. this._minPitchTan = Math.tan(value);
  92982. },
  92983. enumerable: true,
  92984. configurable: true
  92985. });
  92986. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  92987. /**
  92988. * Gets or sets the maximum pitch angle that the bone can look to
  92989. */
  92990. get: function () {
  92991. return this._maxPitch;
  92992. },
  92993. set: function (value) {
  92994. this._maxPitch = value;
  92995. this._maxPitchTan = Math.tan(value);
  92996. },
  92997. enumerable: true,
  92998. configurable: true
  92999. });
  93000. /**
  93001. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  93002. */
  93003. BoneLookController.prototype.update = function () {
  93004. //skip the first frame when slerping so that the mesh rotation is correct
  93005. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  93006. this._firstFrameSkipped = true;
  93007. return;
  93008. }
  93009. var bone = this.bone;
  93010. var bonePos = BoneLookController._tmpVecs[0];
  93011. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  93012. var target = this.target;
  93013. var _tmpMat1 = BoneLookController._tmpMats[0];
  93014. var _tmpMat2 = BoneLookController._tmpMats[1];
  93015. var mesh = this.mesh;
  93016. var parentBone = bone.getParent();
  93017. var upAxis = BoneLookController._tmpVecs[1];
  93018. upAxis.copyFrom(this.upAxis);
  93019. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  93020. if (this._transformYawPitch) {
  93021. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  93022. }
  93023. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  93024. }
  93025. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  93026. mesh.getDirectionToRef(upAxis, upAxis);
  93027. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  93028. upAxis.normalize();
  93029. }
  93030. }
  93031. var checkYaw = false;
  93032. var checkPitch = false;
  93033. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  93034. checkYaw = true;
  93035. }
  93036. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  93037. checkPitch = true;
  93038. }
  93039. if (checkYaw || checkPitch) {
  93040. var spaceMat = BoneLookController._tmpMats[2];
  93041. var spaceMatInv = BoneLookController._tmpMats[3];
  93042. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  93043. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  93044. }
  93045. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  93046. spaceMat.copyFrom(mesh.getWorldMatrix());
  93047. }
  93048. else {
  93049. var forwardAxis = BoneLookController._tmpVecs[2];
  93050. forwardAxis.copyFrom(this._fowardAxis);
  93051. if (this._transformYawPitch) {
  93052. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  93053. }
  93054. if (parentBone) {
  93055. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  93056. }
  93057. else {
  93058. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  93059. }
  93060. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  93061. rightAxis.normalize();
  93062. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  93063. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  93064. }
  93065. spaceMat.invertToRef(spaceMatInv);
  93066. var xzlen = null;
  93067. if (checkPitch) {
  93068. var localTarget = BoneLookController._tmpVecs[3];
  93069. target.subtractToRef(bonePos, localTarget);
  93070. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93071. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93072. var pitch = Math.atan2(localTarget.y, xzlen);
  93073. var newPitch = pitch;
  93074. if (pitch > this._maxPitch) {
  93075. localTarget.y = this._maxPitchTan * xzlen;
  93076. newPitch = this._maxPitch;
  93077. }
  93078. else if (pitch < this._minPitch) {
  93079. localTarget.y = this._minPitchTan * xzlen;
  93080. newPitch = this._minPitch;
  93081. }
  93082. if (pitch != newPitch) {
  93083. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93084. localTarget.addInPlace(bonePos);
  93085. target = localTarget;
  93086. }
  93087. }
  93088. if (checkYaw) {
  93089. var localTarget = BoneLookController._tmpVecs[4];
  93090. target.subtractToRef(bonePos, localTarget);
  93091. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93092. var yaw = Math.atan2(localTarget.x, localTarget.z);
  93093. var newYaw = yaw;
  93094. if (yaw > this._maxYaw || yaw < this._minYaw) {
  93095. if (xzlen == null) {
  93096. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93097. }
  93098. if (this._yawRange > Math.PI) {
  93099. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93100. localTarget.z = this._maxYawCos * xzlen;
  93101. localTarget.x = this._maxYawSin * xzlen;
  93102. newYaw = this._maxYaw;
  93103. }
  93104. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93105. localTarget.z = this._minYawCos * xzlen;
  93106. localTarget.x = this._minYawSin * xzlen;
  93107. newYaw = this._minYaw;
  93108. }
  93109. }
  93110. else {
  93111. if (yaw > this._maxYaw) {
  93112. localTarget.z = this._maxYawCos * xzlen;
  93113. localTarget.x = this._maxYawSin * xzlen;
  93114. newYaw = this._maxYaw;
  93115. }
  93116. else if (yaw < this._minYaw) {
  93117. localTarget.z = this._minYawCos * xzlen;
  93118. localTarget.x = this._minYawSin * xzlen;
  93119. newYaw = this._minYaw;
  93120. }
  93121. }
  93122. }
  93123. if (this._slerping && this._yawRange > Math.PI) {
  93124. //are we going to be crossing into the min/max region?
  93125. var boneFwd = BoneLookController._tmpVecs[8];
  93126. boneFwd.copyFrom(BABYLON.Axis.Z);
  93127. if (this._transformYawPitch) {
  93128. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  93129. }
  93130. var boneRotMat = BoneLookController._tmpMats[4];
  93131. this._boneQuat.toRotationMatrix(boneRotMat);
  93132. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  93133. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  93134. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  93135. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  93136. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  93137. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  93138. if (angBtwTar > angBtwMidYaw) {
  93139. if (xzlen == null) {
  93140. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93141. }
  93142. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  93143. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  93144. if (angBtwMin < angBtwMax) {
  93145. newYaw = boneYaw + Math.PI * .75;
  93146. localTarget.z = Math.cos(newYaw) * xzlen;
  93147. localTarget.x = Math.sin(newYaw) * xzlen;
  93148. }
  93149. else {
  93150. newYaw = boneYaw - Math.PI * .75;
  93151. localTarget.z = Math.cos(newYaw) * xzlen;
  93152. localTarget.x = Math.sin(newYaw) * xzlen;
  93153. }
  93154. }
  93155. }
  93156. if (yaw != newYaw) {
  93157. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93158. localTarget.addInPlace(bonePos);
  93159. target = localTarget;
  93160. }
  93161. }
  93162. }
  93163. var zaxis = BoneLookController._tmpVecs[5];
  93164. var xaxis = BoneLookController._tmpVecs[6];
  93165. var yaxis = BoneLookController._tmpVecs[7];
  93166. var _tmpQuat = BoneLookController._tmpQuat;
  93167. target.subtractToRef(bonePos, zaxis);
  93168. zaxis.normalize();
  93169. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  93170. xaxis.normalize();
  93171. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  93172. yaxis.normalize();
  93173. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  93174. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  93175. return;
  93176. }
  93177. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  93178. return;
  93179. }
  93180. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  93181. return;
  93182. }
  93183. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  93184. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  93185. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  93186. }
  93187. if (this.slerpAmount < 1) {
  93188. if (!this._slerping) {
  93189. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  93190. }
  93191. if (this._transformYawPitch) {
  93192. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93193. }
  93194. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  93195. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  93196. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  93197. this._slerping = true;
  93198. }
  93199. else {
  93200. if (this._transformYawPitch) {
  93201. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93202. }
  93203. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  93204. this._slerping = false;
  93205. }
  93206. };
  93207. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  93208. var angDiff = ang2 - ang1;
  93209. angDiff %= Math.PI * 2;
  93210. if (angDiff > Math.PI) {
  93211. angDiff -= Math.PI * 2;
  93212. }
  93213. else if (angDiff < -Math.PI) {
  93214. angDiff += Math.PI * 2;
  93215. }
  93216. return angDiff;
  93217. };
  93218. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  93219. ang1 %= (2 * Math.PI);
  93220. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93221. ang2 %= (2 * Math.PI);
  93222. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93223. var ab = 0;
  93224. if (ang1 < ang2) {
  93225. ab = ang2 - ang1;
  93226. }
  93227. else {
  93228. ab = ang1 - ang2;
  93229. }
  93230. if (ab > Math.PI) {
  93231. ab = Math.PI * 2 - ab;
  93232. }
  93233. return ab;
  93234. };
  93235. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  93236. ang %= (2 * Math.PI);
  93237. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  93238. ang1 %= (2 * Math.PI);
  93239. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93240. ang2 %= (2 * Math.PI);
  93241. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93242. if (ang1 < ang2) {
  93243. if (ang > ang1 && ang < ang2) {
  93244. return true;
  93245. }
  93246. }
  93247. else {
  93248. if (ang > ang2 && ang < ang1) {
  93249. return true;
  93250. }
  93251. }
  93252. return false;
  93253. };
  93254. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  93255. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  93256. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93257. return BoneLookController;
  93258. }());
  93259. BABYLON.BoneLookController = BoneLookController;
  93260. })(BABYLON || (BABYLON = {}));
  93261. //# sourceMappingURL=babylon.boneLookController.js.map
  93262. var BABYLON;
  93263. (function (BABYLON) {
  93264. /**
  93265. * Class used to handle skinning animations
  93266. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93267. */
  93268. var Skeleton = /** @class */ (function () {
  93269. /**
  93270. * Creates a new skeleton
  93271. * @param name defines the skeleton name
  93272. * @param id defines the skeleton Id
  93273. * @param scene defines the hosting scene
  93274. */
  93275. function Skeleton(
  93276. /** defines the skeleton name */
  93277. name,
  93278. /** defines the skeleton Id */
  93279. id, scene) {
  93280. this.name = name;
  93281. this.id = id;
  93282. /**
  93283. * Gets the list of child bones
  93284. */
  93285. this.bones = new Array();
  93286. /**
  93287. * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  93288. */
  93289. this.needInitialSkinMatrix = false;
  93290. this._isDirty = true;
  93291. this._meshesWithPoseMatrix = new Array();
  93292. this._identity = BABYLON.Matrix.Identity();
  93293. this._ranges = {};
  93294. this._lastAbsoluteTransformsUpdateId = -1;
  93295. this._canUseTextureForBones = false;
  93296. /**
  93297. * Specifies if the skeleton should be serialized
  93298. */
  93299. this.doNotSerialize = false;
  93300. /**
  93301. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  93302. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  93303. */
  93304. this.useTextureToStoreBoneMatrices = true;
  93305. this._animationPropertiesOverride = null;
  93306. // Events
  93307. /**
  93308. * An observable triggered before computing the skeleton's matrices
  93309. */
  93310. this.onBeforeComputeObservable = new BABYLON.Observable();
  93311. this.bones = [];
  93312. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  93313. this._scene.skeletons.push(this);
  93314. //make sure it will recalculate the matrix next time prepare is called.
  93315. this._isDirty = true;
  93316. var engineCaps = this._scene.getEngine().getCaps();
  93317. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  93318. }
  93319. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  93320. /**
  93321. * Gets or sets the animation properties override
  93322. */
  93323. get: function () {
  93324. if (!this._animationPropertiesOverride) {
  93325. return this._scene.animationPropertiesOverride;
  93326. }
  93327. return this._animationPropertiesOverride;
  93328. },
  93329. set: function (value) {
  93330. this._animationPropertiesOverride = value;
  93331. },
  93332. enumerable: true,
  93333. configurable: true
  93334. });
  93335. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  93336. /**
  93337. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  93338. */
  93339. get: function () {
  93340. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  93341. },
  93342. enumerable: true,
  93343. configurable: true
  93344. });
  93345. // Members
  93346. /**
  93347. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  93348. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  93349. * @returns a Float32Array containing matrices data
  93350. */
  93351. Skeleton.prototype.getTransformMatrices = function (mesh) {
  93352. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  93353. return mesh._bonesTransformMatrices;
  93354. }
  93355. if (!this._transformMatrices) {
  93356. this.prepare();
  93357. }
  93358. return this._transformMatrices;
  93359. };
  93360. /**
  93361. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  93362. * @returns a raw texture containing the data
  93363. */
  93364. Skeleton.prototype.getTransformMatrixTexture = function () {
  93365. return this._transformMatrixTexture;
  93366. };
  93367. /**
  93368. * Gets the current hosting scene
  93369. * @returns a scene object
  93370. */
  93371. Skeleton.prototype.getScene = function () {
  93372. return this._scene;
  93373. };
  93374. // Methods
  93375. /**
  93376. * Gets a string representing the current skeleton data
  93377. * @param fullDetails defines a boolean indicating if we want a verbose version
  93378. * @returns a string representing the current skeleton data
  93379. */
  93380. Skeleton.prototype.toString = function (fullDetails) {
  93381. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  93382. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  93383. if (fullDetails) {
  93384. ret += ", Ranges: {";
  93385. var first = true;
  93386. for (var name_1 in this._ranges) {
  93387. if (first) {
  93388. ret += ", ";
  93389. first = false;
  93390. }
  93391. ret += name_1;
  93392. }
  93393. ret += "}";
  93394. }
  93395. return ret;
  93396. };
  93397. /**
  93398. * Get bone's index searching by name
  93399. * @param name defines bone's name to search for
  93400. * @return the indice of the bone. Returns -1 if not found
  93401. */
  93402. Skeleton.prototype.getBoneIndexByName = function (name) {
  93403. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  93404. if (this.bones[boneIndex].name === name) {
  93405. return boneIndex;
  93406. }
  93407. }
  93408. return -1;
  93409. };
  93410. /**
  93411. * Creater a new animation range
  93412. * @param name defines the name of the range
  93413. * @param from defines the start key
  93414. * @param to defines the end key
  93415. */
  93416. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  93417. // check name not already in use
  93418. if (!this._ranges[name]) {
  93419. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  93420. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93421. if (this.bones[i].animations[0]) {
  93422. this.bones[i].animations[0].createRange(name, from, to);
  93423. }
  93424. }
  93425. }
  93426. };
  93427. /**
  93428. * Delete a specific animation range
  93429. * @param name defines the name of the range
  93430. * @param deleteFrames defines if frames must be removed as well
  93431. */
  93432. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  93433. if (deleteFrames === void 0) { deleteFrames = true; }
  93434. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93435. if (this.bones[i].animations[0]) {
  93436. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  93437. }
  93438. }
  93439. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  93440. };
  93441. /**
  93442. * Gets a specific animation range
  93443. * @param name defines the name of the range to look for
  93444. * @returns the requested animation range or null if not found
  93445. */
  93446. Skeleton.prototype.getAnimationRange = function (name) {
  93447. return this._ranges[name];
  93448. };
  93449. /**
  93450. * Gets the list of all animation ranges defined on this skeleton
  93451. * @returns an array
  93452. */
  93453. Skeleton.prototype.getAnimationRanges = function () {
  93454. var animationRanges = [];
  93455. var name;
  93456. var i = 0;
  93457. for (name in this._ranges) {
  93458. animationRanges[i] = this._ranges[name];
  93459. i++;
  93460. }
  93461. return animationRanges;
  93462. };
  93463. /**
  93464. * Copy animation range from a source skeleton.
  93465. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  93466. * @param source defines the source skeleton
  93467. * @param name defines the name of the range to copy
  93468. * @param rescaleAsRequired defines if rescaling must be applied if required
  93469. * @returns true if operation was successful
  93470. */
  93471. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  93472. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  93473. if (this._ranges[name] || !source.getAnimationRange(name)) {
  93474. return false;
  93475. }
  93476. var ret = true;
  93477. var frameOffset = this._getHighestAnimationFrame() + 1;
  93478. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  93479. var boneDict = {};
  93480. var sourceBones = source.bones;
  93481. var nBones;
  93482. var i;
  93483. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  93484. boneDict[sourceBones[i].name] = sourceBones[i];
  93485. }
  93486. if (this.bones.length !== sourceBones.length) {
  93487. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  93488. ret = false;
  93489. }
  93490. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  93491. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  93492. var boneName = this.bones[i].name;
  93493. var sourceBone = boneDict[boneName];
  93494. if (sourceBone) {
  93495. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  93496. }
  93497. else {
  93498. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  93499. ret = false;
  93500. }
  93501. }
  93502. // do not call createAnimationRange(), since it also is done to bones, which was already done
  93503. var range = source.getAnimationRange(name);
  93504. if (range) {
  93505. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  93506. }
  93507. return ret;
  93508. };
  93509. /**
  93510. * Forces the skeleton to go to rest pose
  93511. */
  93512. Skeleton.prototype.returnToRest = function () {
  93513. for (var index = 0; index < this.bones.length; index++) {
  93514. this.bones[index].returnToRest();
  93515. }
  93516. };
  93517. Skeleton.prototype._getHighestAnimationFrame = function () {
  93518. var ret = 0;
  93519. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93520. if (this.bones[i].animations[0]) {
  93521. var highest = this.bones[i].animations[0].getHighestFrame();
  93522. if (ret < highest) {
  93523. ret = highest;
  93524. }
  93525. }
  93526. }
  93527. return ret;
  93528. };
  93529. /**
  93530. * Begin a specific animation range
  93531. * @param name defines the name of the range to start
  93532. * @param loop defines if looping must be turned on (false by default)
  93533. * @param speedRatio defines the speed ratio to apply (1 by default)
  93534. * @param onAnimationEnd defines a callback which will be called when animation will end
  93535. * @returns a new animatable
  93536. */
  93537. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  93538. var range = this.getAnimationRange(name);
  93539. if (!range) {
  93540. return null;
  93541. }
  93542. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  93543. };
  93544. /** @hidden */
  93545. Skeleton.prototype._markAsDirty = function () {
  93546. this._isDirty = true;
  93547. };
  93548. /** @hidden */
  93549. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  93550. this._meshesWithPoseMatrix.push(mesh);
  93551. };
  93552. /** @hidden */
  93553. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  93554. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  93555. if (index > -1) {
  93556. this._meshesWithPoseMatrix.splice(index, 1);
  93557. }
  93558. };
  93559. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  93560. this.onBeforeComputeObservable.notifyObservers(this);
  93561. for (var index = 0; index < this.bones.length; index++) {
  93562. var bone = this.bones[index];
  93563. var parentBone = bone.getParent();
  93564. if (parentBone) {
  93565. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  93566. }
  93567. else {
  93568. if (initialSkinMatrix) {
  93569. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  93570. }
  93571. else {
  93572. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  93573. }
  93574. }
  93575. if (bone._index !== -1) {
  93576. var mappedIndex = bone._index === null ? index : bone._index;
  93577. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  93578. }
  93579. }
  93580. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  93581. };
  93582. /**
  93583. * Build all resources required to render a skeleton
  93584. */
  93585. Skeleton.prototype.prepare = function () {
  93586. if (!this._isDirty) {
  93587. return;
  93588. }
  93589. if (this.needInitialSkinMatrix) {
  93590. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  93591. var mesh = this._meshesWithPoseMatrix[index];
  93592. var poseMatrix = mesh.getPoseMatrix();
  93593. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  93594. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93595. }
  93596. if (this._synchronizedWithMesh !== mesh) {
  93597. this._synchronizedWithMesh = mesh;
  93598. // Prepare bones
  93599. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  93600. var bone = this.bones[boneIndex];
  93601. if (!bone.getParent()) {
  93602. var matrix = bone.getBaseMatrix();
  93603. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  93604. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  93605. }
  93606. }
  93607. }
  93608. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  93609. }
  93610. }
  93611. else {
  93612. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  93613. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93614. if (this.isUsingTextureForMatrices) {
  93615. if (this._transformMatrixTexture) {
  93616. this._transformMatrixTexture.dispose();
  93617. }
  93618. 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);
  93619. }
  93620. }
  93621. this._computeTransformMatrices(this._transformMatrices, null);
  93622. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  93623. this._transformMatrixTexture.update(this._transformMatrices);
  93624. }
  93625. }
  93626. this._isDirty = false;
  93627. this._scene._activeBones.addCount(this.bones.length, false);
  93628. };
  93629. /**
  93630. * Gets the list of animatables currently running for this skeleton
  93631. * @returns an array of animatables
  93632. */
  93633. Skeleton.prototype.getAnimatables = function () {
  93634. if (!this._animatables || this._animatables.length !== this.bones.length) {
  93635. this._animatables = [];
  93636. for (var index = 0; index < this.bones.length; index++) {
  93637. this._animatables.push(this.bones[index]);
  93638. }
  93639. }
  93640. return this._animatables;
  93641. };
  93642. /**
  93643. * Clone the current skeleton
  93644. * @param name defines the name of the new skeleton
  93645. * @param id defines the id of the enw skeleton
  93646. * @returns the new skeleton
  93647. */
  93648. Skeleton.prototype.clone = function (name, id) {
  93649. var result = new Skeleton(name, id || name, this._scene);
  93650. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93651. for (var index = 0; index < this.bones.length; index++) {
  93652. var source = this.bones[index];
  93653. var parentBone = null;
  93654. var parent_1 = source.getParent();
  93655. if (parent_1) {
  93656. var parentIndex = this.bones.indexOf(parent_1);
  93657. parentBone = result.bones[parentIndex];
  93658. }
  93659. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  93660. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  93661. }
  93662. if (this._ranges) {
  93663. result._ranges = {};
  93664. for (var rangeName in this._ranges) {
  93665. var range = this._ranges[rangeName];
  93666. if (range) {
  93667. result._ranges[rangeName] = range.clone();
  93668. }
  93669. }
  93670. }
  93671. this._isDirty = true;
  93672. return result;
  93673. };
  93674. /**
  93675. * Enable animation blending for this skeleton
  93676. * @param blendingSpeed defines the blending speed to apply
  93677. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  93678. */
  93679. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  93680. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  93681. this.bones.forEach(function (bone) {
  93682. bone.animations.forEach(function (animation) {
  93683. animation.enableBlending = true;
  93684. animation.blendingSpeed = blendingSpeed;
  93685. });
  93686. });
  93687. };
  93688. /**
  93689. * Releases all resources associated with the current skeleton
  93690. */
  93691. Skeleton.prototype.dispose = function () {
  93692. this._meshesWithPoseMatrix = [];
  93693. // Animations
  93694. this.getScene().stopAnimation(this);
  93695. // Remove from scene
  93696. this.getScene().removeSkeleton(this);
  93697. if (this._transformMatrixTexture) {
  93698. this._transformMatrixTexture.dispose();
  93699. this._transformMatrixTexture = null;
  93700. }
  93701. };
  93702. /**
  93703. * Serialize the skeleton in a JSON object
  93704. * @returns a JSON object
  93705. */
  93706. Skeleton.prototype.serialize = function () {
  93707. var serializationObject = {};
  93708. serializationObject.name = this.name;
  93709. serializationObject.id = this.id;
  93710. if (this.dimensionsAtRest) {
  93711. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  93712. }
  93713. serializationObject.bones = [];
  93714. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93715. for (var index = 0; index < this.bones.length; index++) {
  93716. var bone = this.bones[index];
  93717. var parent_2 = bone.getParent();
  93718. var serializedBone = {
  93719. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  93720. name: bone.name,
  93721. matrix: bone.getBaseMatrix().toArray(),
  93722. rest: bone.getRestPose().toArray()
  93723. };
  93724. serializationObject.bones.push(serializedBone);
  93725. if (bone.length) {
  93726. serializedBone.length = bone.length;
  93727. }
  93728. if (bone.metadata) {
  93729. serializedBone.metadata = bone.metadata;
  93730. }
  93731. if (bone.animations && bone.animations.length > 0) {
  93732. serializedBone.animation = bone.animations[0].serialize();
  93733. }
  93734. serializationObject.ranges = [];
  93735. for (var name in this._ranges) {
  93736. var source = this._ranges[name];
  93737. if (!source) {
  93738. continue;
  93739. }
  93740. var range = {};
  93741. range.name = name;
  93742. range.from = source.from;
  93743. range.to = source.to;
  93744. serializationObject.ranges.push(range);
  93745. }
  93746. }
  93747. return serializationObject;
  93748. };
  93749. /**
  93750. * Creates a new skeleton from serialized data
  93751. * @param parsedSkeleton defines the serialized data
  93752. * @param scene defines the hosting scene
  93753. * @returns a new skeleton
  93754. */
  93755. Skeleton.Parse = function (parsedSkeleton, scene) {
  93756. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  93757. if (parsedSkeleton.dimensionsAtRest) {
  93758. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  93759. }
  93760. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  93761. var index;
  93762. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  93763. var parsedBone = parsedSkeleton.bones[index];
  93764. var parentBone = null;
  93765. if (parsedBone.parentBoneIndex > -1) {
  93766. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  93767. }
  93768. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  93769. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  93770. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  93771. bone.id = parsedBone.id;
  93772. }
  93773. if (parsedBone.length) {
  93774. bone.length = parsedBone.length;
  93775. }
  93776. if (parsedBone.metadata) {
  93777. bone.metadata = parsedBone.metadata;
  93778. }
  93779. if (parsedBone.animation) {
  93780. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  93781. }
  93782. }
  93783. // placed after bones, so createAnimationRange can cascade down
  93784. if (parsedSkeleton.ranges) {
  93785. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  93786. var data = parsedSkeleton.ranges[index];
  93787. skeleton.createAnimationRange(data.name, data.from, data.to);
  93788. }
  93789. }
  93790. return skeleton;
  93791. };
  93792. /**
  93793. * Compute all node absolute transforms
  93794. * @param forceUpdate defines if computation must be done even if cache is up to date
  93795. */
  93796. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  93797. if (forceUpdate === void 0) { forceUpdate = false; }
  93798. var renderId = this._scene.getRenderId();
  93799. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  93800. this.bones[0].computeAbsoluteTransforms();
  93801. this._lastAbsoluteTransformsUpdateId = renderId;
  93802. }
  93803. };
  93804. /**
  93805. * Gets the root pose matrix
  93806. * @returns a matrix
  93807. */
  93808. Skeleton.prototype.getPoseMatrix = function () {
  93809. var poseMatrix = null;
  93810. if (this._meshesWithPoseMatrix.length > 0) {
  93811. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  93812. }
  93813. return poseMatrix;
  93814. };
  93815. /**
  93816. * Sorts bones per internal index
  93817. */
  93818. Skeleton.prototype.sortBones = function () {
  93819. var bones = new Array();
  93820. var visited = new Array(this.bones.length);
  93821. for (var index = 0; index < this.bones.length; index++) {
  93822. this._sortBones(index, bones, visited);
  93823. }
  93824. this.bones = bones;
  93825. };
  93826. Skeleton.prototype._sortBones = function (index, bones, visited) {
  93827. if (visited[index]) {
  93828. return;
  93829. }
  93830. visited[index] = true;
  93831. var bone = this.bones[index];
  93832. if (bone._index === undefined) {
  93833. bone._index = index;
  93834. }
  93835. var parentBone = bone.getParent();
  93836. if (parentBone) {
  93837. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  93838. }
  93839. bones.push(bone);
  93840. };
  93841. return Skeleton;
  93842. }());
  93843. BABYLON.Skeleton = Skeleton;
  93844. })(BABYLON || (BABYLON = {}));
  93845. //# sourceMappingURL=babylon.skeleton.js.map
  93846. var BABYLON;
  93847. (function (BABYLON) {
  93848. /**
  93849. * This groups tools to convert HDR texture to native colors array.
  93850. */
  93851. var HDRTools = /** @class */ (function () {
  93852. function HDRTools() {
  93853. }
  93854. HDRTools.Ldexp = function (mantissa, exponent) {
  93855. if (exponent > 1023) {
  93856. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  93857. }
  93858. if (exponent < -1074) {
  93859. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  93860. }
  93861. return mantissa * Math.pow(2, exponent);
  93862. };
  93863. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  93864. if (exponent > 0) { /*nonzero pixel*/
  93865. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  93866. float32array[index + 0] = red * exponent;
  93867. float32array[index + 1] = green * exponent;
  93868. float32array[index + 2] = blue * exponent;
  93869. }
  93870. else {
  93871. float32array[index + 0] = 0;
  93872. float32array[index + 1] = 0;
  93873. float32array[index + 2] = 0;
  93874. }
  93875. };
  93876. HDRTools.readStringLine = function (uint8array, startIndex) {
  93877. var line = "";
  93878. var character = "";
  93879. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  93880. character = String.fromCharCode(uint8array[i]);
  93881. if (character == "\n") {
  93882. break;
  93883. }
  93884. line += character;
  93885. }
  93886. return line;
  93887. };
  93888. /**
  93889. * Reads header information from an RGBE texture stored in a native array.
  93890. * More information on this format are available here:
  93891. * https://en.wikipedia.org/wiki/RGBE_image_format
  93892. *
  93893. * @param uint8array The binary file stored in native array.
  93894. * @return The header information.
  93895. */
  93896. HDRTools.RGBE_ReadHeader = function (uint8array) {
  93897. var height = 0;
  93898. var width = 0;
  93899. var line = this.readStringLine(uint8array, 0);
  93900. if (line[0] != '#' || line[1] != '?') {
  93901. throw "Bad HDR Format.";
  93902. }
  93903. var endOfHeader = false;
  93904. var findFormat = false;
  93905. var lineIndex = 0;
  93906. do {
  93907. lineIndex += (line.length + 1);
  93908. line = this.readStringLine(uint8array, lineIndex);
  93909. if (line == "FORMAT=32-bit_rle_rgbe") {
  93910. findFormat = true;
  93911. }
  93912. else if (line.length == 0) {
  93913. endOfHeader = true;
  93914. }
  93915. } while (!endOfHeader);
  93916. if (!findFormat) {
  93917. throw "HDR Bad header format, unsupported FORMAT";
  93918. }
  93919. lineIndex += (line.length + 1);
  93920. line = this.readStringLine(uint8array, lineIndex);
  93921. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  93922. var match = sizeRegexp.exec(line);
  93923. // TODO. Support +Y and -X if needed.
  93924. if (!match || match.length < 3) {
  93925. throw "HDR Bad header format, no size";
  93926. }
  93927. width = parseInt(match[2]);
  93928. height = parseInt(match[1]);
  93929. if (width < 8 || width > 0x7fff) {
  93930. throw "HDR Bad header format, unsupported size";
  93931. }
  93932. lineIndex += (line.length + 1);
  93933. return {
  93934. height: height,
  93935. width: width,
  93936. dataPosition: lineIndex
  93937. };
  93938. };
  93939. /**
  93940. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  93941. * This RGBE texture needs to store the information as a panorama.
  93942. *
  93943. * More information on this format are available here:
  93944. * https://en.wikipedia.org/wiki/RGBE_image_format
  93945. *
  93946. * @param buffer The binary file stored in an array buffer.
  93947. * @param size The expected size of the extracted cubemap.
  93948. * @return The Cube Map information.
  93949. */
  93950. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  93951. var uint8array = new Uint8Array(buffer);
  93952. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  93953. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  93954. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  93955. return cubeMapData;
  93956. };
  93957. /**
  93958. * Returns the pixels data extracted from an RGBE texture.
  93959. * This pixels will be stored left to right up to down in the R G B order in one array.
  93960. *
  93961. * More information on this format are available here:
  93962. * https://en.wikipedia.org/wiki/RGBE_image_format
  93963. *
  93964. * @param uint8array The binary file stored in an array buffer.
  93965. * @param hdrInfo The header information of the file.
  93966. * @return The pixels data in RGB right to left up to down order.
  93967. */
  93968. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  93969. // Keep for multi format supports.
  93970. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  93971. };
  93972. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  93973. var num_scanlines = hdrInfo.height;
  93974. var scanline_width = hdrInfo.width;
  93975. var a, b, c, d, count;
  93976. var dataIndex = hdrInfo.dataPosition;
  93977. var index = 0, endIndex = 0, i = 0;
  93978. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  93979. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  93980. // 3 channels of 4 bytes per pixel in float.
  93981. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  93982. var resultArray = new Float32Array(resultBuffer);
  93983. // read in each successive scanline
  93984. while (num_scanlines > 0) {
  93985. a = uint8array[dataIndex++];
  93986. b = uint8array[dataIndex++];
  93987. c = uint8array[dataIndex++];
  93988. d = uint8array[dataIndex++];
  93989. if (a != 2 || b != 2 || (c & 0x80)) {
  93990. // this file is not run length encoded
  93991. throw "HDR Bad header format, not RLE";
  93992. }
  93993. if (((c << 8) | d) != scanline_width) {
  93994. throw "HDR Bad header format, wrong scan line width";
  93995. }
  93996. index = 0;
  93997. // read each of the four channels for the scanline into the buffer
  93998. for (i = 0; i < 4; i++) {
  93999. endIndex = (i + 1) * scanline_width;
  94000. while (index < endIndex) {
  94001. a = uint8array[dataIndex++];
  94002. b = uint8array[dataIndex++];
  94003. if (a > 128) {
  94004. // a run of the same value
  94005. count = a - 128;
  94006. if ((count == 0) || (count > endIndex - index)) {
  94007. throw "HDR Bad Format, bad scanline data (run)";
  94008. }
  94009. while (count-- > 0) {
  94010. scanLineArray[index++] = b;
  94011. }
  94012. }
  94013. else {
  94014. // a non-run
  94015. count = a;
  94016. if ((count == 0) || (count > endIndex - index)) {
  94017. throw "HDR Bad Format, bad scanline data (non-run)";
  94018. }
  94019. scanLineArray[index++] = b;
  94020. if (--count > 0) {
  94021. for (var j = 0; j < count; j++) {
  94022. scanLineArray[index++] = uint8array[dataIndex++];
  94023. }
  94024. }
  94025. }
  94026. }
  94027. }
  94028. // now convert data from buffer into floats
  94029. for (i = 0; i < scanline_width; i++) {
  94030. a = scanLineArray[i];
  94031. b = scanLineArray[i + scanline_width];
  94032. c = scanLineArray[i + 2 * scanline_width];
  94033. d = scanLineArray[i + 3 * scanline_width];
  94034. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  94035. }
  94036. num_scanlines--;
  94037. }
  94038. return resultArray;
  94039. };
  94040. return HDRTools;
  94041. }());
  94042. BABYLON.HDRTools = HDRTools;
  94043. })(BABYLON || (BABYLON = {}));
  94044. //# sourceMappingURL=babylon.hdr.js.map
  94045. var BABYLON;
  94046. (function (BABYLON) {
  94047. /**
  94048. * This represents a texture coming from an HDR input.
  94049. *
  94050. * The only supported format is currently panorama picture stored in RGBE format.
  94051. * Example of such files can be found on HDRLib: http://hdrlib.com/
  94052. */
  94053. var HDRCubeTexture = /** @class */ (function (_super) {
  94054. __extends(HDRCubeTexture, _super);
  94055. /**
  94056. * Instantiates an HDRTexture from the following parameters.
  94057. *
  94058. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  94059. * @param scene The scene the texture will be used in
  94060. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  94061. * @param noMipmap Forces to not generate the mipmap if true
  94062. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  94063. * @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)
  94064. * @param reserved Reserved flag for internal use.
  94065. */
  94066. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  94067. if (noMipmap === void 0) { noMipmap = false; }
  94068. if (generateHarmonics === void 0) { generateHarmonics = true; }
  94069. if (gammaSpace === void 0) { gammaSpace = false; }
  94070. if (reserved === void 0) { reserved = false; }
  94071. if (onLoad === void 0) { onLoad = null; }
  94072. if (onError === void 0) { onError = null; }
  94073. var _this = _super.call(this, scene) || this;
  94074. _this._generateHarmonics = true;
  94075. _this._onLoad = null;
  94076. _this._onError = null;
  94077. /**
  94078. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  94079. */
  94080. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  94081. _this._isBlocking = true;
  94082. _this._rotationY = 0;
  94083. /**
  94084. * Gets or sets the center of the bounding box associated with the cube texture
  94085. * It must define where the camera used to render the texture was set
  94086. */
  94087. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  94088. if (!url) {
  94089. return _this;
  94090. }
  94091. _this.name = url;
  94092. _this.url = url;
  94093. _this.hasAlpha = false;
  94094. _this.isCube = true;
  94095. _this._textureMatrix = BABYLON.Matrix.Identity();
  94096. _this._onLoad = onLoad;
  94097. _this._onError = onError;
  94098. _this.gammaSpace = gammaSpace;
  94099. _this._noMipmap = noMipmap;
  94100. _this._size = size;
  94101. _this._texture = _this._getFromCache(url, _this._noMipmap);
  94102. if (!_this._texture) {
  94103. if (!scene.useDelayedTextureLoading) {
  94104. _this.loadTexture();
  94105. }
  94106. else {
  94107. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  94108. }
  94109. }
  94110. return _this;
  94111. }
  94112. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  94113. /**
  94114. * Gets wether or not the texture is blocking during loading.
  94115. */
  94116. get: function () {
  94117. return this._isBlocking;
  94118. },
  94119. /**
  94120. * Sets wether or not the texture is blocking during loading.
  94121. */
  94122. set: function (value) {
  94123. this._isBlocking = value;
  94124. },
  94125. enumerable: true,
  94126. configurable: true
  94127. });
  94128. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  94129. /**
  94130. * Gets texture matrix rotation angle around Y axis radians.
  94131. */
  94132. get: function () {
  94133. return this._rotationY;
  94134. },
  94135. /**
  94136. * Sets texture matrix rotation angle around Y axis in radians.
  94137. */
  94138. set: function (value) {
  94139. this._rotationY = value;
  94140. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  94141. },
  94142. enumerable: true,
  94143. configurable: true
  94144. });
  94145. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  94146. get: function () {
  94147. return this._boundingBoxSize;
  94148. },
  94149. /**
  94150. * Gets or sets the size of the bounding box associated with the cube texture
  94151. * When defined, the cubemap will switch to local mode
  94152. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  94153. * @example https://www.babylonjs-playground.com/#RNASML
  94154. */
  94155. set: function (value) {
  94156. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  94157. return;
  94158. }
  94159. this._boundingBoxSize = value;
  94160. var scene = this.getScene();
  94161. if (scene) {
  94162. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  94163. }
  94164. },
  94165. enumerable: true,
  94166. configurable: true
  94167. });
  94168. /**
  94169. * Occurs when the file is raw .hdr file.
  94170. */
  94171. HDRCubeTexture.prototype.loadTexture = function () {
  94172. var _this = this;
  94173. var callback = function (buffer) {
  94174. _this.lodGenerationOffset = 0.0;
  94175. _this.lodGenerationScale = 0.8;
  94176. var scene = _this.getScene();
  94177. if (!scene) {
  94178. return null;
  94179. }
  94180. // Extract the raw linear data.
  94181. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  94182. // Generate harmonics if needed.
  94183. if (_this._generateHarmonics) {
  94184. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  94185. _this.sphericalPolynomial = sphericalPolynomial;
  94186. }
  94187. var results = [];
  94188. var byteArray = null;
  94189. // Push each faces.
  94190. for (var j = 0; j < 6; j++) {
  94191. // Create uintarray fallback.
  94192. if (!scene.getEngine().getCaps().textureFloat) {
  94193. // 3 channels of 1 bytes per pixel in bytes.
  94194. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  94195. byteArray = new Uint8Array(byteBuffer);
  94196. }
  94197. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  94198. // If special cases.
  94199. if (_this.gammaSpace || byteArray) {
  94200. for (var i = 0; i < _this._size * _this._size; i++) {
  94201. // Put in gamma space if requested.
  94202. if (_this.gammaSpace) {
  94203. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  94204. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  94205. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  94206. }
  94207. // Convert to int texture for fallback.
  94208. if (byteArray) {
  94209. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  94210. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  94211. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  94212. // May use luminance instead if the result is not accurate.
  94213. var max = Math.max(Math.max(r, g), b);
  94214. if (max > 255) {
  94215. var scale = 255 / max;
  94216. r *= scale;
  94217. g *= scale;
  94218. b *= scale;
  94219. }
  94220. byteArray[(i * 3) + 0] = r;
  94221. byteArray[(i * 3) + 1] = g;
  94222. byteArray[(i * 3) + 2] = b;
  94223. }
  94224. }
  94225. }
  94226. if (byteArray) {
  94227. results.push(byteArray);
  94228. }
  94229. else {
  94230. results.push(dataFace);
  94231. }
  94232. }
  94233. return results;
  94234. };
  94235. var scene = this.getScene();
  94236. if (scene) {
  94237. 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);
  94238. }
  94239. };
  94240. HDRCubeTexture.prototype.clone = function () {
  94241. var scene = this.getScene();
  94242. if (!scene) {
  94243. return this;
  94244. }
  94245. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  94246. // Base texture
  94247. newTexture.level = this.level;
  94248. newTexture.wrapU = this.wrapU;
  94249. newTexture.wrapV = this.wrapV;
  94250. newTexture.coordinatesIndex = this.coordinatesIndex;
  94251. newTexture.coordinatesMode = this.coordinatesMode;
  94252. return newTexture;
  94253. };
  94254. // Methods
  94255. HDRCubeTexture.prototype.delayLoad = function () {
  94256. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  94257. return;
  94258. }
  94259. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  94260. this._texture = this._getFromCache(this.url, this._noMipmap);
  94261. if (!this._texture) {
  94262. this.loadTexture();
  94263. }
  94264. };
  94265. /**
  94266. * Get the texture reflection matrix used to rotate/transform the reflection.
  94267. * @returns the reflection matrix
  94268. */
  94269. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  94270. return this._textureMatrix;
  94271. };
  94272. /**
  94273. * Set the texture reflection matrix used to rotate/transform the reflection.
  94274. * @param value Define the reflection matrix to set
  94275. */
  94276. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  94277. this._textureMatrix = value;
  94278. };
  94279. /**
  94280. * Parses a JSON representation of an HDR Texture in order to create the texture
  94281. * @param parsedTexture Define the JSON representation
  94282. * @param scene Define the scene the texture should be created in
  94283. * @param rootUrl Define the root url in case we need to load relative dependencies
  94284. * @returns the newly created texture after parsing
  94285. */
  94286. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  94287. var texture = null;
  94288. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  94289. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  94290. texture.name = parsedTexture.name;
  94291. texture.hasAlpha = parsedTexture.hasAlpha;
  94292. texture.level = parsedTexture.level;
  94293. texture.coordinatesMode = parsedTexture.coordinatesMode;
  94294. texture.isBlocking = parsedTexture.isBlocking;
  94295. }
  94296. if (texture) {
  94297. if (parsedTexture.boundingBoxPosition) {
  94298. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  94299. }
  94300. if (parsedTexture.boundingBoxSize) {
  94301. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  94302. }
  94303. if (parsedTexture.rotationY) {
  94304. texture.rotationY = parsedTexture.rotationY;
  94305. }
  94306. }
  94307. return texture;
  94308. };
  94309. HDRCubeTexture.prototype.serialize = function () {
  94310. if (!this.name) {
  94311. return null;
  94312. }
  94313. var serializationObject = {};
  94314. serializationObject.name = this.name;
  94315. serializationObject.hasAlpha = this.hasAlpha;
  94316. serializationObject.isCube = true;
  94317. serializationObject.level = this.level;
  94318. serializationObject.size = this._size;
  94319. serializationObject.coordinatesMode = this.coordinatesMode;
  94320. serializationObject.useInGammaSpace = this.gammaSpace;
  94321. serializationObject.generateHarmonics = this._generateHarmonics;
  94322. serializationObject.customType = "BABYLON.HDRCubeTexture";
  94323. serializationObject.noMipmap = this._noMipmap;
  94324. serializationObject.isBlocking = this._isBlocking;
  94325. serializationObject.rotationY = this._rotationY;
  94326. return serializationObject;
  94327. };
  94328. HDRCubeTexture._facesMapping = [
  94329. "right",
  94330. "left",
  94331. "up",
  94332. "down",
  94333. "front",
  94334. "back"
  94335. ];
  94336. return HDRCubeTexture;
  94337. }(BABYLON.BaseTexture));
  94338. BABYLON.HDRCubeTexture = HDRCubeTexture;
  94339. })(BABYLON || (BABYLON = {}));
  94340. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  94341. var BABYLON;
  94342. (function (BABYLON) {
  94343. /**
  94344. * Helper class usefull to convert panorama picture to their cubemap representation in 6 faces.
  94345. */
  94346. var PanoramaToCubeMapTools = /** @class */ (function () {
  94347. function PanoramaToCubeMapTools() {
  94348. }
  94349. /**
  94350. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  94351. *
  94352. * @param float32Array The source data.
  94353. * @param inputWidth The width of the input panorama.
  94354. * @param inputHeight The height of the input panorama.
  94355. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  94356. * @return The cubemap data
  94357. */
  94358. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  94359. if (!float32Array) {
  94360. throw "ConvertPanoramaToCubemap: input cannot be null";
  94361. }
  94362. if (float32Array.length != inputWidth * inputHeight * 3) {
  94363. throw "ConvertPanoramaToCubemap: input size is wrong";
  94364. }
  94365. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  94366. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  94367. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  94368. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  94369. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  94370. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  94371. return {
  94372. front: textureFront,
  94373. back: textureBack,
  94374. left: textureLeft,
  94375. right: textureRight,
  94376. up: textureUp,
  94377. down: textureDown,
  94378. size: size,
  94379. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  94380. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  94381. gammaSpace: false,
  94382. };
  94383. };
  94384. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  94385. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  94386. var textureArray = new Float32Array(buffer);
  94387. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  94388. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  94389. var dy = 1 / texSize;
  94390. var fy = 0;
  94391. for (var y = 0; y < texSize; y++) {
  94392. var xv1 = faceData[0];
  94393. var xv2 = faceData[2];
  94394. for (var x = 0; x < texSize; x++) {
  94395. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  94396. v.normalize();
  94397. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  94398. // 3 channels per pixels
  94399. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  94400. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  94401. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  94402. xv1 = xv1.add(rotDX1);
  94403. xv2 = xv2.add(rotDX2);
  94404. }
  94405. fy += dy;
  94406. }
  94407. return textureArray;
  94408. };
  94409. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  94410. var theta = Math.atan2(vDir.z, vDir.x);
  94411. var phi = Math.acos(vDir.y);
  94412. while (theta < -Math.PI) {
  94413. theta += 2 * Math.PI;
  94414. }
  94415. while (theta > Math.PI) {
  94416. theta -= 2 * Math.PI;
  94417. }
  94418. var dx = theta / Math.PI;
  94419. var dy = phi / Math.PI;
  94420. // recenter.
  94421. dx = dx * 0.5 + 0.5;
  94422. var px = Math.round(dx * inputWidth);
  94423. if (px < 0) {
  94424. px = 0;
  94425. }
  94426. else if (px >= inputWidth) {
  94427. px = inputWidth - 1;
  94428. }
  94429. var py = Math.round(dy * inputHeight);
  94430. if (py < 0) {
  94431. py = 0;
  94432. }
  94433. else if (py >= inputHeight) {
  94434. py = inputHeight - 1;
  94435. }
  94436. var inputY = (inputHeight - py - 1);
  94437. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  94438. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  94439. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  94440. return {
  94441. r: r,
  94442. g: g,
  94443. b: b
  94444. };
  94445. };
  94446. PanoramaToCubeMapTools.FACE_FRONT = [
  94447. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94448. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94449. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94450. new BABYLON.Vector3(1.0, 1.0, -1.0)
  94451. ];
  94452. PanoramaToCubeMapTools.FACE_BACK = [
  94453. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94454. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94455. new BABYLON.Vector3(1.0, 1.0, 1.0),
  94456. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  94457. ];
  94458. PanoramaToCubeMapTools.FACE_RIGHT = [
  94459. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94460. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94461. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94462. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94463. ];
  94464. PanoramaToCubeMapTools.FACE_LEFT = [
  94465. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94466. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94467. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94468. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  94469. ];
  94470. PanoramaToCubeMapTools.FACE_DOWN = [
  94471. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94472. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94473. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94474. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94475. ];
  94476. PanoramaToCubeMapTools.FACE_UP = [
  94477. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94478. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94479. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94480. new BABYLON.Vector3(1.0, -1.0, -1.0)
  94481. ];
  94482. return PanoramaToCubeMapTools;
  94483. }());
  94484. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  94485. })(BABYLON || (BABYLON = {}));
  94486. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  94487. var BABYLON;
  94488. (function (BABYLON) {
  94489. /**
  94490. * Vector2 wth index property
  94491. */
  94492. var IndexedVector2 = /** @class */ (function (_super) {
  94493. __extends(IndexedVector2, _super);
  94494. function IndexedVector2(original,
  94495. /** Index of the vector2 */
  94496. index) {
  94497. var _this = _super.call(this, original.x, original.y) || this;
  94498. _this.index = index;
  94499. return _this;
  94500. }
  94501. return IndexedVector2;
  94502. }(BABYLON.Vector2));
  94503. /**
  94504. * Defines points to create a polygon
  94505. */
  94506. var PolygonPoints = /** @class */ (function () {
  94507. function PolygonPoints() {
  94508. this.elements = new Array();
  94509. }
  94510. PolygonPoints.prototype.add = function (originalPoints) {
  94511. var _this = this;
  94512. var result = new Array();
  94513. originalPoints.forEach(function (point) {
  94514. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  94515. var newPoint = new IndexedVector2(point, _this.elements.length);
  94516. result.push(newPoint);
  94517. _this.elements.push(newPoint);
  94518. }
  94519. });
  94520. return result;
  94521. };
  94522. PolygonPoints.prototype.computeBounds = function () {
  94523. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94524. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94525. this.elements.forEach(function (point) {
  94526. // x
  94527. if (point.x < lmin.x) {
  94528. lmin.x = point.x;
  94529. }
  94530. else if (point.x > lmax.x) {
  94531. lmax.x = point.x;
  94532. }
  94533. // y
  94534. if (point.y < lmin.y) {
  94535. lmin.y = point.y;
  94536. }
  94537. else if (point.y > lmax.y) {
  94538. lmax.y = point.y;
  94539. }
  94540. });
  94541. return {
  94542. min: lmin,
  94543. max: lmax,
  94544. width: lmax.x - lmin.x,
  94545. height: lmax.y - lmin.y
  94546. };
  94547. };
  94548. return PolygonPoints;
  94549. }());
  94550. /**
  94551. * Polygon
  94552. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  94553. */
  94554. var Polygon = /** @class */ (function () {
  94555. function Polygon() {
  94556. }
  94557. /**
  94558. * Creates a rectangle
  94559. * @param xmin bottom X coord
  94560. * @param ymin bottom Y coord
  94561. * @param xmax top X coord
  94562. * @param ymax top Y coord
  94563. * @returns points that make the resulting rectation
  94564. */
  94565. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  94566. return [
  94567. new BABYLON.Vector2(xmin, ymin),
  94568. new BABYLON.Vector2(xmax, ymin),
  94569. new BABYLON.Vector2(xmax, ymax),
  94570. new BABYLON.Vector2(xmin, ymax)
  94571. ];
  94572. };
  94573. /**
  94574. * Creates a circle
  94575. * @param radius radius of circle
  94576. * @param cx scale in x
  94577. * @param cy scale in y
  94578. * @param numberOfSides number of sides that make up the circle
  94579. * @returns points that make the resulting circle
  94580. */
  94581. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  94582. if (cx === void 0) { cx = 0; }
  94583. if (cy === void 0) { cy = 0; }
  94584. if (numberOfSides === void 0) { numberOfSides = 32; }
  94585. var result = new Array();
  94586. var angle = 0;
  94587. var increment = (Math.PI * 2) / numberOfSides;
  94588. for (var i = 0; i < numberOfSides; i++) {
  94589. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  94590. angle -= increment;
  94591. }
  94592. return result;
  94593. };
  94594. /**
  94595. * Creates a polygon from input string
  94596. * @param input Input polygon data
  94597. * @returns the parsed points
  94598. */
  94599. Polygon.Parse = function (input) {
  94600. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  94601. var i, result = [];
  94602. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  94603. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  94604. }
  94605. return result;
  94606. };
  94607. /**
  94608. * Starts building a polygon from x and y coordinates
  94609. * @param x x coordinate
  94610. * @param y y coordinate
  94611. * @returns the started path2
  94612. */
  94613. Polygon.StartingAt = function (x, y) {
  94614. return BABYLON.Path2.StartingAt(x, y);
  94615. };
  94616. return Polygon;
  94617. }());
  94618. BABYLON.Polygon = Polygon;
  94619. /**
  94620. * Builds a polygon
  94621. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  94622. */
  94623. var PolygonMeshBuilder = /** @class */ (function () {
  94624. /**
  94625. * Creates a PolygonMeshBuilder
  94626. * @param name name of the builder
  94627. * @param contours Path of the polygon
  94628. * @param scene scene to add to
  94629. */
  94630. function PolygonMeshBuilder(name, contours, scene) {
  94631. this._points = new PolygonPoints();
  94632. this._outlinepoints = new PolygonPoints();
  94633. this._holes = new Array();
  94634. this._epoints = new Array();
  94635. this._eholes = new Array();
  94636. this._name = name;
  94637. this._scene = scene;
  94638. var points;
  94639. if (contours instanceof BABYLON.Path2) {
  94640. points = contours.getPoints();
  94641. }
  94642. else {
  94643. points = contours;
  94644. }
  94645. this._addToepoint(points);
  94646. this._points.add(points);
  94647. this._outlinepoints.add(points);
  94648. if (typeof earcut === 'undefined') {
  94649. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  94650. }
  94651. }
  94652. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  94653. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  94654. var p = points_1[_i];
  94655. this._epoints.push(p.x, p.y);
  94656. }
  94657. };
  94658. /**
  94659. * Adds a whole within the polygon
  94660. * @param hole Array of points defining the hole
  94661. * @returns this
  94662. */
  94663. PolygonMeshBuilder.prototype.addHole = function (hole) {
  94664. this._points.add(hole);
  94665. var holepoints = new PolygonPoints();
  94666. holepoints.add(hole);
  94667. this._holes.push(holepoints);
  94668. this._eholes.push(this._epoints.length / 2);
  94669. this._addToepoint(hole);
  94670. return this;
  94671. };
  94672. /**
  94673. * Creates the polygon
  94674. * @param updatable If the mesh should be updatable
  94675. * @param depth The depth of the mesh created
  94676. * @returns the created mesh
  94677. */
  94678. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  94679. var _this = this;
  94680. if (updatable === void 0) { updatable = false; }
  94681. if (depth === void 0) { depth = 0; }
  94682. var result = new BABYLON.Mesh(this._name, this._scene);
  94683. var normals = new Array();
  94684. var positions = new Array();
  94685. var uvs = new Array();
  94686. var bounds = this._points.computeBounds();
  94687. this._points.elements.forEach(function (p) {
  94688. normals.push(0, 1.0, 0);
  94689. positions.push(p.x, 0, p.y);
  94690. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  94691. });
  94692. var indices = new Array();
  94693. var res = earcut(this._epoints, this._eholes, 2);
  94694. for (var i = 0; i < res.length; i++) {
  94695. indices.push(res[i]);
  94696. }
  94697. if (depth > 0) {
  94698. var positionscount = (positions.length / 3); //get the current pointcount
  94699. this._points.elements.forEach(function (p) {
  94700. normals.push(0, -1.0, 0);
  94701. positions.push(p.x, -depth, p.y);
  94702. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  94703. });
  94704. var totalCount = indices.length;
  94705. for (var i = 0; i < totalCount; i += 3) {
  94706. var i0 = indices[i + 0];
  94707. var i1 = indices[i + 1];
  94708. var i2 = indices[i + 2];
  94709. indices.push(i2 + positionscount);
  94710. indices.push(i1 + positionscount);
  94711. indices.push(i0 + positionscount);
  94712. }
  94713. //Add the sides
  94714. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  94715. this._holes.forEach(function (hole) {
  94716. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  94717. });
  94718. }
  94719. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  94720. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  94721. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  94722. result.setIndices(indices);
  94723. return result;
  94724. };
  94725. /**
  94726. * Adds a side to the polygon
  94727. * @param positions points that make the polygon
  94728. * @param normals normals of the polygon
  94729. * @param uvs uvs of the polygon
  94730. * @param indices indices of the polygon
  94731. * @param bounds bounds of the polygon
  94732. * @param points points of the polygon
  94733. * @param depth depth of the polygon
  94734. * @param flip flip of the polygon
  94735. */
  94736. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  94737. var StartIndex = positions.length / 3;
  94738. var ulength = 0;
  94739. for (var i = 0; i < points.elements.length; i++) {
  94740. var p = points.elements[i];
  94741. var p1;
  94742. if ((i + 1) > points.elements.length - 1) {
  94743. p1 = points.elements[0];
  94744. }
  94745. else {
  94746. p1 = points.elements[i + 1];
  94747. }
  94748. positions.push(p.x, 0, p.y);
  94749. positions.push(p.x, -depth, p.y);
  94750. positions.push(p1.x, 0, p1.y);
  94751. positions.push(p1.x, -depth, p1.y);
  94752. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  94753. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  94754. var v3 = v2.subtract(v1);
  94755. var v4 = new BABYLON.Vector3(0, 1, 0);
  94756. var vn = BABYLON.Vector3.Cross(v3, v4);
  94757. vn = vn.normalize();
  94758. uvs.push(ulength / bounds.width, 0);
  94759. uvs.push(ulength / bounds.width, 1);
  94760. ulength += v3.length();
  94761. uvs.push((ulength / bounds.width), 0);
  94762. uvs.push((ulength / bounds.width), 1);
  94763. if (!flip) {
  94764. normals.push(-vn.x, -vn.y, -vn.z);
  94765. normals.push(-vn.x, -vn.y, -vn.z);
  94766. normals.push(-vn.x, -vn.y, -vn.z);
  94767. normals.push(-vn.x, -vn.y, -vn.z);
  94768. indices.push(StartIndex);
  94769. indices.push(StartIndex + 1);
  94770. indices.push(StartIndex + 2);
  94771. indices.push(StartIndex + 1);
  94772. indices.push(StartIndex + 3);
  94773. indices.push(StartIndex + 2);
  94774. }
  94775. else {
  94776. normals.push(vn.x, vn.y, vn.z);
  94777. normals.push(vn.x, vn.y, vn.z);
  94778. normals.push(vn.x, vn.y, vn.z);
  94779. normals.push(vn.x, vn.y, vn.z);
  94780. indices.push(StartIndex);
  94781. indices.push(StartIndex + 2);
  94782. indices.push(StartIndex + 1);
  94783. indices.push(StartIndex + 1);
  94784. indices.push(StartIndex + 2);
  94785. indices.push(StartIndex + 3);
  94786. }
  94787. StartIndex += 4;
  94788. }
  94789. };
  94790. return PolygonMeshBuilder;
  94791. }());
  94792. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  94793. })(BABYLON || (BABYLON = {}));
  94794. //# sourceMappingURL=babylon.polygonMesh.js.map
  94795. var BABYLON;
  94796. (function (BABYLON) {
  94797. /**
  94798. * Unique ID when we import meshes from Babylon to CSG
  94799. */
  94800. var currentCSGMeshId = 0;
  94801. /**
  94802. * Represents a vertex of a polygon. Use your own vertex class instead of this
  94803. * one to provide additional features like texture coordinates and vertex
  94804. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  94805. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  94806. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  94807. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  94808. * is not used anywhere else.
  94809. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  94810. */
  94811. var Vertex = /** @class */ (function () {
  94812. /**
  94813. * Initializes the vertex
  94814. * @param pos The position of the vertex
  94815. * @param normal The normal of the vertex
  94816. * @param uv The texture coordinate of the vertex
  94817. */
  94818. function Vertex(
  94819. /**
  94820. * The position of the vertex
  94821. */
  94822. pos,
  94823. /**
  94824. * The normal of the vertex
  94825. */
  94826. normal,
  94827. /**
  94828. * The texture coordinate of the vertex
  94829. */
  94830. uv) {
  94831. this.pos = pos;
  94832. this.normal = normal;
  94833. this.uv = uv;
  94834. }
  94835. /**
  94836. * Make a clone, or deep copy, of the vertex
  94837. * @returns A new Vertex
  94838. */
  94839. Vertex.prototype.clone = function () {
  94840. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  94841. };
  94842. /**
  94843. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  94844. * orientation of a polygon is flipped.
  94845. */
  94846. Vertex.prototype.flip = function () {
  94847. this.normal = this.normal.scale(-1);
  94848. };
  94849. /**
  94850. * Create a new vertex between this vertex and `other` by linearly
  94851. * interpolating all properties using a parameter of `t`. Subclasses should
  94852. * override this to interpolate additional properties.
  94853. * @param other the vertex to interpolate against
  94854. * @param t The factor used to linearly interpolate between the vertices
  94855. */
  94856. Vertex.prototype.interpolate = function (other, t) {
  94857. 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));
  94858. };
  94859. return Vertex;
  94860. }());
  94861. /**
  94862. * Represents a plane in 3D space.
  94863. */
  94864. var Plane = /** @class */ (function () {
  94865. /**
  94866. * Initializes the plane
  94867. * @param normal The normal for the plane
  94868. * @param w
  94869. */
  94870. function Plane(normal, w) {
  94871. this.normal = normal;
  94872. this.w = w;
  94873. }
  94874. /**
  94875. * Construct a plane from three points
  94876. * @param a Point a
  94877. * @param b Point b
  94878. * @param c Point c
  94879. */
  94880. Plane.FromPoints = function (a, b, c) {
  94881. var v0 = c.subtract(a);
  94882. var v1 = b.subtract(a);
  94883. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  94884. return null;
  94885. }
  94886. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  94887. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  94888. };
  94889. /**
  94890. * Clone, or make a deep copy of the plane
  94891. * @returns a new Plane
  94892. */
  94893. Plane.prototype.clone = function () {
  94894. return new Plane(this.normal.clone(), this.w);
  94895. };
  94896. /**
  94897. * Flip the face of the plane
  94898. */
  94899. Plane.prototype.flip = function () {
  94900. this.normal.scaleInPlace(-1);
  94901. this.w = -this.w;
  94902. };
  94903. /**
  94904. * Split `polygon` by this plane if needed, then put the polygon or polygon
  94905. * fragments in the appropriate lists. Coplanar polygons go into either
  94906. `* coplanarFront` or `coplanarBack` depending on their orientation with
  94907. * respect to this plane. Polygons in front or in back of this plane go into
  94908. * either `front` or `back`
  94909. * @param polygon The polygon to be split
  94910. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  94911. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  94912. * @param front Will contain the polygons in front of the plane
  94913. * @param back Will contain the polygons begind the plane
  94914. */
  94915. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  94916. var COPLANAR = 0;
  94917. var FRONT = 1;
  94918. var BACK = 2;
  94919. var SPANNING = 3;
  94920. // Classify each point as well as the entire polygon into one of the above
  94921. // four classes.
  94922. var polygonType = 0;
  94923. var types = [];
  94924. var i;
  94925. var t;
  94926. for (i = 0; i < polygon.vertices.length; i++) {
  94927. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  94928. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  94929. polygonType |= type;
  94930. types.push(type);
  94931. }
  94932. // Put the polygon in the correct list, splitting it when necessary
  94933. switch (polygonType) {
  94934. case COPLANAR:
  94935. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  94936. break;
  94937. case FRONT:
  94938. front.push(polygon);
  94939. break;
  94940. case BACK:
  94941. back.push(polygon);
  94942. break;
  94943. case SPANNING:
  94944. var f = [], b = [];
  94945. for (i = 0; i < polygon.vertices.length; i++) {
  94946. var j = (i + 1) % polygon.vertices.length;
  94947. var ti = types[i], tj = types[j];
  94948. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  94949. if (ti !== BACK) {
  94950. f.push(vi);
  94951. }
  94952. if (ti !== FRONT) {
  94953. b.push(ti !== BACK ? vi.clone() : vi);
  94954. }
  94955. if ((ti | tj) === SPANNING) {
  94956. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  94957. var v = vi.interpolate(vj, t);
  94958. f.push(v);
  94959. b.push(v.clone());
  94960. }
  94961. }
  94962. var poly;
  94963. if (f.length >= 3) {
  94964. poly = new Polygon(f, polygon.shared);
  94965. if (poly.plane) {
  94966. front.push(poly);
  94967. }
  94968. }
  94969. if (b.length >= 3) {
  94970. poly = new Polygon(b, polygon.shared);
  94971. if (poly.plane) {
  94972. back.push(poly);
  94973. }
  94974. }
  94975. break;
  94976. }
  94977. };
  94978. /**
  94979. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  94980. * point is on the plane
  94981. */
  94982. Plane.EPSILON = 1e-5;
  94983. return Plane;
  94984. }());
  94985. /**
  94986. * Represents a convex polygon. The vertices used to initialize a polygon must
  94987. * be coplanar and form a convex loop.
  94988. *
  94989. * Each convex polygon has a `shared` property, which is shared between all
  94990. * polygons that are clones of each other or were split from the same polygon.
  94991. * This can be used to define per-polygon properties (such as surface color)
  94992. */
  94993. var Polygon = /** @class */ (function () {
  94994. /**
  94995. * Initializes the polygon
  94996. * @param vertices The vertices of the polygon
  94997. * @param shared The properties shared across all polygons
  94998. */
  94999. function Polygon(vertices, shared) {
  95000. this.vertices = vertices;
  95001. this.shared = shared;
  95002. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  95003. }
  95004. /**
  95005. * Clones, or makes a deep copy, or the polygon
  95006. */
  95007. Polygon.prototype.clone = function () {
  95008. var vertices = this.vertices.map(function (v) { return v.clone(); });
  95009. return new Polygon(vertices, this.shared);
  95010. };
  95011. /**
  95012. * Flips the faces of the polygon
  95013. */
  95014. Polygon.prototype.flip = function () {
  95015. this.vertices.reverse().map(function (v) { v.flip(); });
  95016. this.plane.flip();
  95017. };
  95018. return Polygon;
  95019. }());
  95020. /**
  95021. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  95022. * by picking a polygon to split along. That polygon (and all other coplanar
  95023. * polygons) are added directly to that node and the other polygons are added to
  95024. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  95025. * no distinction between internal and leaf nodes
  95026. */
  95027. var Node = /** @class */ (function () {
  95028. /**
  95029. * Initializes the node
  95030. * @param polygons A collection of polygons held in the node
  95031. */
  95032. function Node(polygons) {
  95033. this.plane = null;
  95034. this.front = null;
  95035. this.back = null;
  95036. this.polygons = new Array();
  95037. if (polygons) {
  95038. this.build(polygons);
  95039. }
  95040. }
  95041. /**
  95042. * Clones, or makes a deep copy, of the node
  95043. * @returns The cloned node
  95044. */
  95045. Node.prototype.clone = function () {
  95046. var node = new Node();
  95047. node.plane = this.plane && this.plane.clone();
  95048. node.front = this.front && this.front.clone();
  95049. node.back = this.back && this.back.clone();
  95050. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  95051. return node;
  95052. };
  95053. /**
  95054. * Convert solid space to empty space and empty space to solid space
  95055. */
  95056. Node.prototype.invert = function () {
  95057. for (var i = 0; i < this.polygons.length; i++) {
  95058. this.polygons[i].flip();
  95059. }
  95060. if (this.plane) {
  95061. this.plane.flip();
  95062. }
  95063. if (this.front) {
  95064. this.front.invert();
  95065. }
  95066. if (this.back) {
  95067. this.back.invert();
  95068. }
  95069. var temp = this.front;
  95070. this.front = this.back;
  95071. this.back = temp;
  95072. };
  95073. /**
  95074. * Recursively remove all polygons in `polygons` that are inside this BSP
  95075. * tree.
  95076. * @param polygons Polygons to remove from the BSP
  95077. * @returns Polygons clipped from the BSP
  95078. */
  95079. Node.prototype.clipPolygons = function (polygons) {
  95080. if (!this.plane) {
  95081. return polygons.slice();
  95082. }
  95083. var front = new Array(), back = new Array();
  95084. for (var i = 0; i < polygons.length; i++) {
  95085. this.plane.splitPolygon(polygons[i], front, back, front, back);
  95086. }
  95087. if (this.front) {
  95088. front = this.front.clipPolygons(front);
  95089. }
  95090. if (this.back) {
  95091. back = this.back.clipPolygons(back);
  95092. }
  95093. else {
  95094. back = [];
  95095. }
  95096. return front.concat(back);
  95097. };
  95098. /**
  95099. * Remove all polygons in this BSP tree that are inside the other BSP tree
  95100. * `bsp`.
  95101. * @param bsp BSP containing polygons to remove from this BSP
  95102. */
  95103. Node.prototype.clipTo = function (bsp) {
  95104. this.polygons = bsp.clipPolygons(this.polygons);
  95105. if (this.front) {
  95106. this.front.clipTo(bsp);
  95107. }
  95108. if (this.back) {
  95109. this.back.clipTo(bsp);
  95110. }
  95111. };
  95112. /**
  95113. * Return a list of all polygons in this BSP tree
  95114. * @returns List of all polygons in this BSP tree
  95115. */
  95116. Node.prototype.allPolygons = function () {
  95117. var polygons = this.polygons.slice();
  95118. if (this.front) {
  95119. polygons = polygons.concat(this.front.allPolygons());
  95120. }
  95121. if (this.back) {
  95122. polygons = polygons.concat(this.back.allPolygons());
  95123. }
  95124. return polygons;
  95125. };
  95126. /**
  95127. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  95128. * new polygons are filtered down to the bottom of the tree and become new
  95129. * nodes there. Each set of polygons is partitioned using the first polygon
  95130. * (no heuristic is used to pick a good split)
  95131. * @param polygons Polygons used to construct the BSP tree
  95132. */
  95133. Node.prototype.build = function (polygons) {
  95134. if (!polygons.length) {
  95135. return;
  95136. }
  95137. if (!this.plane) {
  95138. this.plane = polygons[0].plane.clone();
  95139. }
  95140. var front = new Array(), back = new Array();
  95141. for (var i = 0; i < polygons.length; i++) {
  95142. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  95143. }
  95144. if (front.length) {
  95145. if (!this.front) {
  95146. this.front = new Node();
  95147. }
  95148. this.front.build(front);
  95149. }
  95150. if (back.length) {
  95151. if (!this.back) {
  95152. this.back = new Node();
  95153. }
  95154. this.back.build(back);
  95155. }
  95156. };
  95157. return Node;
  95158. }());
  95159. /**
  95160. * Class for building Constructive Solid Geometry
  95161. */
  95162. var CSG = /** @class */ (function () {
  95163. function CSG() {
  95164. this.polygons = new Array();
  95165. }
  95166. /**
  95167. * Convert the BABYLON.Mesh to BABYLON.CSG
  95168. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  95169. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  95170. */
  95171. CSG.FromMesh = function (mesh) {
  95172. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  95173. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  95174. if (mesh instanceof BABYLON.Mesh) {
  95175. mesh.computeWorldMatrix(true);
  95176. matrix = mesh.getWorldMatrix();
  95177. meshPosition = mesh.position.clone();
  95178. meshRotation = mesh.rotation.clone();
  95179. if (mesh.rotationQuaternion) {
  95180. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  95181. }
  95182. meshScaling = mesh.scaling.clone();
  95183. }
  95184. else {
  95185. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  95186. }
  95187. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  95188. var subMeshes = mesh.subMeshes;
  95189. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  95190. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  95191. vertices = [];
  95192. for (var j = 0; j < 3; j++) {
  95193. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  95194. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  95195. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  95196. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  95197. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  95198. vertex = new Vertex(position, normal, uv);
  95199. vertices.push(vertex);
  95200. }
  95201. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  95202. // To handle the case of degenerated triangle
  95203. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  95204. if (polygon.plane) {
  95205. polygons.push(polygon);
  95206. }
  95207. }
  95208. }
  95209. var csg = CSG.FromPolygons(polygons);
  95210. csg.matrix = matrix;
  95211. csg.position = meshPosition;
  95212. csg.rotation = meshRotation;
  95213. csg.scaling = meshScaling;
  95214. csg.rotationQuaternion = meshRotationQuaternion;
  95215. currentCSGMeshId++;
  95216. return csg;
  95217. };
  95218. /**
  95219. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  95220. * @param polygons Polygons used to construct a BABYLON.CSG solid
  95221. */
  95222. CSG.FromPolygons = function (polygons) {
  95223. var csg = new CSG();
  95224. csg.polygons = polygons;
  95225. return csg;
  95226. };
  95227. /**
  95228. * Clones, or makes a deep copy, of the BABYLON.CSG
  95229. * @returns A new BABYLON.CSG
  95230. */
  95231. CSG.prototype.clone = function () {
  95232. var csg = new CSG();
  95233. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  95234. csg.copyTransformAttributes(this);
  95235. return csg;
  95236. };
  95237. /**
  95238. * Unions this CSG with another CSG
  95239. * @param csg The CSG to union against this CSG
  95240. * @returns The unioned CSG
  95241. */
  95242. CSG.prototype.union = function (csg) {
  95243. var a = new Node(this.clone().polygons);
  95244. var b = new Node(csg.clone().polygons);
  95245. a.clipTo(b);
  95246. b.clipTo(a);
  95247. b.invert();
  95248. b.clipTo(a);
  95249. b.invert();
  95250. a.build(b.allPolygons());
  95251. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95252. };
  95253. /**
  95254. * Unions this CSG with another CSG in place
  95255. * @param csg The CSG to union against this CSG
  95256. */
  95257. CSG.prototype.unionInPlace = function (csg) {
  95258. var a = new Node(this.polygons);
  95259. var b = new Node(csg.polygons);
  95260. a.clipTo(b);
  95261. b.clipTo(a);
  95262. b.invert();
  95263. b.clipTo(a);
  95264. b.invert();
  95265. a.build(b.allPolygons());
  95266. this.polygons = a.allPolygons();
  95267. };
  95268. /**
  95269. * Subtracts this CSG with another CSG
  95270. * @param csg The CSG to subtract against this CSG
  95271. * @returns A new BABYLON.CSG
  95272. */
  95273. CSG.prototype.subtract = function (csg) {
  95274. var a = new Node(this.clone().polygons);
  95275. var b = new Node(csg.clone().polygons);
  95276. a.invert();
  95277. a.clipTo(b);
  95278. b.clipTo(a);
  95279. b.invert();
  95280. b.clipTo(a);
  95281. b.invert();
  95282. a.build(b.allPolygons());
  95283. a.invert();
  95284. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95285. };
  95286. /**
  95287. * Subtracts this CSG with another CSG in place
  95288. * @param csg The CSG to subtact against this CSG
  95289. */
  95290. CSG.prototype.subtractInPlace = function (csg) {
  95291. var a = new Node(this.polygons);
  95292. var b = new Node(csg.polygons);
  95293. a.invert();
  95294. a.clipTo(b);
  95295. b.clipTo(a);
  95296. b.invert();
  95297. b.clipTo(a);
  95298. b.invert();
  95299. a.build(b.allPolygons());
  95300. a.invert();
  95301. this.polygons = a.allPolygons();
  95302. };
  95303. /**
  95304. * Intersect this CSG with another CSG
  95305. * @param csg The CSG to intersect against this CSG
  95306. * @returns A new BABYLON.CSG
  95307. */
  95308. CSG.prototype.intersect = function (csg) {
  95309. var a = new Node(this.clone().polygons);
  95310. var b = new Node(csg.clone().polygons);
  95311. a.invert();
  95312. b.clipTo(a);
  95313. b.invert();
  95314. a.clipTo(b);
  95315. b.clipTo(a);
  95316. a.build(b.allPolygons());
  95317. a.invert();
  95318. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95319. };
  95320. /**
  95321. * Intersects this CSG with another CSG in place
  95322. * @param csg The CSG to intersect against this CSG
  95323. */
  95324. CSG.prototype.intersectInPlace = function (csg) {
  95325. var a = new Node(this.polygons);
  95326. var b = new Node(csg.polygons);
  95327. a.invert();
  95328. b.clipTo(a);
  95329. b.invert();
  95330. a.clipTo(b);
  95331. b.clipTo(a);
  95332. a.build(b.allPolygons());
  95333. a.invert();
  95334. this.polygons = a.allPolygons();
  95335. };
  95336. /**
  95337. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  95338. * not modified.
  95339. * @returns A new BABYLON.CSG solid with solid and empty space switched
  95340. */
  95341. CSG.prototype.inverse = function () {
  95342. var csg = this.clone();
  95343. csg.inverseInPlace();
  95344. return csg;
  95345. };
  95346. /**
  95347. * Inverses the BABYLON.CSG in place
  95348. */
  95349. CSG.prototype.inverseInPlace = function () {
  95350. this.polygons.map(function (p) { p.flip(); });
  95351. };
  95352. /**
  95353. * This is used to keep meshes transformations so they can be restored
  95354. * when we build back a Babylon Mesh
  95355. * NB : All CSG operations are performed in world coordinates
  95356. * @param csg The BABYLON.CSG to copy the transform attributes from
  95357. * @returns This BABYLON.CSG
  95358. */
  95359. CSG.prototype.copyTransformAttributes = function (csg) {
  95360. this.matrix = csg.matrix;
  95361. this.position = csg.position;
  95362. this.rotation = csg.rotation;
  95363. this.scaling = csg.scaling;
  95364. this.rotationQuaternion = csg.rotationQuaternion;
  95365. return this;
  95366. };
  95367. /**
  95368. * Build Raw mesh from CSG
  95369. * Coordinates here are in world space
  95370. * @param name The name of the mesh geometry
  95371. * @param scene The BABYLON.Scene
  95372. * @param keepSubMeshes Specifies if the submeshes should be kept
  95373. * @returns A new BABYLON.Mesh
  95374. */
  95375. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  95376. var matrix = this.matrix.clone();
  95377. matrix.invert();
  95378. 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;
  95379. if (keepSubMeshes) {
  95380. // Sort Polygons, since subMeshes are indices range
  95381. polygons.sort(function (a, b) {
  95382. if (a.shared.meshId === b.shared.meshId) {
  95383. return a.shared.subMeshId - b.shared.subMeshId;
  95384. }
  95385. else {
  95386. return a.shared.meshId - b.shared.meshId;
  95387. }
  95388. });
  95389. }
  95390. for (var i = 0, il = polygons.length; i < il; i++) {
  95391. polygon = polygons[i];
  95392. // Building SubMeshes
  95393. if (!subMesh_dict[polygon.shared.meshId]) {
  95394. subMesh_dict[polygon.shared.meshId] = {};
  95395. }
  95396. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  95397. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  95398. indexStart: +Infinity,
  95399. indexEnd: -Infinity,
  95400. materialIndex: polygon.shared.materialIndex
  95401. };
  95402. }
  95403. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  95404. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  95405. polygonIndices[0] = 0;
  95406. polygonIndices[1] = j - 1;
  95407. polygonIndices[2] = j;
  95408. for (var k = 0; k < 3; k++) {
  95409. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  95410. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  95411. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  95412. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  95413. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  95414. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  95415. // Check if 2 points can be merged
  95416. if (!(typeof vertex_idx !== 'undefined' &&
  95417. normals[vertex_idx * 3] === localNormal.x &&
  95418. normals[vertex_idx * 3 + 1] === localNormal.y &&
  95419. normals[vertex_idx * 3 + 2] === localNormal.z &&
  95420. uvs[vertex_idx * 2] === uv.x &&
  95421. uvs[vertex_idx * 2 + 1] === uv.y)) {
  95422. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  95423. uvs.push(uv.x, uv.y);
  95424. normals.push(normal.x, normal.y, normal.z);
  95425. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  95426. }
  95427. indices.push(vertex_idx);
  95428. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  95429. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  95430. currentIndex++;
  95431. }
  95432. }
  95433. }
  95434. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  95435. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  95436. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  95437. mesh.setIndices(indices, null);
  95438. if (keepSubMeshes) {
  95439. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  95440. var materialIndexOffset = 0, materialMaxIndex;
  95441. mesh.subMeshes = new Array();
  95442. for (var m in subMesh_dict) {
  95443. materialMaxIndex = -1;
  95444. for (var sm in subMesh_dict[m]) {
  95445. subMesh_obj = subMesh_dict[m][sm];
  95446. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  95447. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  95448. }
  95449. materialIndexOffset += ++materialMaxIndex;
  95450. }
  95451. }
  95452. return mesh;
  95453. };
  95454. /**
  95455. * Build Mesh from CSG taking material and transforms into account
  95456. * @param name The name of the BABYLON.Mesh
  95457. * @param material The material of the BABYLON.Mesh
  95458. * @param scene The BABYLON.Scene
  95459. * @param keepSubMeshes Specifies if submeshes should be kept
  95460. * @returns The new BABYLON.Mesh
  95461. */
  95462. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  95463. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  95464. mesh.material = material;
  95465. mesh.position.copyFrom(this.position);
  95466. mesh.rotation.copyFrom(this.rotation);
  95467. if (this.rotationQuaternion) {
  95468. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  95469. }
  95470. mesh.scaling.copyFrom(this.scaling);
  95471. mesh.computeWorldMatrix(true);
  95472. return mesh;
  95473. };
  95474. return CSG;
  95475. }());
  95476. BABYLON.CSG = CSG;
  95477. })(BABYLON || (BABYLON = {}));
  95478. //# sourceMappingURL=babylon.csg.js.map
  95479. var BABYLON;
  95480. (function (BABYLON) {
  95481. /**
  95482. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95483. * It controls one of the indiviual texture used in the effect.
  95484. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95485. */
  95486. var LensFlare = /** @class */ (function () {
  95487. /**
  95488. * Instantiates a new Lens Flare.
  95489. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95490. * It controls one of the indiviual texture used in the effect.
  95491. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95492. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  95493. * @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.
  95494. * @param color Define the lens color
  95495. * @param imgUrl Define the lens texture url
  95496. * @param system Define the `lensFlareSystem` this flare is part of
  95497. */
  95498. function LensFlare(
  95499. /**
  95500. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  95501. */
  95502. size,
  95503. /**
  95504. * 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.
  95505. */
  95506. position, color, imgUrl, system) {
  95507. this.size = size;
  95508. this.position = position;
  95509. /**
  95510. * Define the alpha mode to render this particular lens.
  95511. */
  95512. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  95513. this.color = color || new BABYLON.Color3(1, 1, 1);
  95514. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  95515. this._system = system;
  95516. system.lensFlares.push(this);
  95517. }
  95518. /**
  95519. * Creates a new Lens Flare.
  95520. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95521. * It controls one of the indiviual texture used in the effect.
  95522. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95523. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  95524. * @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.
  95525. * @param color Define the lens color
  95526. * @param imgUrl Define the lens texture url
  95527. * @param system Define the `lensFlareSystem` this flare is part of
  95528. * @returns The newly created Lens Flare
  95529. */
  95530. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  95531. return new LensFlare(size, position, color, imgUrl, system);
  95532. };
  95533. /**
  95534. * Dispose and release the lens flare with its associated resources.
  95535. */
  95536. LensFlare.prototype.dispose = function () {
  95537. if (this.texture) {
  95538. this.texture.dispose();
  95539. }
  95540. // Remove from scene
  95541. var index = this._system.lensFlares.indexOf(this);
  95542. this._system.lensFlares.splice(index, 1);
  95543. };
  95544. return LensFlare;
  95545. }());
  95546. BABYLON.LensFlare = LensFlare;
  95547. })(BABYLON || (BABYLON = {}));
  95548. //# sourceMappingURL=babylon.lensFlare.js.map
  95549. var BABYLON;
  95550. (function (BABYLON) {
  95551. // Adds the parser to the scene parsers.
  95552. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  95553. // Lens flares
  95554. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  95555. if (!container.lensFlareSystems) {
  95556. container.lensFlareSystems = new Array();
  95557. }
  95558. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  95559. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  95560. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  95561. container.lensFlareSystems.push(lf);
  95562. }
  95563. }
  95564. });
  95565. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  95566. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95567. if (this.lensFlareSystems[index].name === name) {
  95568. return this.lensFlareSystems[index];
  95569. }
  95570. }
  95571. return null;
  95572. };
  95573. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  95574. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95575. if (this.lensFlareSystems[index].id === id) {
  95576. return this.lensFlareSystems[index];
  95577. }
  95578. }
  95579. return null;
  95580. };
  95581. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  95582. var index = this.lensFlareSystems.indexOf(toRemove);
  95583. if (index !== -1) {
  95584. this.lensFlareSystems.splice(index, 1);
  95585. }
  95586. return index;
  95587. };
  95588. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  95589. this.lensFlareSystems.push(newLensFlareSystem);
  95590. };
  95591. /**
  95592. * Defines the lens flare scene component responsible to manage any lens flares
  95593. * in a given scene.
  95594. */
  95595. var LensFlareSystemSceneComponent = /** @class */ (function () {
  95596. /**
  95597. * Creates a new instance of the component for the given scene
  95598. * @param scene Defines the scene to register the component in
  95599. */
  95600. function LensFlareSystemSceneComponent(scene) {
  95601. /**
  95602. * The component name helpfull to identify the component in the list of scene components.
  95603. */
  95604. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  95605. this.scene = scene;
  95606. scene.lensFlareSystems = new Array();
  95607. }
  95608. /**
  95609. * Registers the component in a given scene
  95610. */
  95611. LensFlareSystemSceneComponent.prototype.register = function () {
  95612. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  95613. };
  95614. /**
  95615. * Rebuilds the elements related to this component in case of
  95616. * context lost for instance.
  95617. */
  95618. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  95619. // Nothing to do for lens flare
  95620. };
  95621. /**
  95622. * Adds all the element from the container to the scene
  95623. * @param container the container holding the elements
  95624. */
  95625. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  95626. var _this = this;
  95627. if (!container.lensFlareSystems) {
  95628. return;
  95629. }
  95630. container.lensFlareSystems.forEach(function (o) {
  95631. _this.scene.addLensFlareSystem(o);
  95632. });
  95633. };
  95634. /**
  95635. * Removes all the elements in the container from the scene
  95636. * @param container contains the elements to remove
  95637. */
  95638. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  95639. var _this = this;
  95640. if (!container.lensFlareSystems) {
  95641. return;
  95642. }
  95643. container.lensFlareSystems.forEach(function (o) {
  95644. _this.scene.removeLensFlareSystem(o);
  95645. });
  95646. };
  95647. /**
  95648. * Serializes the component data to the specified json object
  95649. * @param serializationObject The object to serialize to
  95650. */
  95651. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  95652. // Lens flares
  95653. serializationObject.lensFlareSystems = [];
  95654. var lensFlareSystems = this.scene.lensFlareSystems;
  95655. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  95656. var lensFlareSystem = lensFlareSystems_1[_i];
  95657. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  95658. }
  95659. };
  95660. /**
  95661. * Disposes the component and the associated ressources.
  95662. */
  95663. LensFlareSystemSceneComponent.prototype.dispose = function () {
  95664. var lensFlareSystems = this.scene.lensFlareSystems;
  95665. while (lensFlareSystems.length) {
  95666. lensFlareSystems[0].dispose();
  95667. }
  95668. };
  95669. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  95670. // Lens flares
  95671. if (this.scene.lensFlaresEnabled) {
  95672. var lensFlareSystems = this.scene.lensFlareSystems;
  95673. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95674. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  95675. var lensFlareSystem = lensFlareSystems_2[_i];
  95676. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  95677. lensFlareSystem.render();
  95678. }
  95679. }
  95680. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95681. }
  95682. };
  95683. return LensFlareSystemSceneComponent;
  95684. }());
  95685. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  95686. })(BABYLON || (BABYLON = {}));
  95687. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  95688. var BABYLON;
  95689. (function (BABYLON) {
  95690. /**
  95691. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95692. * It is usually composed of several `BABYLON.lensFlare`.
  95693. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95694. */
  95695. var LensFlareSystem = /** @class */ (function () {
  95696. /**
  95697. * Instantiates a lens flare system.
  95698. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95699. * It is usually composed of several `BABYLON.lensFlare`.
  95700. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95701. * @param name Define the name of the lens flare system in the scene
  95702. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  95703. * @param scene Define the scene the lens flare system belongs to
  95704. */
  95705. function LensFlareSystem(
  95706. /**
  95707. * Define the name of the lens flare system
  95708. */
  95709. name, emitter, scene) {
  95710. this.name = name;
  95711. /**
  95712. * List of lens flares used in this system.
  95713. */
  95714. this.lensFlares = new Array();
  95715. /**
  95716. * Define a limit from the border the lens flare can be visible.
  95717. */
  95718. this.borderLimit = 300;
  95719. /**
  95720. * Define a viewport border we do not want to see the lens flare in.
  95721. */
  95722. this.viewportBorder = 0;
  95723. /**
  95724. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  95725. */
  95726. this.layerMask = 0x0FFFFFFF;
  95727. this._vertexBuffers = {};
  95728. this._isEnabled = true;
  95729. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  95730. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  95731. if (!component) {
  95732. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  95733. scene._addComponent(component);
  95734. }
  95735. this._emitter = emitter;
  95736. this.id = name;
  95737. scene.lensFlareSystems.push(this);
  95738. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  95739. var engine = scene.getEngine();
  95740. // VBO
  95741. var vertices = [];
  95742. vertices.push(1, 1);
  95743. vertices.push(-1, 1);
  95744. vertices.push(-1, -1);
  95745. vertices.push(1, -1);
  95746. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  95747. // Indices
  95748. var indices = [];
  95749. indices.push(0);
  95750. indices.push(1);
  95751. indices.push(2);
  95752. indices.push(0);
  95753. indices.push(2);
  95754. indices.push(3);
  95755. this._indexBuffer = engine.createIndexBuffer(indices);
  95756. // Effects
  95757. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  95758. }
  95759. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  95760. /**
  95761. * Define if the lens flare system is enabled.
  95762. */
  95763. get: function () {
  95764. return this._isEnabled;
  95765. },
  95766. set: function (value) {
  95767. this._isEnabled = value;
  95768. },
  95769. enumerable: true,
  95770. configurable: true
  95771. });
  95772. /**
  95773. * Get the scene the effects belongs to.
  95774. * @returns the scene holding the lens flare system
  95775. */
  95776. LensFlareSystem.prototype.getScene = function () {
  95777. return this._scene;
  95778. };
  95779. /**
  95780. * Get the emitter of the lens flare system.
  95781. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95782. * @returns the emitter of the lens flare system
  95783. */
  95784. LensFlareSystem.prototype.getEmitter = function () {
  95785. return this._emitter;
  95786. };
  95787. /**
  95788. * Set the emitter of the lens flare system.
  95789. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95790. * @param newEmitter Define the new emitter of the system
  95791. */
  95792. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  95793. this._emitter = newEmitter;
  95794. };
  95795. /**
  95796. * Get the lens flare system emitter position.
  95797. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  95798. * @returns the position
  95799. */
  95800. LensFlareSystem.prototype.getEmitterPosition = function () {
  95801. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  95802. };
  95803. /**
  95804. * @hidden
  95805. */
  95806. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  95807. var position = this.getEmitterPosition();
  95808. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  95809. this._positionX = position.x;
  95810. this._positionY = position.y;
  95811. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  95812. if (this.viewportBorder > 0) {
  95813. globalViewport.x -= this.viewportBorder;
  95814. globalViewport.y -= this.viewportBorder;
  95815. globalViewport.width += this.viewportBorder * 2;
  95816. globalViewport.height += this.viewportBorder * 2;
  95817. position.x += this.viewportBorder;
  95818. position.y += this.viewportBorder;
  95819. this._positionX += this.viewportBorder;
  95820. this._positionY += this.viewportBorder;
  95821. }
  95822. if (position.z > 0) {
  95823. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  95824. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  95825. return true;
  95826. }
  95827. }
  95828. return true;
  95829. }
  95830. return false;
  95831. };
  95832. /** @hidden */
  95833. LensFlareSystem.prototype._isVisible = function () {
  95834. if (!this._isEnabled || !this._scene.activeCamera) {
  95835. return false;
  95836. }
  95837. var emitterPosition = this.getEmitterPosition();
  95838. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  95839. var distance = direction.length();
  95840. direction.normalize();
  95841. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  95842. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  95843. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  95844. };
  95845. /**
  95846. * @hidden
  95847. */
  95848. LensFlareSystem.prototype.render = function () {
  95849. if (!this._effect.isReady() || !this._scene.activeCamera) {
  95850. return false;
  95851. }
  95852. var engine = this._scene.getEngine();
  95853. var viewport = this._scene.activeCamera.viewport;
  95854. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  95855. // Position
  95856. if (!this.computeEffectivePosition(globalViewport)) {
  95857. return false;
  95858. }
  95859. // Visibility
  95860. if (!this._isVisible()) {
  95861. return false;
  95862. }
  95863. // Intensity
  95864. var awayX;
  95865. var awayY;
  95866. if (this._positionX < this.borderLimit + globalViewport.x) {
  95867. awayX = this.borderLimit + globalViewport.x - this._positionX;
  95868. }
  95869. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  95870. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  95871. }
  95872. else {
  95873. awayX = 0;
  95874. }
  95875. if (this._positionY < this.borderLimit + globalViewport.y) {
  95876. awayY = this.borderLimit + globalViewport.y - this._positionY;
  95877. }
  95878. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  95879. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  95880. }
  95881. else {
  95882. awayY = 0;
  95883. }
  95884. var away = (awayX > awayY) ? awayX : awayY;
  95885. away -= this.viewportBorder;
  95886. if (away > this.borderLimit) {
  95887. away = this.borderLimit;
  95888. }
  95889. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  95890. if (intensity < 0) {
  95891. return false;
  95892. }
  95893. if (intensity > 1.0) {
  95894. intensity = 1.0;
  95895. }
  95896. if (this.viewportBorder > 0) {
  95897. globalViewport.x += this.viewportBorder;
  95898. globalViewport.y += this.viewportBorder;
  95899. globalViewport.width -= this.viewportBorder * 2;
  95900. globalViewport.height -= this.viewportBorder * 2;
  95901. this._positionX -= this.viewportBorder;
  95902. this._positionY -= this.viewportBorder;
  95903. }
  95904. // Position
  95905. var centerX = globalViewport.x + globalViewport.width / 2;
  95906. var centerY = globalViewport.y + globalViewport.height / 2;
  95907. var distX = centerX - this._positionX;
  95908. var distY = centerY - this._positionY;
  95909. // Effects
  95910. engine.enableEffect(this._effect);
  95911. engine.setState(false);
  95912. engine.setDepthBuffer(false);
  95913. // VBOs
  95914. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  95915. // Flares
  95916. for (var index = 0; index < this.lensFlares.length; index++) {
  95917. var flare = this.lensFlares[index];
  95918. engine.setAlphaMode(flare.alphaMode);
  95919. var x = centerX - (distX * flare.position);
  95920. var y = centerY - (distY * flare.position);
  95921. var cw = flare.size;
  95922. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  95923. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  95924. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  95925. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  95926. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  95927. // Texture
  95928. this._effect.setTexture("textureSampler", flare.texture);
  95929. // Color
  95930. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  95931. // Draw order
  95932. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  95933. }
  95934. engine.setDepthBuffer(true);
  95935. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  95936. return true;
  95937. };
  95938. /**
  95939. * Dispose and release the lens flare with its associated resources.
  95940. */
  95941. LensFlareSystem.prototype.dispose = function () {
  95942. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  95943. if (vertexBuffer) {
  95944. vertexBuffer.dispose();
  95945. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  95946. }
  95947. if (this._indexBuffer) {
  95948. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  95949. this._indexBuffer = null;
  95950. }
  95951. while (this.lensFlares.length) {
  95952. this.lensFlares[0].dispose();
  95953. }
  95954. // Remove from scene
  95955. var index = this._scene.lensFlareSystems.indexOf(this);
  95956. this._scene.lensFlareSystems.splice(index, 1);
  95957. };
  95958. /**
  95959. * Parse a lens flare system from a JSON repressentation
  95960. * @param parsedLensFlareSystem Define the JSON to parse
  95961. * @param scene Define the scene the parsed system should be instantiated in
  95962. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  95963. * @returns the parsed system
  95964. */
  95965. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  95966. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  95967. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  95968. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  95969. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  95970. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  95971. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  95972. var parsedFlare = parsedLensFlareSystem.flares[index];
  95973. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  95974. }
  95975. return lensFlareSystem;
  95976. };
  95977. /**
  95978. * Serialize the current Lens Flare System into a JSON representation.
  95979. * @returns the serialized JSON
  95980. */
  95981. LensFlareSystem.prototype.serialize = function () {
  95982. var serializationObject = {};
  95983. serializationObject.id = this.id;
  95984. serializationObject.name = this.name;
  95985. serializationObject.emitterId = this.getEmitter().id;
  95986. serializationObject.borderLimit = this.borderLimit;
  95987. serializationObject.flares = [];
  95988. for (var index = 0; index < this.lensFlares.length; index++) {
  95989. var flare = this.lensFlares[index];
  95990. serializationObject.flares.push({
  95991. size: flare.size,
  95992. position: flare.position,
  95993. color: flare.color.asArray(),
  95994. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  95995. });
  95996. }
  95997. return serializationObject;
  95998. };
  95999. return LensFlareSystem;
  96000. }());
  96001. BABYLON.LensFlareSystem = LensFlareSystem;
  96002. })(BABYLON || (BABYLON = {}));
  96003. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  96004. var BABYLON;
  96005. (function (BABYLON) {
  96006. /**
  96007. * This is a holder class for the physics joint created by the physics plugin
  96008. * It holds a set of functions to control the underlying joint
  96009. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96010. */
  96011. var PhysicsJoint = /** @class */ (function () {
  96012. /**
  96013. * Initializes the physics joint
  96014. * @param type The type of the physics joint
  96015. * @param jointData The data for the physics joint
  96016. */
  96017. function PhysicsJoint(
  96018. /**
  96019. * The type of the physics joint
  96020. */
  96021. type,
  96022. /**
  96023. * The data for the physics joint
  96024. */
  96025. jointData) {
  96026. this.type = type;
  96027. this.jointData = jointData;
  96028. jointData.nativeParams = jointData.nativeParams || {};
  96029. }
  96030. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  96031. /**
  96032. * Gets the physics joint
  96033. */
  96034. get: function () {
  96035. return this._physicsJoint;
  96036. },
  96037. /**
  96038. * Sets the physics joint
  96039. */
  96040. set: function (newJoint) {
  96041. if (this._physicsJoint) {
  96042. //remove from the wolrd
  96043. }
  96044. this._physicsJoint = newJoint;
  96045. },
  96046. enumerable: true,
  96047. configurable: true
  96048. });
  96049. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  96050. /**
  96051. * Sets the physics plugin
  96052. */
  96053. set: function (physicsPlugin) {
  96054. this._physicsPlugin = physicsPlugin;
  96055. },
  96056. enumerable: true,
  96057. configurable: true
  96058. });
  96059. /**
  96060. * Execute a function that is physics-plugin specific.
  96061. * @param {Function} func the function that will be executed.
  96062. * It accepts two parameters: the physics world and the physics joint
  96063. */
  96064. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  96065. func(this._physicsPlugin.world, this._physicsJoint);
  96066. };
  96067. //TODO check if the native joints are the same
  96068. //Joint Types
  96069. /**
  96070. * Distance-Joint type
  96071. */
  96072. PhysicsJoint.DistanceJoint = 0;
  96073. /**
  96074. * Hinge-Joint type
  96075. */
  96076. PhysicsJoint.HingeJoint = 1;
  96077. /**
  96078. * Ball-and-Socket joint type
  96079. */
  96080. PhysicsJoint.BallAndSocketJoint = 2;
  96081. /**
  96082. * Wheel-Joint type
  96083. */
  96084. PhysicsJoint.WheelJoint = 3;
  96085. /**
  96086. * Slider-Joint type
  96087. */
  96088. PhysicsJoint.SliderJoint = 4;
  96089. //OIMO
  96090. /**
  96091. * Prismatic-Joint type
  96092. */
  96093. PhysicsJoint.PrismaticJoint = 5;
  96094. //
  96095. /**
  96096. * Universal-Joint type
  96097. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  96098. */
  96099. PhysicsJoint.UniversalJoint = 6;
  96100. /**
  96101. * Hinge-Joint 2 type
  96102. */
  96103. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  96104. //Cannon
  96105. /**
  96106. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  96107. */
  96108. PhysicsJoint.PointToPointJoint = 8;
  96109. //Cannon only at the moment
  96110. /**
  96111. * Spring-Joint type
  96112. */
  96113. PhysicsJoint.SpringJoint = 9;
  96114. /**
  96115. * Lock-Joint type
  96116. */
  96117. PhysicsJoint.LockJoint = 10;
  96118. return PhysicsJoint;
  96119. }());
  96120. BABYLON.PhysicsJoint = PhysicsJoint;
  96121. /**
  96122. * A class representing a physics distance joint
  96123. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96124. */
  96125. var DistanceJoint = /** @class */ (function (_super) {
  96126. __extends(DistanceJoint, _super);
  96127. /**
  96128. *
  96129. * @param jointData The data for the Distance-Joint
  96130. */
  96131. function DistanceJoint(jointData) {
  96132. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  96133. }
  96134. /**
  96135. * Update the predefined distance.
  96136. * @param maxDistance The maximum preferred distance
  96137. * @param minDistance The minimum preferred distance
  96138. */
  96139. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  96140. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  96141. };
  96142. return DistanceJoint;
  96143. }(PhysicsJoint));
  96144. BABYLON.DistanceJoint = DistanceJoint;
  96145. /**
  96146. * Represents a Motor-Enabled Joint
  96147. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96148. */
  96149. var MotorEnabledJoint = /** @class */ (function (_super) {
  96150. __extends(MotorEnabledJoint, _super);
  96151. /**
  96152. * Initializes the Motor-Enabled Joint
  96153. * @param type The type of the joint
  96154. * @param jointData The physica joint data for the joint
  96155. */
  96156. function MotorEnabledJoint(type, jointData) {
  96157. return _super.call(this, type, jointData) || this;
  96158. }
  96159. /**
  96160. * Set the motor values.
  96161. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96162. * @param force the force to apply
  96163. * @param maxForce max force for this motor.
  96164. */
  96165. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  96166. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96167. };
  96168. /**
  96169. * Set the motor's limits.
  96170. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96171. * @param upperLimit The upper limit of the motor
  96172. * @param lowerLimit The lower limit of the motor
  96173. */
  96174. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96175. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96176. };
  96177. return MotorEnabledJoint;
  96178. }(PhysicsJoint));
  96179. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  96180. /**
  96181. * This class represents a single physics Hinge-Joint
  96182. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96183. */
  96184. var HingeJoint = /** @class */ (function (_super) {
  96185. __extends(HingeJoint, _super);
  96186. /**
  96187. * Initializes the Hinge-Joint
  96188. * @param jointData The joint data for the Hinge-Joint
  96189. */
  96190. function HingeJoint(jointData) {
  96191. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  96192. }
  96193. /**
  96194. * Set the motor values.
  96195. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96196. * @param {number} force the force to apply
  96197. * @param {number} maxForce max force for this motor.
  96198. */
  96199. HingeJoint.prototype.setMotor = function (force, maxForce) {
  96200. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96201. };
  96202. /**
  96203. * Set the motor's limits.
  96204. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96205. * @param upperLimit The upper limit of the motor
  96206. * @param lowerLimit The lower limit of the motor
  96207. */
  96208. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96209. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96210. };
  96211. return HingeJoint;
  96212. }(MotorEnabledJoint));
  96213. BABYLON.HingeJoint = HingeJoint;
  96214. /**
  96215. * This class represents a dual hinge physics joint (same as wheel joint)
  96216. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96217. */
  96218. var Hinge2Joint = /** @class */ (function (_super) {
  96219. __extends(Hinge2Joint, _super);
  96220. /**
  96221. * Initializes the Hinge2-Joint
  96222. * @param jointData The joint data for the Hinge2-Joint
  96223. */
  96224. function Hinge2Joint(jointData) {
  96225. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  96226. }
  96227. /**
  96228. * Set the motor values.
  96229. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96230. * @param {number} force the force to apply
  96231. * @param {number} maxForce max force for this motor.
  96232. * @param {motorIndex} the motor's index, 0 or 1.
  96233. */
  96234. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  96235. if (motorIndex === void 0) { motorIndex = 0; }
  96236. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  96237. };
  96238. /**
  96239. * Set the motor limits.
  96240. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96241. * @param {number} upperLimit the upper limit
  96242. * @param {number} lowerLimit lower limit
  96243. * @param {motorIndex} the motor's index, 0 or 1.
  96244. */
  96245. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  96246. if (motorIndex === void 0) { motorIndex = 0; }
  96247. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  96248. };
  96249. return Hinge2Joint;
  96250. }(MotorEnabledJoint));
  96251. BABYLON.Hinge2Joint = Hinge2Joint;
  96252. })(BABYLON || (BABYLON = {}));
  96253. //# sourceMappingURL=babylon.physicsJoint.js.map
  96254. var BABYLON;
  96255. (function (BABYLON) {
  96256. /**
  96257. * Represents a physics imposter
  96258. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96259. */
  96260. var PhysicsImpostor = /** @class */ (function () {
  96261. /**
  96262. * Initializes the physics imposter
  96263. * @param object The physics-enabled object used as the physics imposter
  96264. * @param type The type of the physics imposter
  96265. * @param _options The options for the physics imposter
  96266. * @param _scene The Babylon scene
  96267. */
  96268. function PhysicsImpostor(
  96269. /**
  96270. * The physics-enabled object used as the physics imposter
  96271. */
  96272. object,
  96273. /**
  96274. * The type of the physics imposter
  96275. */
  96276. type, _options, _scene) {
  96277. if (_options === void 0) { _options = { mass: 0 }; }
  96278. var _this = this;
  96279. this.object = object;
  96280. this.type = type;
  96281. this._options = _options;
  96282. this._scene = _scene;
  96283. this._bodyUpdateRequired = false;
  96284. this._onBeforePhysicsStepCallbacks = new Array();
  96285. this._onAfterPhysicsStepCallbacks = new Array();
  96286. this._onPhysicsCollideCallbacks = [];
  96287. this._deltaPosition = BABYLON.Vector3.Zero();
  96288. this._isDisposed = false;
  96289. //temp variables for parent rotation calculations
  96290. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  96291. this._tmpQuat = new BABYLON.Quaternion();
  96292. this._tmpQuat2 = new BABYLON.Quaternion();
  96293. /**
  96294. * this function is executed by the physics engine.
  96295. */
  96296. this.beforeStep = function () {
  96297. if (!_this._physicsEngine) {
  96298. return;
  96299. }
  96300. _this.object.translate(_this._deltaPosition, -1);
  96301. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  96302. _this.object.computeWorldMatrix(false);
  96303. if (_this.object.parent && _this.object.rotationQuaternion) {
  96304. _this.getParentsRotation();
  96305. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  96306. }
  96307. else {
  96308. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  96309. }
  96310. if (!_this._options.disableBidirectionalTransformation) {
  96311. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  96312. }
  96313. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  96314. func(_this);
  96315. });
  96316. };
  96317. /**
  96318. * this function is executed by the physics engine
  96319. */
  96320. this.afterStep = function () {
  96321. if (!_this._physicsEngine) {
  96322. return;
  96323. }
  96324. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  96325. func(_this);
  96326. });
  96327. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  96328. // object has now its world rotation. needs to be converted to local.
  96329. if (_this.object.parent && _this.object.rotationQuaternion) {
  96330. _this.getParentsRotation();
  96331. _this._tmpQuat.conjugateInPlace();
  96332. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  96333. }
  96334. // take the position set and make it the absolute position of this object.
  96335. _this.object.setAbsolutePosition(_this.object.position);
  96336. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  96337. _this.object.translate(_this._deltaPosition, 1);
  96338. };
  96339. /**
  96340. * Legacy collision detection event support
  96341. */
  96342. this.onCollideEvent = null;
  96343. /**
  96344. * event and body object due to cannon's event-based architecture.
  96345. */
  96346. this.onCollide = function (e) {
  96347. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  96348. return;
  96349. }
  96350. if (!_this._physicsEngine) {
  96351. return;
  96352. }
  96353. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  96354. if (otherImpostor) {
  96355. // Legacy collision detection event support
  96356. if (_this.onCollideEvent) {
  96357. _this.onCollideEvent(_this, otherImpostor);
  96358. }
  96359. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  96360. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  96361. }).forEach(function (obj) {
  96362. obj.callback(_this, otherImpostor);
  96363. });
  96364. }
  96365. };
  96366. //sanity check!
  96367. if (!this.object) {
  96368. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  96369. return;
  96370. }
  96371. // Legacy support for old syntax.
  96372. if (!this._scene && object.getScene) {
  96373. this._scene = object.getScene();
  96374. }
  96375. if (!this._scene) {
  96376. return;
  96377. }
  96378. this._physicsEngine = this._scene.getPhysicsEngine();
  96379. if (!this._physicsEngine) {
  96380. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  96381. }
  96382. else {
  96383. //set the object's quaternion, if not set
  96384. if (!this.object.rotationQuaternion) {
  96385. if (this.object.rotation) {
  96386. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  96387. }
  96388. else {
  96389. this.object.rotationQuaternion = new BABYLON.Quaternion();
  96390. }
  96391. }
  96392. //default options params
  96393. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  96394. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  96395. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  96396. this._joints = [];
  96397. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  96398. if (!this.object.parent || this._options.ignoreParent) {
  96399. this._init();
  96400. }
  96401. else if (this.object.parent.physicsImpostor) {
  96402. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  96403. }
  96404. }
  96405. }
  96406. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  96407. /**
  96408. * Specifies if the physics imposter is disposed
  96409. */
  96410. get: function () {
  96411. return this._isDisposed;
  96412. },
  96413. enumerable: true,
  96414. configurable: true
  96415. });
  96416. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  96417. /**
  96418. * Gets the mass of the physics imposter
  96419. */
  96420. get: function () {
  96421. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  96422. },
  96423. set: function (value) {
  96424. this.setMass(value);
  96425. },
  96426. enumerable: true,
  96427. configurable: true
  96428. });
  96429. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  96430. /**
  96431. * Gets the coefficient of friction
  96432. */
  96433. get: function () {
  96434. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  96435. },
  96436. /**
  96437. * Sets the coefficient of friction
  96438. */
  96439. set: function (value) {
  96440. if (!this._physicsEngine) {
  96441. return;
  96442. }
  96443. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  96444. },
  96445. enumerable: true,
  96446. configurable: true
  96447. });
  96448. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  96449. /**
  96450. * Gets the coefficient of restitution
  96451. */
  96452. get: function () {
  96453. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  96454. },
  96455. /**
  96456. * Sets the coefficient of restitution
  96457. */
  96458. set: function (value) {
  96459. if (!this._physicsEngine) {
  96460. return;
  96461. }
  96462. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  96463. },
  96464. enumerable: true,
  96465. configurable: true
  96466. });
  96467. /**
  96468. * This function will completly initialize this impostor.
  96469. * It will create a new body - but only if this mesh has no parent.
  96470. * If it has, this impostor will not be used other than to define the impostor
  96471. * of the child mesh.
  96472. * @hidden
  96473. */
  96474. PhysicsImpostor.prototype._init = function () {
  96475. if (!this._physicsEngine) {
  96476. return;
  96477. }
  96478. this._physicsEngine.removeImpostor(this);
  96479. this.physicsBody = null;
  96480. this._parent = this._parent || this._getPhysicsParent();
  96481. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  96482. this._physicsEngine.addImpostor(this);
  96483. }
  96484. };
  96485. PhysicsImpostor.prototype._getPhysicsParent = function () {
  96486. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  96487. var parentMesh = this.object.parent;
  96488. return parentMesh.physicsImpostor;
  96489. }
  96490. return null;
  96491. };
  96492. /**
  96493. * Should a new body be generated.
  96494. * @returns boolean specifying if body initialization is required
  96495. */
  96496. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  96497. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  96498. };
  96499. /**
  96500. * Sets the updated scaling
  96501. * @param updated Specifies if the scaling is updated
  96502. */
  96503. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  96504. this.forceUpdate();
  96505. };
  96506. /**
  96507. * Force a regeneration of this or the parent's impostor's body.
  96508. * Use under cautious - This will remove all joints already implemented.
  96509. */
  96510. PhysicsImpostor.prototype.forceUpdate = function () {
  96511. this._init();
  96512. if (this.parent && !this._options.ignoreParent) {
  96513. this.parent.forceUpdate();
  96514. }
  96515. };
  96516. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  96517. /*public get mesh(): AbstractMesh {
  96518. return this._mesh;
  96519. }*/
  96520. /**
  96521. * Gets the body that holds this impostor. Either its own, or its parent.
  96522. */
  96523. get: function () {
  96524. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  96525. },
  96526. /**
  96527. * Set the physics body. Used mainly by the physics engine/plugin
  96528. */
  96529. set: function (physicsBody) {
  96530. if (this._physicsBody && this._physicsEngine) {
  96531. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  96532. }
  96533. this._physicsBody = physicsBody;
  96534. this.resetUpdateFlags();
  96535. },
  96536. enumerable: true,
  96537. configurable: true
  96538. });
  96539. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  96540. /**
  96541. * Get the parent of the physics imposter
  96542. * @returns Physics imposter or null
  96543. */
  96544. get: function () {
  96545. return !this._options.ignoreParent && this._parent ? this._parent : null;
  96546. },
  96547. /**
  96548. * Sets the parent of the physics imposter
  96549. */
  96550. set: function (value) {
  96551. this._parent = value;
  96552. },
  96553. enumerable: true,
  96554. configurable: true
  96555. });
  96556. /**
  96557. * Resets the update flags
  96558. */
  96559. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  96560. this._bodyUpdateRequired = false;
  96561. };
  96562. /**
  96563. * Gets the object extend size
  96564. * @returns the object extend size
  96565. */
  96566. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  96567. if (this.object.getBoundingInfo) {
  96568. var q = this.object.rotationQuaternion;
  96569. //reset rotation
  96570. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  96571. //calculate the world matrix with no rotation
  96572. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96573. var boundingInfo = this.object.getBoundingInfo();
  96574. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  96575. //bring back the rotation
  96576. this.object.rotationQuaternion = q;
  96577. //calculate the world matrix with the new rotation
  96578. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96579. return size;
  96580. }
  96581. else {
  96582. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  96583. }
  96584. };
  96585. /**
  96586. * Gets the object center
  96587. * @returns The object center
  96588. */
  96589. PhysicsImpostor.prototype.getObjectCenter = function () {
  96590. if (this.object.getBoundingInfo) {
  96591. var boundingInfo = this.object.getBoundingInfo();
  96592. return boundingInfo.boundingBox.centerWorld;
  96593. }
  96594. else {
  96595. return this.object.position;
  96596. }
  96597. };
  96598. /**
  96599. * Get a specific parametes from the options parameter
  96600. * @param paramName The object parameter name
  96601. * @returns The object parameter
  96602. */
  96603. PhysicsImpostor.prototype.getParam = function (paramName) {
  96604. return this._options[paramName];
  96605. };
  96606. /**
  96607. * Sets a specific parameter in the options given to the physics plugin
  96608. * @param paramName The parameter name
  96609. * @param value The value of the parameter
  96610. */
  96611. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  96612. this._options[paramName] = value;
  96613. this._bodyUpdateRequired = true;
  96614. };
  96615. /**
  96616. * Specifically change the body's mass option. Won't recreate the physics body object
  96617. * @param mass The mass of the physics imposter
  96618. */
  96619. PhysicsImpostor.prototype.setMass = function (mass) {
  96620. if (this.getParam("mass") !== mass) {
  96621. this.setParam("mass", mass);
  96622. }
  96623. if (this._physicsEngine) {
  96624. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  96625. }
  96626. };
  96627. /**
  96628. * Gets the linear velocity
  96629. * @returns linear velocity or null
  96630. */
  96631. PhysicsImpostor.prototype.getLinearVelocity = function () {
  96632. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  96633. };
  96634. /**
  96635. * Sets the linear velocity
  96636. * @param velocity linear velocity or null
  96637. */
  96638. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  96639. if (this._physicsEngine) {
  96640. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  96641. }
  96642. };
  96643. /**
  96644. * Gets the angular velocity
  96645. * @returns angular velocity or null
  96646. */
  96647. PhysicsImpostor.prototype.getAngularVelocity = function () {
  96648. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  96649. };
  96650. /**
  96651. * Sets the angular velocity
  96652. * @param velocity The velocity or null
  96653. */
  96654. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  96655. if (this._physicsEngine) {
  96656. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  96657. }
  96658. };
  96659. /**
  96660. * Execute a function with the physics plugin native code
  96661. * Provide a function the will have two variables - the world object and the physics body object
  96662. * @param func The function to execute with the physics plugin native code
  96663. */
  96664. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  96665. if (this._physicsEngine) {
  96666. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  96667. }
  96668. };
  96669. /**
  96670. * Register a function that will be executed before the physics world is stepping forward
  96671. * @param func The function to execute before the physics world is stepped forward
  96672. */
  96673. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  96674. this._onBeforePhysicsStepCallbacks.push(func);
  96675. };
  96676. /**
  96677. * Unregister a function that will be executed before the physics world is stepping forward
  96678. * @param func The function to execute before the physics world is stepped forward
  96679. */
  96680. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  96681. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  96682. if (index > -1) {
  96683. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  96684. }
  96685. else {
  96686. BABYLON.Tools.Warn("Function to remove was not found");
  96687. }
  96688. };
  96689. /**
  96690. * Register a function that will be executed after the physics step
  96691. * @param func The function to execute after physics step
  96692. */
  96693. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  96694. this._onAfterPhysicsStepCallbacks.push(func);
  96695. };
  96696. /**
  96697. * Unregisters a function that will be executed after the physics step
  96698. * @param func The function to execute after physics step
  96699. */
  96700. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  96701. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  96702. if (index > -1) {
  96703. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  96704. }
  96705. else {
  96706. BABYLON.Tools.Warn("Function to remove was not found");
  96707. }
  96708. };
  96709. /**
  96710. * register a function that will be executed when this impostor collides against a different body
  96711. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  96712. * @param func Callback that is executed on collision
  96713. */
  96714. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  96715. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96716. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  96717. };
  96718. /**
  96719. * Unregisters the physics imposter on contact
  96720. * @param collideAgainst The physics object to collide against
  96721. * @param func Callback to execute on collision
  96722. */
  96723. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  96724. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96725. var index = -1;
  96726. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  96727. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  96728. // chcek the arrays match
  96729. var sameList = cbDef.otherImpostors.every(function (impostor) {
  96730. return collidedAgainstList.indexOf(impostor) > -1;
  96731. });
  96732. if (sameList) {
  96733. index = idx;
  96734. }
  96735. return sameList;
  96736. }
  96737. return false;
  96738. });
  96739. if (found) {
  96740. this._onPhysicsCollideCallbacks.splice(index, 1);
  96741. }
  96742. else {
  96743. BABYLON.Tools.Warn("Function to remove was not found");
  96744. }
  96745. };
  96746. /**
  96747. * Get the parent rotation
  96748. * @returns The parent rotation
  96749. */
  96750. PhysicsImpostor.prototype.getParentsRotation = function () {
  96751. var parent = this.object.parent;
  96752. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  96753. while (parent) {
  96754. if (parent.rotationQuaternion) {
  96755. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  96756. }
  96757. else {
  96758. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  96759. }
  96760. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  96761. parent = parent.parent;
  96762. }
  96763. return this._tmpQuat;
  96764. };
  96765. /**
  96766. * Apply a force
  96767. * @param force The force to apply
  96768. * @param contactPoint The contact point for the force
  96769. * @returns The physics imposter
  96770. */
  96771. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  96772. if (this._physicsEngine) {
  96773. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  96774. }
  96775. return this;
  96776. };
  96777. /**
  96778. * Apply an impulse
  96779. * @param force The impulse force
  96780. * @param contactPoint The contact point for the impulse force
  96781. * @returns The physics imposter
  96782. */
  96783. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  96784. if (this._physicsEngine) {
  96785. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  96786. }
  96787. return this;
  96788. };
  96789. /**
  96790. * A help function to create a joint
  96791. * @param otherImpostor A physics imposter used to create a joint
  96792. * @param jointType The type of joint
  96793. * @param jointData The data for the joint
  96794. * @returns The physics imposter
  96795. */
  96796. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  96797. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  96798. this.addJoint(otherImpostor, joint);
  96799. return this;
  96800. };
  96801. /**
  96802. * Add a joint to this impostor with a different impostor
  96803. * @param otherImpostor A physics imposter used to add a joint
  96804. * @param joint The joint to add
  96805. * @returns The physics imposter
  96806. */
  96807. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  96808. this._joints.push({
  96809. otherImpostor: otherImpostor,
  96810. joint: joint
  96811. });
  96812. if (this._physicsEngine) {
  96813. this._physicsEngine.addJoint(this, otherImpostor, joint);
  96814. }
  96815. return this;
  96816. };
  96817. /**
  96818. * Will keep this body still, in a sleep mode.
  96819. * @returns the physics imposter
  96820. */
  96821. PhysicsImpostor.prototype.sleep = function () {
  96822. if (this._physicsEngine) {
  96823. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  96824. }
  96825. return this;
  96826. };
  96827. /**
  96828. * Wake the body up.
  96829. * @returns The physics imposter
  96830. */
  96831. PhysicsImpostor.prototype.wakeUp = function () {
  96832. if (this._physicsEngine) {
  96833. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  96834. }
  96835. return this;
  96836. };
  96837. /**
  96838. * Clones the physics imposter
  96839. * @param newObject The physics imposter clones to this physics-enabled object
  96840. * @returns A nullable physics imposter
  96841. */
  96842. PhysicsImpostor.prototype.clone = function (newObject) {
  96843. if (!newObject) {
  96844. return null;
  96845. }
  96846. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  96847. };
  96848. /**
  96849. * Disposes the physics imposter
  96850. */
  96851. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  96852. var _this = this;
  96853. //no dispose if no physics engine is available.
  96854. if (!this._physicsEngine) {
  96855. return;
  96856. }
  96857. this._joints.forEach(function (j) {
  96858. if (_this._physicsEngine) {
  96859. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  96860. }
  96861. });
  96862. //dispose the physics body
  96863. this._physicsEngine.removeImpostor(this);
  96864. if (this.parent) {
  96865. this.parent.forceUpdate();
  96866. }
  96867. else {
  96868. /*this._object.getChildMeshes().forEach(function(mesh) {
  96869. if (mesh.physicsImpostor) {
  96870. if (disposeChildren) {
  96871. mesh.physicsImpostor.dispose();
  96872. mesh.physicsImpostor = null;
  96873. }
  96874. }
  96875. })*/
  96876. }
  96877. this._isDisposed = true;
  96878. };
  96879. /**
  96880. * Sets the delta position
  96881. * @param position The delta position amount
  96882. */
  96883. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  96884. this._deltaPosition.copyFrom(position);
  96885. };
  96886. /**
  96887. * Sets the delta rotation
  96888. * @param rotation The delta rotation amount
  96889. */
  96890. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  96891. if (!this._deltaRotation) {
  96892. this._deltaRotation = new BABYLON.Quaternion();
  96893. }
  96894. this._deltaRotation.copyFrom(rotation);
  96895. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  96896. };
  96897. /**
  96898. * Gets the box size of the physics imposter and stores the result in the input parameter
  96899. * @param result Stores the box size
  96900. * @returns The physics imposter
  96901. */
  96902. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  96903. if (this._physicsEngine) {
  96904. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  96905. }
  96906. return this;
  96907. };
  96908. /**
  96909. * Gets the radius of the physics imposter
  96910. * @returns Radius of the physics imposter
  96911. */
  96912. PhysicsImpostor.prototype.getRadius = function () {
  96913. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  96914. };
  96915. /**
  96916. * Sync a bone with this impostor
  96917. * @param bone The bone to sync to the impostor.
  96918. * @param boneMesh The mesh that the bone is influencing.
  96919. * @param jointPivot The pivot of the joint / bone in local space.
  96920. * @param distToJoint Optional distance from the impostor to the joint.
  96921. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96922. */
  96923. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  96924. var tempVec = PhysicsImpostor._tmpVecs[0];
  96925. var mesh = this.object;
  96926. if (mesh.rotationQuaternion) {
  96927. if (adjustRotation) {
  96928. var tempQuat = PhysicsImpostor._tmpQuat;
  96929. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  96930. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  96931. }
  96932. else {
  96933. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  96934. }
  96935. }
  96936. tempVec.x = 0;
  96937. tempVec.y = 0;
  96938. tempVec.z = 0;
  96939. if (jointPivot) {
  96940. tempVec.x = jointPivot.x;
  96941. tempVec.y = jointPivot.y;
  96942. tempVec.z = jointPivot.z;
  96943. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  96944. if (distToJoint === undefined || distToJoint === null) {
  96945. distToJoint = jointPivot.length();
  96946. }
  96947. tempVec.x *= distToJoint;
  96948. tempVec.y *= distToJoint;
  96949. tempVec.z *= distToJoint;
  96950. }
  96951. if (bone.getParent()) {
  96952. tempVec.addInPlace(mesh.getAbsolutePosition());
  96953. bone.setAbsolutePosition(tempVec, boneMesh);
  96954. }
  96955. else {
  96956. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  96957. boneMesh.position.x -= tempVec.x;
  96958. boneMesh.position.y -= tempVec.y;
  96959. boneMesh.position.z -= tempVec.z;
  96960. }
  96961. };
  96962. /**
  96963. * Sync impostor to a bone
  96964. * @param bone The bone that the impostor will be synced to.
  96965. * @param boneMesh The mesh that the bone is influencing.
  96966. * @param jointPivot The pivot of the joint / bone in local space.
  96967. * @param distToJoint Optional distance from the impostor to the joint.
  96968. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96969. * @param boneAxis Optional vector3 axis the bone is aligned with
  96970. */
  96971. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  96972. var mesh = this.object;
  96973. if (mesh.rotationQuaternion) {
  96974. if (adjustRotation) {
  96975. var tempQuat = PhysicsImpostor._tmpQuat;
  96976. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  96977. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  96978. }
  96979. else {
  96980. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  96981. }
  96982. }
  96983. var pos = PhysicsImpostor._tmpVecs[0];
  96984. var boneDir = PhysicsImpostor._tmpVecs[1];
  96985. if (!boneAxis) {
  96986. boneAxis = PhysicsImpostor._tmpVecs[2];
  96987. boneAxis.x = 0;
  96988. boneAxis.y = 1;
  96989. boneAxis.z = 0;
  96990. }
  96991. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  96992. bone.getAbsolutePositionToRef(boneMesh, pos);
  96993. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  96994. distToJoint = jointPivot.length();
  96995. }
  96996. if (distToJoint !== undefined && distToJoint !== null) {
  96997. pos.x += boneDir.x * distToJoint;
  96998. pos.y += boneDir.y * distToJoint;
  96999. pos.z += boneDir.z * distToJoint;
  97000. }
  97001. mesh.setAbsolutePosition(pos);
  97002. };
  97003. /**
  97004. * The default object size of the imposter
  97005. */
  97006. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  97007. /**
  97008. * The identity quaternion of the imposter
  97009. */
  97010. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  97011. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  97012. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  97013. //Impostor types
  97014. /**
  97015. * No-Imposter type
  97016. */
  97017. PhysicsImpostor.NoImpostor = 0;
  97018. /**
  97019. * Sphere-Imposter type
  97020. */
  97021. PhysicsImpostor.SphereImpostor = 1;
  97022. /**
  97023. * Box-Imposter type
  97024. */
  97025. PhysicsImpostor.BoxImpostor = 2;
  97026. /**
  97027. * Plane-Imposter type
  97028. */
  97029. PhysicsImpostor.PlaneImpostor = 3;
  97030. /**
  97031. * Mesh-imposter type
  97032. */
  97033. PhysicsImpostor.MeshImpostor = 4;
  97034. /**
  97035. * Cylinder-Imposter type
  97036. */
  97037. PhysicsImpostor.CylinderImpostor = 7;
  97038. /**
  97039. * Particle-Imposter type
  97040. */
  97041. PhysicsImpostor.ParticleImpostor = 8;
  97042. /**
  97043. * Heightmap-Imposter type
  97044. */
  97045. PhysicsImpostor.HeightmapImpostor = 9;
  97046. return PhysicsImpostor;
  97047. }());
  97048. BABYLON.PhysicsImpostor = PhysicsImpostor;
  97049. })(BABYLON || (BABYLON = {}));
  97050. //# sourceMappingURL=babylon.physicsImpostor.js.map
  97051. var BABYLON;
  97052. (function (BABYLON) {
  97053. /**
  97054. * Class used to control physics engine
  97055. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  97056. */
  97057. var PhysicsEngine = /** @class */ (function () {
  97058. /**
  97059. * Creates a new Physics Engine
  97060. * @param gravity defines the gravity vector used by the simulation
  97061. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  97062. */
  97063. function PhysicsEngine(gravity, _physicsPlugin) {
  97064. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  97065. this._physicsPlugin = _physicsPlugin;
  97066. this._impostors = [];
  97067. this._joints = [];
  97068. if (!this._physicsPlugin.isSupported()) {
  97069. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  97070. + "Please make sure it is included.");
  97071. }
  97072. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  97073. this.setGravity(gravity);
  97074. this.setTimeStep();
  97075. }
  97076. /**
  97077. * Sets the gravity vector used by the simulation
  97078. * @param gravity defines the gravity vector to use
  97079. */
  97080. PhysicsEngine.prototype.setGravity = function (gravity) {
  97081. this.gravity = gravity;
  97082. this._physicsPlugin.setGravity(this.gravity);
  97083. };
  97084. /**
  97085. * Set the time step of the physics engine.
  97086. * Default is 1/60.
  97087. * To slow it down, enter 1/600 for example.
  97088. * To speed it up, 1/30
  97089. * @param newTimeStep defines the new timestep to apply to this world.
  97090. */
  97091. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  97092. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  97093. this._physicsPlugin.setTimeStep(newTimeStep);
  97094. };
  97095. /**
  97096. * Get the time step of the physics engine.
  97097. * @returns the current time step
  97098. */
  97099. PhysicsEngine.prototype.getTimeStep = function () {
  97100. return this._physicsPlugin.getTimeStep();
  97101. };
  97102. /**
  97103. * Release all resources
  97104. */
  97105. PhysicsEngine.prototype.dispose = function () {
  97106. this._impostors.forEach(function (impostor) {
  97107. impostor.dispose();
  97108. });
  97109. this._physicsPlugin.dispose();
  97110. };
  97111. /**
  97112. * Gets the name of the current physics plugin
  97113. * @returns the name of the plugin
  97114. */
  97115. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  97116. return this._physicsPlugin.name;
  97117. };
  97118. /**
  97119. * Adding a new impostor for the impostor tracking.
  97120. * This will be done by the impostor itself.
  97121. * @param impostor the impostor to add
  97122. */
  97123. PhysicsEngine.prototype.addImpostor = function (impostor) {
  97124. impostor.uniqueId = this._impostors.push(impostor);
  97125. //if no parent, generate the body
  97126. if (!impostor.parent) {
  97127. this._physicsPlugin.generatePhysicsBody(impostor);
  97128. }
  97129. };
  97130. /**
  97131. * Remove an impostor from the engine.
  97132. * This impostor and its mesh will not longer be updated by the physics engine.
  97133. * @param impostor the impostor to remove
  97134. */
  97135. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  97136. var index = this._impostors.indexOf(impostor);
  97137. if (index > -1) {
  97138. var removed = this._impostors.splice(index, 1);
  97139. //Is it needed?
  97140. if (removed.length) {
  97141. //this will also remove it from the world.
  97142. removed[0].physicsBody = null;
  97143. }
  97144. }
  97145. };
  97146. /**
  97147. * Add a joint to the physics engine
  97148. * @param mainImpostor defines the main impostor to which the joint is added.
  97149. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  97150. * @param joint defines the joint that will connect both impostors.
  97151. */
  97152. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  97153. var impostorJoint = {
  97154. mainImpostor: mainImpostor,
  97155. connectedImpostor: connectedImpostor,
  97156. joint: joint
  97157. };
  97158. joint.physicsPlugin = this._physicsPlugin;
  97159. this._joints.push(impostorJoint);
  97160. this._physicsPlugin.generateJoint(impostorJoint);
  97161. };
  97162. /**
  97163. * Removes a joint from the simulation
  97164. * @param mainImpostor defines the impostor used with the joint
  97165. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  97166. * @param joint defines the joint to remove
  97167. */
  97168. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  97169. var matchingJoints = this._joints.filter(function (impostorJoint) {
  97170. return (impostorJoint.connectedImpostor === connectedImpostor
  97171. && impostorJoint.joint === joint
  97172. && impostorJoint.mainImpostor === mainImpostor);
  97173. });
  97174. if (matchingJoints.length) {
  97175. this._physicsPlugin.removeJoint(matchingJoints[0]);
  97176. //TODO remove it from the list as well
  97177. }
  97178. };
  97179. /**
  97180. * Called by the scene. No need to call it.
  97181. * @param delta defines the timespam between frames
  97182. */
  97183. PhysicsEngine.prototype._step = function (delta) {
  97184. var _this = this;
  97185. //check if any mesh has no body / requires an update
  97186. this._impostors.forEach(function (impostor) {
  97187. if (impostor.isBodyInitRequired()) {
  97188. _this._physicsPlugin.generatePhysicsBody(impostor);
  97189. }
  97190. });
  97191. if (delta > 0.1) {
  97192. delta = 0.1;
  97193. }
  97194. else if (delta <= 0) {
  97195. delta = 1.0 / 60.0;
  97196. }
  97197. this._physicsPlugin.executeStep(delta, this._impostors);
  97198. };
  97199. /**
  97200. * Gets the current plugin used to run the simulation
  97201. * @returns current plugin
  97202. */
  97203. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  97204. return this._physicsPlugin;
  97205. };
  97206. /**
  97207. * Gets the list of physic impostors
  97208. * @returns an array of PhysicsImpostor
  97209. */
  97210. PhysicsEngine.prototype.getImpostors = function () {
  97211. return this._impostors;
  97212. };
  97213. /**
  97214. * Gets the impostor for a physics enabled object
  97215. * @param object defines the object impersonated by the impostor
  97216. * @returns the PhysicsImpostor or null if not found
  97217. */
  97218. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  97219. for (var i = 0; i < this._impostors.length; ++i) {
  97220. if (this._impostors[i].object === object) {
  97221. return this._impostors[i];
  97222. }
  97223. }
  97224. return null;
  97225. };
  97226. /**
  97227. * Gets the impostor for a physics body object
  97228. * @param body defines physics body used by the impostor
  97229. * @returns the PhysicsImpostor or null if not found
  97230. */
  97231. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  97232. for (var i = 0; i < this._impostors.length; ++i) {
  97233. if (this._impostors[i].physicsBody === body) {
  97234. return this._impostors[i];
  97235. }
  97236. }
  97237. return null;
  97238. };
  97239. /**
  97240. * Global value used to control the smallest number supported by the simulation
  97241. */
  97242. PhysicsEngine.Epsilon = 0.001;
  97243. return PhysicsEngine;
  97244. }());
  97245. BABYLON.PhysicsEngine = PhysicsEngine;
  97246. })(BABYLON || (BABYLON = {}));
  97247. //# sourceMappingURL=babylon.physicsEngine.js.map
  97248. var BABYLON;
  97249. (function (BABYLON) {
  97250. /**
  97251. * A helper for physics simulations
  97252. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97253. */
  97254. var PhysicsHelper = /** @class */ (function () {
  97255. /**
  97256. * Initializes the Physics helper
  97257. * @param scene Babylon.js scene
  97258. */
  97259. function PhysicsHelper(scene) {
  97260. this._scene = scene;
  97261. this._physicsEngine = this._scene.getPhysicsEngine();
  97262. if (!this._physicsEngine) {
  97263. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  97264. }
  97265. }
  97266. /**
  97267. * Applies a radial explosion impulse
  97268. * @param origin the origin of the explosion
  97269. * @param radius the explosion radius
  97270. * @param strength the explosion strength
  97271. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97272. * @returns A physics radial explosion event, or null
  97273. */
  97274. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  97275. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97276. if (!this._physicsEngine) {
  97277. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  97278. return null;
  97279. }
  97280. var impostors = this._physicsEngine.getImpostors();
  97281. if (impostors.length === 0) {
  97282. return null;
  97283. }
  97284. var event = new PhysicsRadialExplosionEvent(this._scene);
  97285. impostors.forEach(function (impostor) {
  97286. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97287. if (!impostorForceAndContactPoint) {
  97288. return;
  97289. }
  97290. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97291. });
  97292. event.dispose(false);
  97293. return event;
  97294. };
  97295. /**
  97296. * Applies a radial explosion force
  97297. * @param origin the origin of the explosion
  97298. * @param radius the explosion radius
  97299. * @param strength the explosion strength
  97300. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97301. * @returns A physics radial explosion event, or null
  97302. */
  97303. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  97304. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97305. if (!this._physicsEngine) {
  97306. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97307. return null;
  97308. }
  97309. var impostors = this._physicsEngine.getImpostors();
  97310. if (impostors.length === 0) {
  97311. return null;
  97312. }
  97313. var event = new PhysicsRadialExplosionEvent(this._scene);
  97314. impostors.forEach(function (impostor) {
  97315. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97316. if (!impostorForceAndContactPoint) {
  97317. return;
  97318. }
  97319. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97320. });
  97321. event.dispose(false);
  97322. return event;
  97323. };
  97324. /**
  97325. * Creates a gravitational field
  97326. * @param origin the origin of the explosion
  97327. * @param radius the explosion radius
  97328. * @param strength the explosion strength
  97329. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97330. * @returns A physics gravitational field event, or null
  97331. */
  97332. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  97333. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97334. if (!this._physicsEngine) {
  97335. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97336. return null;
  97337. }
  97338. var impostors = this._physicsEngine.getImpostors();
  97339. if (impostors.length === 0) {
  97340. return null;
  97341. }
  97342. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  97343. event.dispose(false);
  97344. return event;
  97345. };
  97346. /**
  97347. * Creates a physics updraft event
  97348. * @param origin the origin of the updraft
  97349. * @param radius the radius of the updraft
  97350. * @param strength the strength of the updraft
  97351. * @param height the height of the updraft
  97352. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  97353. * @returns A physics updraft event, or null
  97354. */
  97355. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  97356. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  97357. if (!this._physicsEngine) {
  97358. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97359. return null;
  97360. }
  97361. if (this._physicsEngine.getImpostors().length === 0) {
  97362. return null;
  97363. }
  97364. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  97365. event.dispose(false);
  97366. return event;
  97367. };
  97368. /**
  97369. * Creates a physics vortex event
  97370. * @param origin the of the vortex
  97371. * @param radius the radius of the vortex
  97372. * @param strength the strength of the vortex
  97373. * @param height the height of the vortex
  97374. * @returns a Physics vortex event, or null
  97375. * A physics vortex event or null
  97376. */
  97377. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  97378. if (!this._physicsEngine) {
  97379. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97380. return null;
  97381. }
  97382. if (this._physicsEngine.getImpostors().length === 0) {
  97383. return null;
  97384. }
  97385. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  97386. event.dispose(false);
  97387. return event;
  97388. };
  97389. return PhysicsHelper;
  97390. }());
  97391. BABYLON.PhysicsHelper = PhysicsHelper;
  97392. /**
  97393. * Represents a physics radial explosion event
  97394. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97395. */
  97396. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  97397. /**
  97398. * Initializes a radial explosioin event
  97399. * @param scene BabylonJS scene
  97400. */
  97401. function PhysicsRadialExplosionEvent(scene) {
  97402. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  97403. this._rays = [];
  97404. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  97405. this._scene = scene;
  97406. }
  97407. /**
  97408. * Returns the data related to the radial explosion event (sphere & rays).
  97409. * @returns The radial explosion event data
  97410. */
  97411. PhysicsRadialExplosionEvent.prototype.getData = function () {
  97412. this._dataFetched = true;
  97413. return {
  97414. sphere: this._sphere,
  97415. rays: this._rays,
  97416. };
  97417. };
  97418. /**
  97419. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  97420. * @param impostor A physics imposter
  97421. * @param origin the origin of the explosion
  97422. * @param radius the explosion radius
  97423. * @param strength the explosion strength
  97424. * @param falloff possible options: Constant & Linear
  97425. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  97426. */
  97427. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  97428. if (impostor.mass === 0) {
  97429. return null;
  97430. }
  97431. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  97432. return null;
  97433. }
  97434. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97435. return null;
  97436. }
  97437. var impostorObjectCenter = impostor.getObjectCenter();
  97438. var direction = impostorObjectCenter.subtract(origin);
  97439. var ray = new BABYLON.Ray(origin, direction, radius);
  97440. this._rays.push(ray);
  97441. var hit = ray.intersectsMesh(impostor.object);
  97442. var contactPoint = hit.pickedPoint;
  97443. if (!contactPoint) {
  97444. return null;
  97445. }
  97446. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  97447. if (distanceFromOrigin > radius) {
  97448. return null;
  97449. }
  97450. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  97451. ? strength
  97452. : strength * (1 - (distanceFromOrigin / radius));
  97453. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97454. return { force: force, contactPoint: contactPoint };
  97455. };
  97456. /**
  97457. * Disposes the sphere.
  97458. * @param force Specifies if the sphere should be disposed by force
  97459. */
  97460. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  97461. var _this = this;
  97462. if (force === void 0) { force = true; }
  97463. if (force) {
  97464. this._sphere.dispose();
  97465. }
  97466. else {
  97467. setTimeout(function () {
  97468. if (!_this._dataFetched) {
  97469. _this._sphere.dispose();
  97470. }
  97471. }, 0);
  97472. }
  97473. };
  97474. /*** Helpers ***/
  97475. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  97476. if (!this._sphere) {
  97477. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  97478. this._sphere.isVisible = false;
  97479. }
  97480. };
  97481. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  97482. var impostorObject = impostor.object;
  97483. this._prepareSphere();
  97484. this._sphere.position = origin;
  97485. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  97486. this._sphere._updateBoundingInfo();
  97487. this._sphere.computeWorldMatrix(true);
  97488. return this._sphere.intersectsMesh(impostorObject, true);
  97489. };
  97490. return PhysicsRadialExplosionEvent;
  97491. }());
  97492. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  97493. /**
  97494. * Represents a gravitational field event
  97495. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97496. */
  97497. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  97498. /**
  97499. * Initializes the physics gravitational field event
  97500. * @param physicsHelper A physics helper
  97501. * @param scene BabylonJS scene
  97502. * @param origin The origin position of the gravitational field event
  97503. * @param radius The radius of the gravitational field event
  97504. * @param strength The strength of the gravitational field event
  97505. * @param falloff The falloff for the gravitational field event
  97506. */
  97507. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  97508. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97509. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97510. this._physicsHelper = physicsHelper;
  97511. this._scene = scene;
  97512. this._origin = origin;
  97513. this._radius = radius;
  97514. this._strength = strength;
  97515. this._falloff = falloff;
  97516. this._tickCallback = this._tick.bind(this);
  97517. }
  97518. /**
  97519. * Returns the data related to the gravitational field event (sphere).
  97520. * @returns A gravitational field event
  97521. */
  97522. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  97523. this._dataFetched = true;
  97524. return {
  97525. sphere: this._sphere,
  97526. };
  97527. };
  97528. /**
  97529. * Enables the gravitational field.
  97530. */
  97531. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  97532. this._tickCallback.call(this);
  97533. this._scene.registerBeforeRender(this._tickCallback);
  97534. };
  97535. /**
  97536. * Disables the gravitational field.
  97537. */
  97538. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  97539. this._scene.unregisterBeforeRender(this._tickCallback);
  97540. };
  97541. /**
  97542. * Disposes the sphere.
  97543. * @param force The force to dispose from the gravitational field event
  97544. */
  97545. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  97546. var _this = this;
  97547. if (force === void 0) { force = true; }
  97548. if (force) {
  97549. this._sphere.dispose();
  97550. }
  97551. else {
  97552. setTimeout(function () {
  97553. if (!_this._dataFetched) {
  97554. _this._sphere.dispose();
  97555. }
  97556. }, 0);
  97557. }
  97558. };
  97559. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  97560. // Since the params won't change, we fetch the event only once
  97561. if (this._sphere) {
  97562. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97563. }
  97564. else {
  97565. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97566. if (radialExplosionEvent) {
  97567. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  97568. }
  97569. }
  97570. };
  97571. return PhysicsGravitationalFieldEvent;
  97572. }());
  97573. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  97574. /**
  97575. * Represents a physics updraft event
  97576. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97577. */
  97578. var PhysicsUpdraftEvent = /** @class */ (function () {
  97579. /**
  97580. * Initializes the physics updraft event
  97581. * @param _scene BabylonJS scene
  97582. * @param _origin The origin position of the updraft
  97583. * @param _radius The radius of the updraft
  97584. * @param _strength The strength of the updraft
  97585. * @param _height The height of the updraft
  97586. * @param _updraftMode The mode of the updraft
  97587. */
  97588. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  97589. this._scene = _scene;
  97590. this._origin = _origin;
  97591. this._radius = _radius;
  97592. this._strength = _strength;
  97593. this._height = _height;
  97594. this._updraftMode = _updraftMode;
  97595. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97596. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  97597. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97598. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97599. this._physicsEngine = this._scene.getPhysicsEngine();
  97600. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97601. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97602. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97603. this._originDirection = this._origin.subtract(this._originTop).normalize();
  97604. }
  97605. this._tickCallback = this._tick.bind(this);
  97606. }
  97607. /**
  97608. * Returns the data related to the updraft event (cylinder).
  97609. * @returns A physics updraft event
  97610. */
  97611. PhysicsUpdraftEvent.prototype.getData = function () {
  97612. this._dataFetched = true;
  97613. return {
  97614. cylinder: this._cylinder,
  97615. };
  97616. };
  97617. /**
  97618. * Enables the updraft.
  97619. */
  97620. PhysicsUpdraftEvent.prototype.enable = function () {
  97621. this._tickCallback.call(this);
  97622. this._scene.registerBeforeRender(this._tickCallback);
  97623. };
  97624. /**
  97625. * Disables the cortex.
  97626. */
  97627. PhysicsUpdraftEvent.prototype.disable = function () {
  97628. this._scene.unregisterBeforeRender(this._tickCallback);
  97629. };
  97630. /**
  97631. * Disposes the sphere.
  97632. * @param force Specifies if the updraft should be disposed by force
  97633. */
  97634. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  97635. var _this = this;
  97636. if (force === void 0) { force = true; }
  97637. if (force) {
  97638. this._cylinder.dispose();
  97639. }
  97640. else {
  97641. setTimeout(function () {
  97642. if (!_this._dataFetched) {
  97643. _this._cylinder.dispose();
  97644. }
  97645. }, 0);
  97646. }
  97647. };
  97648. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97649. if (impostor.mass === 0) {
  97650. return null;
  97651. }
  97652. if (!this._intersectsWithCylinder(impostor)) {
  97653. return null;
  97654. }
  97655. var impostorObjectCenter = impostor.getObjectCenter();
  97656. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97657. var direction = this._originDirection;
  97658. }
  97659. else {
  97660. var direction = impostorObjectCenter.subtract(this._originTop);
  97661. }
  97662. var multiplier = this._strength * -1;
  97663. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97664. return { force: force, contactPoint: impostorObjectCenter };
  97665. };
  97666. PhysicsUpdraftEvent.prototype._tick = function () {
  97667. var _this = this;
  97668. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97669. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97670. if (!impostorForceAndContactPoint) {
  97671. return;
  97672. }
  97673. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97674. });
  97675. };
  97676. /*** Helpers ***/
  97677. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  97678. if (!this._cylinder) {
  97679. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  97680. height: this._height,
  97681. diameter: this._radius * 2,
  97682. }, this._scene);
  97683. this._cylinder.isVisible = false;
  97684. }
  97685. };
  97686. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  97687. var impostorObject = impostor.object;
  97688. this._prepareCylinder();
  97689. this._cylinder.position = this._cylinderPosition;
  97690. return this._cylinder.intersectsMesh(impostorObject, true);
  97691. };
  97692. return PhysicsUpdraftEvent;
  97693. }());
  97694. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  97695. /**
  97696. * Represents a physics vortex event
  97697. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97698. */
  97699. var PhysicsVortexEvent = /** @class */ (function () {
  97700. /**
  97701. * Initializes the physics vortex event
  97702. * @param _scene The BabylonJS scene
  97703. * @param _origin The origin position of the vortex
  97704. * @param _radius The radius of the vortex
  97705. * @param _strength The strength of the vortex
  97706. * @param _height The height of the vortex
  97707. */
  97708. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  97709. this._scene = _scene;
  97710. this._origin = _origin;
  97711. this._radius = _radius;
  97712. this._strength = _strength;
  97713. this._height = _height;
  97714. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97715. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  97716. this._updraftMultiplier = 0.02;
  97717. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97718. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97719. this._physicsEngine = this._scene.getPhysicsEngine();
  97720. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97721. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97722. this._tickCallback = this._tick.bind(this);
  97723. }
  97724. /**
  97725. * Returns the data related to the vortex event (cylinder).
  97726. * @returns The physics vortex event data
  97727. */
  97728. PhysicsVortexEvent.prototype.getData = function () {
  97729. this._dataFetched = true;
  97730. return {
  97731. cylinder: this._cylinder,
  97732. };
  97733. };
  97734. /**
  97735. * Enables the vortex.
  97736. */
  97737. PhysicsVortexEvent.prototype.enable = function () {
  97738. this._tickCallback.call(this);
  97739. this._scene.registerBeforeRender(this._tickCallback);
  97740. };
  97741. /**
  97742. * Disables the cortex.
  97743. */
  97744. PhysicsVortexEvent.prototype.disable = function () {
  97745. this._scene.unregisterBeforeRender(this._tickCallback);
  97746. };
  97747. /**
  97748. * Disposes the sphere.
  97749. * @param force
  97750. */
  97751. PhysicsVortexEvent.prototype.dispose = function (force) {
  97752. var _this = this;
  97753. if (force === void 0) { force = true; }
  97754. if (force) {
  97755. this._cylinder.dispose();
  97756. }
  97757. else {
  97758. setTimeout(function () {
  97759. if (!_this._dataFetched) {
  97760. _this._cylinder.dispose();
  97761. }
  97762. }, 0);
  97763. }
  97764. };
  97765. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97766. if (impostor.mass === 0) {
  97767. return null;
  97768. }
  97769. if (!this._intersectsWithCylinder(impostor)) {
  97770. return null;
  97771. }
  97772. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97773. return null;
  97774. }
  97775. var impostorObjectCenter = impostor.getObjectCenter();
  97776. 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)
  97777. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  97778. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  97779. var hit = ray.intersectsMesh(impostor.object);
  97780. var contactPoint = hit.pickedPoint;
  97781. if (!contactPoint) {
  97782. return null;
  97783. }
  97784. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  97785. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  97786. var directionToOrigin = contactPoint.normalize();
  97787. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97788. directionToOrigin = directionToOrigin.negate();
  97789. }
  97790. // TODO: find a more physically based solution
  97791. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97792. var forceX = directionToOrigin.x * this._strength / 8;
  97793. var forceY = directionToOrigin.y * this._updraftMultiplier;
  97794. var forceZ = directionToOrigin.z * this._strength / 8;
  97795. }
  97796. else {
  97797. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  97798. var forceY = this._originTop.y * this._updraftMultiplier;
  97799. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  97800. }
  97801. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  97802. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  97803. return { force: force, contactPoint: impostorObjectCenter };
  97804. };
  97805. PhysicsVortexEvent.prototype._tick = function () {
  97806. var _this = this;
  97807. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97808. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97809. if (!impostorForceAndContactPoint) {
  97810. return;
  97811. }
  97812. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97813. });
  97814. };
  97815. /*** Helpers ***/
  97816. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  97817. if (!this._cylinder) {
  97818. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  97819. height: this._height,
  97820. diameter: this._radius * 2,
  97821. }, this._scene);
  97822. this._cylinder.isVisible = false;
  97823. }
  97824. };
  97825. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  97826. var impostorObject = impostor.object;
  97827. this._prepareCylinder();
  97828. this._cylinder.position = this._cylinderPosition;
  97829. return this._cylinder.intersectsMesh(impostorObject, true);
  97830. };
  97831. return PhysicsVortexEvent;
  97832. }());
  97833. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  97834. /**
  97835. * The strenght of the force in correspondence to the distance of the affected object
  97836. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97837. */
  97838. var PhysicsRadialImpulseFalloff;
  97839. (function (PhysicsRadialImpulseFalloff) {
  97840. /** Defines that impulse is constant in strength across it's whole radius */
  97841. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  97842. /** DEfines that impulse gets weaker if it's further from the origin */
  97843. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  97844. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  97845. /**
  97846. * The strength of the force in correspondence to the distance of the affected object
  97847. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97848. */
  97849. var PhysicsUpdraftMode;
  97850. (function (PhysicsUpdraftMode) {
  97851. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  97852. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  97853. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  97854. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  97855. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  97856. })(BABYLON || (BABYLON = {}));
  97857. //# sourceMappingURL=babylon.physicsHelper.js.map
  97858. var BABYLON;
  97859. (function (BABYLON) {
  97860. /** @hidden */
  97861. var CannonJSPlugin = /** @class */ (function () {
  97862. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  97863. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  97864. if (iterations === void 0) { iterations = 10; }
  97865. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  97866. this.name = "CannonJSPlugin";
  97867. this._physicsMaterials = new Array();
  97868. this._fixedTimeStep = 1 / 60;
  97869. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  97870. this.BJSCANNON = CANNON;
  97871. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  97872. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  97873. this._tmpPosition = BABYLON.Vector3.Zero();
  97874. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  97875. this._tmpUnityRotation = new BABYLON.Quaternion();
  97876. if (!this.isSupported()) {
  97877. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  97878. return;
  97879. }
  97880. this._extendNamespace();
  97881. this.world = new this.BJSCANNON.World();
  97882. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  97883. this.world.solver.iterations = iterations;
  97884. }
  97885. CannonJSPlugin.prototype.setGravity = function (gravity) {
  97886. this.world.gravity.copy(gravity);
  97887. };
  97888. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  97889. this._fixedTimeStep = timeStep;
  97890. };
  97891. CannonJSPlugin.prototype.getTimeStep = function () {
  97892. return this._fixedTimeStep;
  97893. };
  97894. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  97895. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  97896. };
  97897. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  97898. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97899. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97900. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  97901. };
  97902. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  97903. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97904. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97905. impostor.physicsBody.applyForce(impulse, worldPoint);
  97906. };
  97907. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  97908. //parent-child relationship. Does this impostor has a parent impostor?
  97909. if (impostor.parent) {
  97910. if (impostor.physicsBody) {
  97911. this.removePhysicsBody(impostor);
  97912. //TODO is that needed?
  97913. impostor.forceUpdate();
  97914. }
  97915. return;
  97916. }
  97917. //should a new body be created for this impostor?
  97918. if (impostor.isBodyInitRequired()) {
  97919. var shape = this._createShape(impostor);
  97920. //unregister events, if body is being changed
  97921. var oldBody = impostor.physicsBody;
  97922. if (oldBody) {
  97923. this.removePhysicsBody(impostor);
  97924. }
  97925. //create the body and material
  97926. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  97927. var bodyCreationObject = {
  97928. mass: impostor.getParam("mass"),
  97929. material: material
  97930. };
  97931. // A simple extend, in case native options were used.
  97932. var nativeOptions = impostor.getParam("nativeOptions");
  97933. for (var key in nativeOptions) {
  97934. if (nativeOptions.hasOwnProperty(key)) {
  97935. bodyCreationObject[key] = nativeOptions[key];
  97936. }
  97937. }
  97938. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  97939. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  97940. this.world.addEventListener("preStep", impostor.beforeStep);
  97941. this.world.addEventListener("postStep", impostor.afterStep);
  97942. impostor.physicsBody.addShape(shape);
  97943. this.world.add(impostor.physicsBody);
  97944. //try to keep the body moving in the right direction by taking old properties.
  97945. //Should be tested!
  97946. if (oldBody) {
  97947. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  97948. impostor.physicsBody[param].copy(oldBody[param]);
  97949. });
  97950. }
  97951. this._processChildMeshes(impostor);
  97952. }
  97953. //now update the body's transformation
  97954. this._updatePhysicsBodyTransformation(impostor);
  97955. };
  97956. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  97957. var _this = this;
  97958. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  97959. var currentRotation = mainImpostor.object.rotationQuaternion;
  97960. if (meshChildren.length) {
  97961. var processMesh = function (localPosition, mesh) {
  97962. if (!currentRotation || !mesh.rotationQuaternion) {
  97963. return;
  97964. }
  97965. var childImpostor = mesh.getPhysicsImpostor();
  97966. if (childImpostor) {
  97967. var parent = childImpostor.parent;
  97968. if (parent !== mainImpostor) {
  97969. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  97970. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  97971. if (childImpostor.physicsBody) {
  97972. _this.removePhysicsBody(childImpostor);
  97973. childImpostor.physicsBody = null;
  97974. }
  97975. childImpostor.parent = mainImpostor;
  97976. childImpostor.resetUpdateFlags();
  97977. 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));
  97978. //Add the mass of the children.
  97979. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  97980. }
  97981. }
  97982. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  97983. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  97984. };
  97985. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  97986. }
  97987. };
  97988. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  97989. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  97990. this.world.removeEventListener("preStep", impostor.beforeStep);
  97991. this.world.removeEventListener("postStep", impostor.afterStep);
  97992. this.world.remove(impostor.physicsBody);
  97993. };
  97994. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  97995. var mainBody = impostorJoint.mainImpostor.physicsBody;
  97996. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  97997. if (!mainBody || !connectedBody) {
  97998. return;
  97999. }
  98000. var constraint;
  98001. var jointData = impostorJoint.joint.jointData;
  98002. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  98003. var constraintData = {
  98004. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  98005. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  98006. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  98007. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  98008. maxForce: jointData.nativeParams.maxForce,
  98009. collideConnected: !!jointData.collision
  98010. };
  98011. switch (impostorJoint.joint.type) {
  98012. case BABYLON.PhysicsJoint.HingeJoint:
  98013. case BABYLON.PhysicsJoint.Hinge2Joint:
  98014. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  98015. break;
  98016. case BABYLON.PhysicsJoint.DistanceJoint:
  98017. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  98018. break;
  98019. case BABYLON.PhysicsJoint.SpringJoint:
  98020. var springData = jointData;
  98021. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  98022. restLength: springData.length,
  98023. stiffness: springData.stiffness,
  98024. damping: springData.damping,
  98025. localAnchorA: constraintData.pivotA,
  98026. localAnchorB: constraintData.pivotB
  98027. });
  98028. break;
  98029. case BABYLON.PhysicsJoint.LockJoint:
  98030. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  98031. break;
  98032. case BABYLON.PhysicsJoint.PointToPointJoint:
  98033. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98034. default:
  98035. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  98036. break;
  98037. }
  98038. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  98039. constraint.collideConnected = !!jointData.collision;
  98040. impostorJoint.joint.physicsJoint = constraint;
  98041. //don't add spring as constraint, as it is not one.
  98042. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98043. this.world.addConstraint(constraint);
  98044. }
  98045. else {
  98046. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  98047. constraint.applyForce();
  98048. };
  98049. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98050. }
  98051. };
  98052. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98053. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98054. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  98055. }
  98056. else {
  98057. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98058. }
  98059. };
  98060. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  98061. var index;
  98062. var mat;
  98063. for (index = 0; index < this._physicsMaterials.length; index++) {
  98064. mat = this._physicsMaterials[index];
  98065. if (mat.friction === friction && mat.restitution === restitution) {
  98066. return mat;
  98067. }
  98068. }
  98069. var currentMat = new this.BJSCANNON.Material(name);
  98070. currentMat.friction = friction;
  98071. currentMat.restitution = restitution;
  98072. this._physicsMaterials.push(currentMat);
  98073. return currentMat;
  98074. };
  98075. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  98076. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  98077. };
  98078. CannonJSPlugin.prototype._createShape = function (impostor) {
  98079. var object = impostor.object;
  98080. var returnValue;
  98081. var extendSize = impostor.getObjectExtendSize();
  98082. switch (impostor.type) {
  98083. case BABYLON.PhysicsImpostor.SphereImpostor:
  98084. var radiusX = extendSize.x;
  98085. var radiusY = extendSize.y;
  98086. var radiusZ = extendSize.z;
  98087. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  98088. break;
  98089. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  98090. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98091. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  98092. break;
  98093. case BABYLON.PhysicsImpostor.BoxImpostor:
  98094. var box = extendSize.scale(0.5);
  98095. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  98096. break;
  98097. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98098. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  98099. returnValue = new this.BJSCANNON.Plane();
  98100. break;
  98101. case BABYLON.PhysicsImpostor.MeshImpostor:
  98102. // should transform the vertex data to world coordinates!!
  98103. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  98104. var rawFaces = object.getIndices ? object.getIndices() : [];
  98105. if (!rawVerts) {
  98106. return;
  98107. }
  98108. // get only scale! so the object could transform correctly.
  98109. var oldPosition = object.position.clone();
  98110. var oldRotation = object.rotation && object.rotation.clone();
  98111. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  98112. object.position.copyFromFloats(0, 0, 0);
  98113. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98114. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98115. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98116. var transform = object.computeWorldMatrix(true);
  98117. // convert rawVerts to object space
  98118. var temp = new Array();
  98119. var index;
  98120. for (index = 0; index < rawVerts.length; index += 3) {
  98121. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  98122. }
  98123. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  98124. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  98125. //now set back the transformation!
  98126. object.position.copyFrom(oldPosition);
  98127. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  98128. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  98129. break;
  98130. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  98131. var oldPosition2 = object.position.clone();
  98132. var oldRotation2 = object.rotation && object.rotation.clone();
  98133. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  98134. object.position.copyFromFloats(0, 0, 0);
  98135. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98136. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98137. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98138. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  98139. returnValue = this._createHeightmap(object);
  98140. object.position.copyFrom(oldPosition2);
  98141. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  98142. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  98143. object.computeWorldMatrix(true);
  98144. break;
  98145. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98146. returnValue = new this.BJSCANNON.Particle();
  98147. break;
  98148. }
  98149. return returnValue;
  98150. };
  98151. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  98152. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98153. var transform = object.computeWorldMatrix(true);
  98154. // convert rawVerts to object space
  98155. var temp = new Array();
  98156. var index;
  98157. for (index = 0; index < pos.length; index += 3) {
  98158. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  98159. }
  98160. pos = temp;
  98161. var matrix = new Array();
  98162. //For now pointDepth will not be used and will be automatically calculated.
  98163. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  98164. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  98165. var boundingInfo = object.getBoundingInfo();
  98166. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  98167. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  98168. var elementSize = dim * 2 / arraySize;
  98169. for (var i = 0; i < pos.length; i = i + 3) {
  98170. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  98171. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  98172. var y = -pos[i + 2] + minY;
  98173. if (!matrix[x]) {
  98174. matrix[x] = [];
  98175. }
  98176. if (!matrix[x][z]) {
  98177. matrix[x][z] = y;
  98178. }
  98179. matrix[x][z] = Math.max(y, matrix[x][z]);
  98180. }
  98181. for (var x = 0; x <= arraySize; ++x) {
  98182. if (!matrix[x]) {
  98183. var loc = 1;
  98184. while (!matrix[(x + loc) % arraySize]) {
  98185. loc++;
  98186. }
  98187. matrix[x] = matrix[(x + loc) % arraySize].slice();
  98188. //console.log("missing x", x);
  98189. }
  98190. for (var z = 0; z <= arraySize; ++z) {
  98191. if (!matrix[x][z]) {
  98192. var loc = 1;
  98193. var newValue;
  98194. while (newValue === undefined) {
  98195. newValue = matrix[x][(z + loc++) % arraySize];
  98196. }
  98197. matrix[x][z] = newValue;
  98198. }
  98199. }
  98200. }
  98201. var shape = new this.BJSCANNON.Heightfield(matrix, {
  98202. elementSize: elementSize
  98203. });
  98204. //For future reference, needed for body transformation
  98205. shape.minY = minY;
  98206. return shape;
  98207. };
  98208. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  98209. var object = impostor.object;
  98210. //make sure it is updated...
  98211. object.computeWorldMatrix && object.computeWorldMatrix(true);
  98212. // The delta between the mesh position and the mesh bounding box center
  98213. var bInfo = object.getBoundingInfo();
  98214. if (!bInfo) {
  98215. return;
  98216. }
  98217. var center = impostor.getObjectCenter();
  98218. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  98219. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  98220. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  98221. this._tmpPosition.copyFrom(center);
  98222. var quaternion = object.rotationQuaternion;
  98223. if (!quaternion) {
  98224. return;
  98225. }
  98226. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  98227. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  98228. //-90 DEG in X, precalculated
  98229. quaternion = quaternion.multiply(this._minus90X);
  98230. //Invert! (Precalculated, 90 deg in X)
  98231. //No need to clone. this will never change.
  98232. impostor.setDeltaRotation(this._plus90X);
  98233. }
  98234. //If it is a heightfield, if should be centered.
  98235. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  98236. var mesh = object;
  98237. var boundingInfo = mesh.getBoundingInfo();
  98238. //calculate the correct body position:
  98239. var rotationQuaternion = mesh.rotationQuaternion;
  98240. mesh.rotationQuaternion = this._tmpUnityRotation;
  98241. mesh.computeWorldMatrix(true);
  98242. //get original center with no rotation
  98243. var c = center.clone();
  98244. var oldPivot = mesh.getPivotMatrix();
  98245. if (oldPivot) {
  98246. // create a copy the pivot Matrix as it is modified in place
  98247. oldPivot = oldPivot.clone();
  98248. }
  98249. else {
  98250. oldPivot = BABYLON.Matrix.Identity();
  98251. }
  98252. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  98253. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  98254. mesh.setPreTransformMatrix(p);
  98255. mesh.computeWorldMatrix(true);
  98256. //calculate the translation
  98257. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  98258. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  98259. //add it inverted to the delta
  98260. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  98261. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  98262. //rotation is back
  98263. mesh.rotationQuaternion = rotationQuaternion;
  98264. mesh.setPreTransformMatrix(oldPivot);
  98265. mesh.computeWorldMatrix(true);
  98266. }
  98267. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  98268. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  98269. //this._tmpPosition.copyFrom(object.position);
  98270. }
  98271. impostor.setDeltaPosition(this._tmpDeltaPosition);
  98272. //Now update the impostor object
  98273. impostor.physicsBody.position.copy(this._tmpPosition);
  98274. impostor.physicsBody.quaternion.copy(quaternion);
  98275. };
  98276. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98277. impostor.object.position.copyFrom(impostor.physicsBody.position);
  98278. if (impostor.object.rotationQuaternion) {
  98279. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  98280. }
  98281. };
  98282. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98283. impostor.physicsBody.position.copy(newPosition);
  98284. impostor.physicsBody.quaternion.copy(newRotation);
  98285. };
  98286. CannonJSPlugin.prototype.isSupported = function () {
  98287. return this.BJSCANNON !== undefined;
  98288. };
  98289. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98290. impostor.physicsBody.velocity.copy(velocity);
  98291. };
  98292. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98293. impostor.physicsBody.angularVelocity.copy(velocity);
  98294. };
  98295. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98296. var v = impostor.physicsBody.velocity;
  98297. if (!v) {
  98298. return null;
  98299. }
  98300. return new BABYLON.Vector3(v.x, v.y, v.z);
  98301. };
  98302. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98303. var v = impostor.physicsBody.angularVelocity;
  98304. if (!v) {
  98305. return null;
  98306. }
  98307. return new BABYLON.Vector3(v.x, v.y, v.z);
  98308. };
  98309. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98310. impostor.physicsBody.mass = mass;
  98311. impostor.physicsBody.updateMassProperties();
  98312. };
  98313. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  98314. return impostor.physicsBody.mass;
  98315. };
  98316. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  98317. return impostor.physicsBody.material.friction;
  98318. };
  98319. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98320. impostor.physicsBody.material.friction = friction;
  98321. };
  98322. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98323. return impostor.physicsBody.material.restitution;
  98324. };
  98325. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98326. impostor.physicsBody.material.restitution = restitution;
  98327. };
  98328. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  98329. impostor.physicsBody.sleep();
  98330. };
  98331. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  98332. impostor.physicsBody.wakeUp();
  98333. };
  98334. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98335. joint.physicsJoint.distance = maxDistance;
  98336. };
  98337. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98338. // if (!motorIndex) {
  98339. // joint.physicsJoint.enableMotor();
  98340. // }
  98341. // }
  98342. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98343. // if (!motorIndex) {
  98344. // joint.physicsJoint.disableMotor();
  98345. // }
  98346. // }
  98347. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98348. if (!motorIndex) {
  98349. joint.physicsJoint.enableMotor();
  98350. joint.physicsJoint.setMotorSpeed(speed);
  98351. if (maxForce) {
  98352. this.setLimit(joint, maxForce);
  98353. }
  98354. }
  98355. };
  98356. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  98357. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  98358. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  98359. };
  98360. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98361. var body = impostor.physicsBody;
  98362. mesh.position.x = body.position.x;
  98363. mesh.position.y = body.position.y;
  98364. mesh.position.z = body.position.z;
  98365. if (mesh.rotationQuaternion) {
  98366. mesh.rotationQuaternion.x = body.quaternion.x;
  98367. mesh.rotationQuaternion.y = body.quaternion.y;
  98368. mesh.rotationQuaternion.z = body.quaternion.z;
  98369. mesh.rotationQuaternion.w = body.quaternion.w;
  98370. }
  98371. };
  98372. CannonJSPlugin.prototype.getRadius = function (impostor) {
  98373. var shape = impostor.physicsBody.shapes[0];
  98374. return shape.boundingSphereRadius;
  98375. };
  98376. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98377. var shape = impostor.physicsBody.shapes[0];
  98378. result.x = shape.halfExtents.x * 2;
  98379. result.y = shape.halfExtents.y * 2;
  98380. result.z = shape.halfExtents.z * 2;
  98381. };
  98382. CannonJSPlugin.prototype.dispose = function () {
  98383. };
  98384. CannonJSPlugin.prototype._extendNamespace = function () {
  98385. //this will force cannon to execute at least one step when using interpolation
  98386. var step_tmp1 = new this.BJSCANNON.Vec3();
  98387. var Engine = this.BJSCANNON;
  98388. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  98389. maxSubSteps = maxSubSteps || 10;
  98390. timeSinceLastCalled = timeSinceLastCalled || 0;
  98391. if (timeSinceLastCalled === 0) {
  98392. this.internalStep(dt);
  98393. this.time += dt;
  98394. }
  98395. else {
  98396. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  98397. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  98398. var t0 = performance.now();
  98399. for (var i = 0; i !== internalSteps; i++) {
  98400. this.internalStep(dt);
  98401. if (performance.now() - t0 > dt * 1000) {
  98402. break;
  98403. }
  98404. }
  98405. this.time += timeSinceLastCalled;
  98406. var h = this.time % dt;
  98407. var h_div_dt = h / dt;
  98408. var interpvelo = step_tmp1;
  98409. var bodies = this.bodies;
  98410. for (var j = 0; j !== bodies.length; j++) {
  98411. var b = bodies[j];
  98412. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  98413. b.position.vsub(b.previousPosition, interpvelo);
  98414. interpvelo.scale(h_div_dt, interpvelo);
  98415. b.position.vadd(interpvelo, b.interpolatedPosition);
  98416. }
  98417. else {
  98418. b.interpolatedPosition.copy(b.position);
  98419. b.interpolatedQuaternion.copy(b.quaternion);
  98420. }
  98421. }
  98422. }
  98423. };
  98424. };
  98425. return CannonJSPlugin;
  98426. }());
  98427. BABYLON.CannonJSPlugin = CannonJSPlugin;
  98428. })(BABYLON || (BABYLON = {}));
  98429. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  98430. var BABYLON;
  98431. (function (BABYLON) {
  98432. /** @hidden */
  98433. var OimoJSPlugin = /** @class */ (function () {
  98434. function OimoJSPlugin(iterations) {
  98435. this.name = "OimoJSPlugin";
  98436. this._tmpImpostorsArray = [];
  98437. this._tmpPositionVector = BABYLON.Vector3.Zero();
  98438. this.BJSOIMO = OIMO;
  98439. this.world = new this.BJSOIMO.World({
  98440. iterations: iterations
  98441. });
  98442. this.world.clear();
  98443. }
  98444. OimoJSPlugin.prototype.setGravity = function (gravity) {
  98445. this.world.gravity.copy(gravity);
  98446. };
  98447. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  98448. this.world.timeStep = timeStep;
  98449. };
  98450. OimoJSPlugin.prototype.getTimeStep = function () {
  98451. return this.world.timeStep;
  98452. };
  98453. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  98454. var _this = this;
  98455. impostors.forEach(function (impostor) {
  98456. impostor.beforeStep();
  98457. });
  98458. this.world.step();
  98459. impostors.forEach(function (impostor) {
  98460. impostor.afterStep();
  98461. //update the ordered impostors array
  98462. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  98463. });
  98464. //check for collisions
  98465. var contact = this.world.contacts;
  98466. while (contact !== null) {
  98467. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  98468. contact = contact.next;
  98469. continue;
  98470. }
  98471. //is this body colliding with any other? get the impostor
  98472. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  98473. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  98474. if (!mainImpostor || !collidingImpostor) {
  98475. contact = contact.next;
  98476. continue;
  98477. }
  98478. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  98479. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  98480. contact = contact.next;
  98481. }
  98482. };
  98483. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98484. var mass = impostor.physicsBody.mass;
  98485. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  98486. };
  98487. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98488. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  98489. this.applyImpulse(impostor, force, contactPoint);
  98490. };
  98491. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98492. var _this = this;
  98493. //parent-child relationship. Does this impostor has a parent impostor?
  98494. if (impostor.parent) {
  98495. if (impostor.physicsBody) {
  98496. this.removePhysicsBody(impostor);
  98497. //TODO is that needed?
  98498. impostor.forceUpdate();
  98499. }
  98500. return;
  98501. }
  98502. if (impostor.isBodyInitRequired()) {
  98503. var bodyConfig = {
  98504. name: impostor.uniqueId,
  98505. //Oimo must have mass, also for static objects.
  98506. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  98507. size: [],
  98508. type: [],
  98509. pos: [],
  98510. posShape: [],
  98511. rot: [],
  98512. rotShape: [],
  98513. move: impostor.getParam("mass") !== 0,
  98514. density: impostor.getParam("mass"),
  98515. friction: impostor.getParam("friction"),
  98516. restitution: impostor.getParam("restitution"),
  98517. //Supporting older versions of Oimo
  98518. world: this.world
  98519. };
  98520. var impostors = [impostor];
  98521. var addToArray = function (parent) {
  98522. if (!parent.getChildMeshes) {
  98523. return;
  98524. }
  98525. parent.getChildMeshes().forEach(function (m) {
  98526. if (m.physicsImpostor) {
  98527. impostors.push(m.physicsImpostor);
  98528. //m.physicsImpostor._init();
  98529. }
  98530. });
  98531. };
  98532. addToArray(impostor.object);
  98533. var checkWithEpsilon_1 = function (value) {
  98534. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  98535. };
  98536. var globalQuaternion_1 = new BABYLON.Quaternion();
  98537. impostors.forEach(function (i) {
  98538. if (!i.object.rotationQuaternion) {
  98539. return;
  98540. }
  98541. //get the correct bounding box
  98542. var oldQuaternion = i.object.rotationQuaternion;
  98543. globalQuaternion_1 = oldQuaternion.clone();
  98544. var rot = oldQuaternion.toEulerAngles();
  98545. var extendSize = i.getObjectExtendSize();
  98546. var radToDeg = 57.295779513082320876;
  98547. if (i === impostor) {
  98548. var center = impostor.getObjectCenter();
  98549. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  98550. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  98551. //Can also use Array.prototype.push.apply
  98552. bodyConfig.pos.push(center.x);
  98553. bodyConfig.pos.push(center.y);
  98554. bodyConfig.pos.push(center.z);
  98555. bodyConfig.posShape.push(0, 0, 0);
  98556. bodyConfig.rotShape.push(0, 0, 0);
  98557. }
  98558. else {
  98559. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  98560. bodyConfig.posShape.push(localPosition.x);
  98561. bodyConfig.posShape.push(localPosition.y);
  98562. bodyConfig.posShape.push(localPosition.z);
  98563. bodyConfig.pos.push(0, 0, 0);
  98564. bodyConfig.rotShape.push(rot.x * radToDeg);
  98565. bodyConfig.rotShape.push(rot.y * radToDeg);
  98566. bodyConfig.rotShape.push(rot.z * radToDeg);
  98567. }
  98568. // register mesh
  98569. switch (i.type) {
  98570. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98571. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  98572. case BABYLON.PhysicsImpostor.SphereImpostor:
  98573. var radiusX = extendSize.x;
  98574. var radiusY = extendSize.y;
  98575. var radiusZ = extendSize.z;
  98576. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  98577. bodyConfig.type.push('sphere');
  98578. //due to the way oimo works with compounds, add 3 times
  98579. bodyConfig.size.push(size);
  98580. bodyConfig.size.push(size);
  98581. bodyConfig.size.push(size);
  98582. break;
  98583. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98584. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  98585. var sizeY = checkWithEpsilon_1(extendSize.y);
  98586. bodyConfig.type.push('cylinder');
  98587. bodyConfig.size.push(sizeX);
  98588. bodyConfig.size.push(sizeY);
  98589. //due to the way oimo works with compounds, add one more value.
  98590. bodyConfig.size.push(sizeY);
  98591. break;
  98592. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98593. case BABYLON.PhysicsImpostor.BoxImpostor:
  98594. default:
  98595. var sizeX = checkWithEpsilon_1(extendSize.x);
  98596. var sizeY = checkWithEpsilon_1(extendSize.y);
  98597. var sizeZ = checkWithEpsilon_1(extendSize.z);
  98598. bodyConfig.type.push('box');
  98599. //if (i === impostor) {
  98600. bodyConfig.size.push(sizeX);
  98601. bodyConfig.size.push(sizeY);
  98602. bodyConfig.size.push(sizeZ);
  98603. //} else {
  98604. // bodyConfig.size.push(0,0,0);
  98605. //}
  98606. break;
  98607. }
  98608. //actually not needed, but hey...
  98609. i.object.rotationQuaternion = oldQuaternion;
  98610. });
  98611. impostor.physicsBody = this.world.add(bodyConfig);
  98612. // set the quaternion, ignoring the previously defined (euler) rotation
  98613. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  98614. // update with delta 0, so the body will reveive the new rotation.
  98615. impostor.physicsBody.updatePosition(0);
  98616. }
  98617. else {
  98618. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  98619. }
  98620. impostor.setDeltaPosition(this._tmpPositionVector);
  98621. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  98622. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  98623. };
  98624. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98625. //impostor.physicsBody.dispose();
  98626. //Same as : (older oimo versions)
  98627. this.world.removeRigidBody(impostor.physicsBody);
  98628. };
  98629. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98630. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98631. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98632. if (!mainBody || !connectedBody) {
  98633. return;
  98634. }
  98635. var jointData = impostorJoint.joint.jointData;
  98636. var options = jointData.nativeParams || {};
  98637. var type;
  98638. var nativeJointData = {
  98639. body1: mainBody,
  98640. body2: connectedBody,
  98641. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  98642. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  98643. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  98644. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  98645. min: options.min,
  98646. max: options.max,
  98647. collision: options.collision || jointData.collision,
  98648. spring: options.spring,
  98649. //supporting older version of Oimo
  98650. world: this.world
  98651. };
  98652. switch (impostorJoint.joint.type) {
  98653. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98654. type = "jointBall";
  98655. break;
  98656. case BABYLON.PhysicsJoint.SpringJoint:
  98657. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  98658. var springData = jointData;
  98659. nativeJointData.min = springData.length || nativeJointData.min;
  98660. //Max should also be set, just make sure it is at least min
  98661. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  98662. case BABYLON.PhysicsJoint.DistanceJoint:
  98663. type = "jointDistance";
  98664. nativeJointData.max = jointData.maxDistance;
  98665. break;
  98666. case BABYLON.PhysicsJoint.PrismaticJoint:
  98667. type = "jointPrisme";
  98668. break;
  98669. case BABYLON.PhysicsJoint.SliderJoint:
  98670. type = "jointSlide";
  98671. break;
  98672. case BABYLON.PhysicsJoint.WheelJoint:
  98673. type = "jointWheel";
  98674. break;
  98675. case BABYLON.PhysicsJoint.HingeJoint:
  98676. default:
  98677. type = "jointHinge";
  98678. break;
  98679. }
  98680. nativeJointData.type = type;
  98681. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  98682. };
  98683. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98684. //Bug in Oimo prevents us from disposing a joint in the playground
  98685. //joint.joint.physicsJoint.dispose();
  98686. //So we will bruteforce it!
  98687. try {
  98688. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  98689. }
  98690. catch (e) {
  98691. BABYLON.Tools.Warn(e);
  98692. }
  98693. };
  98694. OimoJSPlugin.prototype.isSupported = function () {
  98695. return this.BJSOIMO !== undefined;
  98696. };
  98697. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98698. if (!impostor.physicsBody.sleeping) {
  98699. //TODO check that
  98700. /*if (impostor.physicsBody.shapes.next) {
  98701. var parentShape = this._getLastShape(impostor.physicsBody);
  98702. impostor.object.position.copyFrom(parentShape.position);
  98703. console.log(parentShape.position);
  98704. } else {*/
  98705. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  98706. //}
  98707. if (impostor.object.rotationQuaternion) {
  98708. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  98709. }
  98710. }
  98711. };
  98712. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98713. var body = impostor.physicsBody;
  98714. body.position.copy(newPosition);
  98715. body.orientation.copy(newRotation);
  98716. body.syncShapes();
  98717. body.awake();
  98718. };
  98719. /*private _getLastShape(body: any): any {
  98720. var lastShape = body.shapes;
  98721. while (lastShape.next) {
  98722. lastShape = lastShape.next;
  98723. }
  98724. return lastShape;
  98725. }*/
  98726. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98727. impostor.physicsBody.linearVelocity.copy(velocity);
  98728. };
  98729. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98730. impostor.physicsBody.angularVelocity.copy(velocity);
  98731. };
  98732. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98733. var v = impostor.physicsBody.linearVelocity;
  98734. if (!v) {
  98735. return null;
  98736. }
  98737. return new BABYLON.Vector3(v.x, v.y, v.z);
  98738. };
  98739. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98740. var v = impostor.physicsBody.angularVelocity;
  98741. if (!v) {
  98742. return null;
  98743. }
  98744. return new BABYLON.Vector3(v.x, v.y, v.z);
  98745. };
  98746. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98747. var staticBody = mass === 0;
  98748. //this will actually set the body's density and not its mass.
  98749. //But this is how oimo treats the mass variable.
  98750. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  98751. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  98752. };
  98753. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  98754. return impostor.physicsBody.shapes.density;
  98755. };
  98756. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  98757. return impostor.physicsBody.shapes.friction;
  98758. };
  98759. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98760. impostor.physicsBody.shapes.friction = friction;
  98761. };
  98762. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98763. return impostor.physicsBody.shapes.restitution;
  98764. };
  98765. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98766. impostor.physicsBody.shapes.restitution = restitution;
  98767. };
  98768. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  98769. impostor.physicsBody.sleep();
  98770. };
  98771. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  98772. impostor.physicsBody.awake();
  98773. };
  98774. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98775. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  98776. if (minDistance !== void 0) {
  98777. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  98778. }
  98779. };
  98780. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98781. //TODO separate rotational and transational motors.
  98782. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98783. if (motor) {
  98784. motor.setMotor(speed, maxForce);
  98785. }
  98786. };
  98787. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  98788. //TODO separate rotational and transational motors.
  98789. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98790. if (motor) {
  98791. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  98792. }
  98793. };
  98794. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98795. var body = impostor.physicsBody;
  98796. mesh.position.x = body.position.x;
  98797. mesh.position.y = body.position.y;
  98798. mesh.position.z = body.position.z;
  98799. if (mesh.rotationQuaternion) {
  98800. mesh.rotationQuaternion.x = body.orientation.x;
  98801. mesh.rotationQuaternion.y = body.orientation.y;
  98802. mesh.rotationQuaternion.z = body.orientation.z;
  98803. mesh.rotationQuaternion.w = body.orientation.s;
  98804. }
  98805. };
  98806. OimoJSPlugin.prototype.getRadius = function (impostor) {
  98807. return impostor.physicsBody.shapes.radius;
  98808. };
  98809. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98810. var shape = impostor.physicsBody.shapes;
  98811. result.x = shape.halfWidth * 2;
  98812. result.y = shape.halfHeight * 2;
  98813. result.z = shape.halfDepth * 2;
  98814. };
  98815. OimoJSPlugin.prototype.dispose = function () {
  98816. this.world.clear();
  98817. };
  98818. return OimoJSPlugin;
  98819. }());
  98820. BABYLON.OimoJSPlugin = OimoJSPlugin;
  98821. })(BABYLON || (BABYLON = {}));
  98822. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  98823. var BABYLON;
  98824. (function (BABYLON) {
  98825. /**
  98826. * Gets the current physics engine
  98827. * @returns a IPhysicsEngine or null if none attached
  98828. */
  98829. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  98830. return this._physicsEngine;
  98831. };
  98832. /**
  98833. * Enables physics to the current scene
  98834. * @param gravity defines the scene's gravity for the physics engine
  98835. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  98836. * @return a boolean indicating if the physics engine was initialized
  98837. */
  98838. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  98839. if (gravity === void 0) { gravity = null; }
  98840. if (this._physicsEngine) {
  98841. return true;
  98842. }
  98843. // Register the component to the scene
  98844. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  98845. if (!component) {
  98846. component = new PhysicsEngineSceneComponent(this);
  98847. this._addComponent(component);
  98848. }
  98849. try {
  98850. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  98851. return true;
  98852. }
  98853. catch (e) {
  98854. BABYLON.Tools.Error(e.message);
  98855. return false;
  98856. }
  98857. };
  98858. /**
  98859. * Disables and disposes the physics engine associated with the scene
  98860. */
  98861. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  98862. if (!this._physicsEngine) {
  98863. return;
  98864. }
  98865. this._physicsEngine.dispose();
  98866. this._physicsEngine = null;
  98867. };
  98868. /**
  98869. * Gets a boolean indicating if there is an active physics engine
  98870. * @returns a boolean indicating if there is an active physics engine
  98871. */
  98872. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  98873. return this._physicsEngine !== undefined;
  98874. };
  98875. /**
  98876. * Deletes a physics compound impostor
  98877. * @param compound defines the compound to delete
  98878. */
  98879. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  98880. var mesh = compound.parts[0].mesh;
  98881. if (mesh.physicsImpostor) {
  98882. mesh.physicsImpostor.dispose( /*true*/);
  98883. mesh.physicsImpostor = null;
  98884. }
  98885. };
  98886. /** @hidden */
  98887. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  98888. if (this._physicsEngine) {
  98889. this.onBeforePhysicsObservable.notifyObservers(this);
  98890. this._physicsEngine._step(step / 1000);
  98891. this.onAfterPhysicsObservable.notifyObservers(this);
  98892. }
  98893. };
  98894. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  98895. get: function () {
  98896. return this._physicsImpostor;
  98897. },
  98898. set: function (value) {
  98899. var _this = this;
  98900. if (this._physicsImpostor === value) {
  98901. return;
  98902. }
  98903. if (this._disposePhysicsObserver) {
  98904. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  98905. }
  98906. this._physicsImpostor = value;
  98907. if (value) {
  98908. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  98909. // Physics
  98910. if (_this.physicsImpostor) {
  98911. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  98912. _this.physicsImpostor = null;
  98913. }
  98914. });
  98915. }
  98916. },
  98917. enumerable: true,
  98918. configurable: true
  98919. });
  98920. /**
  98921. * Gets the current physics impostor
  98922. * @see http://doc.babylonjs.com/features/physics_engine
  98923. * @returns a physics impostor or null
  98924. */
  98925. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  98926. return this.physicsImpostor;
  98927. };
  98928. /**
  98929. * Apply a physic impulse to the mesh
  98930. * @param force defines the force to apply
  98931. * @param contactPoint defines where to apply the force
  98932. * @returns the current mesh
  98933. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  98934. */
  98935. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  98936. if (!this.physicsImpostor) {
  98937. return this;
  98938. }
  98939. this.physicsImpostor.applyImpulse(force, contactPoint);
  98940. return this;
  98941. };
  98942. /**
  98943. * Creates a physic joint between two meshes
  98944. * @param otherMesh defines the other mesh to use
  98945. * @param pivot1 defines the pivot to use on this mesh
  98946. * @param pivot2 defines the pivot to use on the other mesh
  98947. * @param options defines additional options (can be plugin dependent)
  98948. * @returns the current mesh
  98949. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  98950. */
  98951. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  98952. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  98953. return this;
  98954. }
  98955. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  98956. mainPivot: pivot1,
  98957. connectedPivot: pivot2,
  98958. nativeParams: options
  98959. });
  98960. return this;
  98961. };
  98962. /**
  98963. * Defines the physics engine scene component responsible to manage a physics engine
  98964. */
  98965. var PhysicsEngineSceneComponent = /** @class */ (function () {
  98966. /**
  98967. * Creates a new instance of the component for the given scene
  98968. * @param scene Defines the scene to register the component in
  98969. */
  98970. function PhysicsEngineSceneComponent(scene) {
  98971. var _this = this;
  98972. /**
  98973. * The component name helpful to identify the component in the list of scene components.
  98974. */
  98975. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  98976. this.scene = scene;
  98977. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  98978. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  98979. // Replace the function used to get the deterministic frame time
  98980. this.scene.getDeterministicFrameTime = function () {
  98981. if (_this.scene._physicsEngine) {
  98982. return _this.scene._physicsEngine.getTimeStep() * 1000;
  98983. }
  98984. return 1000.0 / 60.0;
  98985. };
  98986. }
  98987. /**
  98988. * Registers the component in a given scene
  98989. */
  98990. PhysicsEngineSceneComponent.prototype.register = function () {
  98991. };
  98992. /**
  98993. * Rebuilds the elements related to this component in case of
  98994. * context lost for instance.
  98995. */
  98996. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  98997. // Nothing to do for this component
  98998. };
  98999. /**
  99000. * Disposes the component and the associated ressources
  99001. */
  99002. PhysicsEngineSceneComponent.prototype.dispose = function () {
  99003. this.scene.onBeforePhysicsObservable.clear();
  99004. this.scene.onAfterPhysicsObservable.clear();
  99005. if (this.scene._physicsEngine) {
  99006. this.scene.disablePhysicsEngine();
  99007. }
  99008. };
  99009. return PhysicsEngineSceneComponent;
  99010. }());
  99011. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  99012. })(BABYLON || (BABYLON = {}));
  99013. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  99014. var BABYLON;
  99015. (function (BABYLON) {
  99016. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  99017. // All values and structures referenced from:
  99018. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  99019. var DDS_MAGIC = 0x20534444;
  99020. var
  99021. //DDSD_CAPS = 0x1,
  99022. //DDSD_HEIGHT = 0x2,
  99023. //DDSD_WIDTH = 0x4,
  99024. //DDSD_PITCH = 0x8,
  99025. //DDSD_PIXELFORMAT = 0x1000,
  99026. DDSD_MIPMAPCOUNT = 0x20000;
  99027. //DDSD_LINEARSIZE = 0x80000,
  99028. //DDSD_DEPTH = 0x800000;
  99029. // var DDSCAPS_COMPLEX = 0x8,
  99030. // DDSCAPS_MIPMAP = 0x400000,
  99031. // DDSCAPS_TEXTURE = 0x1000;
  99032. var DDSCAPS2_CUBEMAP = 0x200;
  99033. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  99034. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  99035. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  99036. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  99037. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  99038. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  99039. // DDSCAPS2_VOLUME = 0x200000;
  99040. var
  99041. //DDPF_ALPHAPIXELS = 0x1,
  99042. //DDPF_ALPHA = 0x2,
  99043. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  99044. //DDPF_YUV = 0x200,
  99045. DDPF_LUMINANCE = 0x20000;
  99046. function FourCCToInt32(value) {
  99047. return value.charCodeAt(0) +
  99048. (value.charCodeAt(1) << 8) +
  99049. (value.charCodeAt(2) << 16) +
  99050. (value.charCodeAt(3) << 24);
  99051. }
  99052. function Int32ToFourCC(value) {
  99053. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  99054. }
  99055. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  99056. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  99057. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  99058. var FOURCC_DX10 = FourCCToInt32("DX10");
  99059. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  99060. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  99061. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  99062. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  99063. var headerLengthInt = 31; // The header length in 32 bit ints
  99064. // Offsets into the header array
  99065. var off_magic = 0;
  99066. var off_size = 1;
  99067. var off_flags = 2;
  99068. var off_height = 3;
  99069. var off_width = 4;
  99070. var off_mipmapCount = 7;
  99071. var off_pfFlags = 20;
  99072. var off_pfFourCC = 21;
  99073. var off_RGBbpp = 22;
  99074. var off_RMask = 23;
  99075. var off_GMask = 24;
  99076. var off_BMask = 25;
  99077. var off_AMask = 26;
  99078. // var off_caps1 = 27;
  99079. var off_caps2 = 28;
  99080. // var off_caps3 = 29;
  99081. // var off_caps4 = 30;
  99082. var off_dxgiFormat = 32;
  99083. /**
  99084. * Class used to provide DDS decompression tools
  99085. */
  99086. var DDSTools = /** @class */ (function () {
  99087. function DDSTools() {
  99088. }
  99089. /**
  99090. * Gets DDS information from an array buffer
  99091. * @param arrayBuffer defines the array buffer to read data from
  99092. * @returns the DDS information
  99093. */
  99094. DDSTools.GetDDSInfo = function (arrayBuffer) {
  99095. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99096. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  99097. var mipmapCount = 1;
  99098. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  99099. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99100. }
  99101. var fourCC = header[off_pfFourCC];
  99102. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  99103. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99104. switch (fourCC) {
  99105. case FOURCC_D3DFMT_R16G16B16A16F:
  99106. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99107. break;
  99108. case FOURCC_D3DFMT_R32G32B32A32F:
  99109. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99110. break;
  99111. case FOURCC_DX10:
  99112. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  99113. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99114. break;
  99115. }
  99116. }
  99117. return {
  99118. width: header[off_width],
  99119. height: header[off_height],
  99120. mipmapCount: mipmapCount,
  99121. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  99122. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  99123. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  99124. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  99125. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  99126. dxgiFormat: dxgiFormat,
  99127. textureType: textureType
  99128. };
  99129. };
  99130. DDSTools._ToHalfFloat = function (value) {
  99131. if (!DDSTools._FloatView) {
  99132. DDSTools._FloatView = new Float32Array(1);
  99133. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  99134. }
  99135. DDSTools._FloatView[0] = value;
  99136. var x = DDSTools._Int32View[0];
  99137. var bits = (x >> 16) & 0x8000; /* Get the sign */
  99138. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  99139. var e = (x >> 23) & 0xff; /* Using int is faster here */
  99140. /* If zero, or denormal, or exponent underflows too much for a denormal
  99141. * half, return signed zero. */
  99142. if (e < 103) {
  99143. return bits;
  99144. }
  99145. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  99146. if (e > 142) {
  99147. bits |= 0x7c00;
  99148. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  99149. * not Inf, so make sure we set one mantissa bit too. */
  99150. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  99151. return bits;
  99152. }
  99153. /* If exponent underflows but not too much, return a denormal */
  99154. if (e < 113) {
  99155. m |= 0x0800;
  99156. /* Extra rounding may overflow and set mantissa to 0 and exponent
  99157. * to 1, which is OK. */
  99158. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  99159. return bits;
  99160. }
  99161. bits |= ((e - 112) << 10) | (m >> 1);
  99162. bits += m & 1;
  99163. return bits;
  99164. };
  99165. DDSTools._FromHalfFloat = function (value) {
  99166. var s = (value & 0x8000) >> 15;
  99167. var e = (value & 0x7C00) >> 10;
  99168. var f = value & 0x03FF;
  99169. if (e === 0) {
  99170. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  99171. }
  99172. else if (e == 0x1F) {
  99173. return f ? NaN : ((s ? -1 : 1) * Infinity);
  99174. }
  99175. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  99176. };
  99177. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99178. var destArray = new Float32Array(dataLength);
  99179. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99180. var index = 0;
  99181. for (var y = 0; y < height; y++) {
  99182. for (var x = 0; x < width; x++) {
  99183. var srcPos = (x + y * width) * 4;
  99184. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  99185. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  99186. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  99187. if (DDSTools.StoreLODInAlphaChannel) {
  99188. destArray[index + 3] = lod;
  99189. }
  99190. else {
  99191. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  99192. }
  99193. index += 4;
  99194. }
  99195. }
  99196. return destArray;
  99197. };
  99198. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99199. if (DDSTools.StoreLODInAlphaChannel) {
  99200. var destArray = new Uint16Array(dataLength);
  99201. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99202. var index = 0;
  99203. for (var y = 0; y < height; y++) {
  99204. for (var x = 0; x < width; x++) {
  99205. var srcPos = (x + y * width) * 4;
  99206. destArray[index] = srcData[srcPos];
  99207. destArray[index + 1] = srcData[srcPos + 1];
  99208. destArray[index + 2] = srcData[srcPos + 2];
  99209. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  99210. index += 4;
  99211. }
  99212. }
  99213. return destArray;
  99214. }
  99215. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  99216. };
  99217. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99218. if (DDSTools.StoreLODInAlphaChannel) {
  99219. var destArray = new Float32Array(dataLength);
  99220. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99221. var index = 0;
  99222. for (var y = 0; y < height; y++) {
  99223. for (var x = 0; x < width; x++) {
  99224. var srcPos = (x + y * width) * 4;
  99225. destArray[index] = srcData[srcPos];
  99226. destArray[index + 1] = srcData[srcPos + 1];
  99227. destArray[index + 2] = srcData[srcPos + 2];
  99228. destArray[index + 3] = lod;
  99229. index += 4;
  99230. }
  99231. }
  99232. return destArray;
  99233. }
  99234. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  99235. };
  99236. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99237. var destArray = new Uint8Array(dataLength);
  99238. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99239. var index = 0;
  99240. for (var y = 0; y < height; y++) {
  99241. for (var x = 0; x < width; x++) {
  99242. var srcPos = (x + y * width) * 4;
  99243. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  99244. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  99245. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  99246. if (DDSTools.StoreLODInAlphaChannel) {
  99247. destArray[index + 3] = lod;
  99248. }
  99249. else {
  99250. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  99251. }
  99252. index += 4;
  99253. }
  99254. }
  99255. return destArray;
  99256. };
  99257. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99258. var destArray = new Uint8Array(dataLength);
  99259. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99260. var index = 0;
  99261. for (var y = 0; y < height; y++) {
  99262. for (var x = 0; x < width; x++) {
  99263. var srcPos = (x + y * width) * 4;
  99264. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  99265. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  99266. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  99267. if (DDSTools.StoreLODInAlphaChannel) {
  99268. destArray[index + 3] = lod;
  99269. }
  99270. else {
  99271. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  99272. }
  99273. index += 4;
  99274. }
  99275. }
  99276. return destArray;
  99277. };
  99278. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  99279. var byteArray = new Uint8Array(dataLength);
  99280. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99281. var index = 0;
  99282. for (var y = 0; y < height; y++) {
  99283. for (var x = 0; x < width; x++) {
  99284. var srcPos = (x + y * width) * 4;
  99285. byteArray[index] = srcData[srcPos + rOffset];
  99286. byteArray[index + 1] = srcData[srcPos + gOffset];
  99287. byteArray[index + 2] = srcData[srcPos + bOffset];
  99288. byteArray[index + 3] = srcData[srcPos + aOffset];
  99289. index += 4;
  99290. }
  99291. }
  99292. return byteArray;
  99293. };
  99294. DDSTools._ExtractLongWordOrder = function (value) {
  99295. if (value === 0 || value === 255 || value === -16777216) {
  99296. return 0;
  99297. }
  99298. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  99299. };
  99300. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  99301. var byteArray = new Uint8Array(dataLength);
  99302. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99303. var index = 0;
  99304. for (var y = 0; y < height; y++) {
  99305. for (var x = 0; x < width; x++) {
  99306. var srcPos = (x + y * width) * 3;
  99307. byteArray[index] = srcData[srcPos + rOffset];
  99308. byteArray[index + 1] = srcData[srcPos + gOffset];
  99309. byteArray[index + 2] = srcData[srcPos + bOffset];
  99310. index += 3;
  99311. }
  99312. }
  99313. return byteArray;
  99314. };
  99315. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  99316. var byteArray = new Uint8Array(dataLength);
  99317. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99318. var index = 0;
  99319. for (var y = 0; y < height; y++) {
  99320. for (var x = 0; x < width; x++) {
  99321. var srcPos = (x + y * width);
  99322. byteArray[index] = srcData[srcPos];
  99323. index++;
  99324. }
  99325. }
  99326. return byteArray;
  99327. };
  99328. /**
  99329. * Uploads DDS Levels to a Babylon Texture
  99330. * @hidden
  99331. */
  99332. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  99333. if (lodIndex === void 0) { lodIndex = -1; }
  99334. var sphericalPolynomialFaces = null;
  99335. if (info.sphericalPolynomial) {
  99336. sphericalPolynomialFaces = new Array();
  99337. }
  99338. var ext = engine.getCaps().s3tc;
  99339. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99340. var fourCC, width, height, dataLength = 0, dataOffset;
  99341. var byteArray, mipmapCount, mip;
  99342. var internalCompressedFormat = 0;
  99343. var blockBytes = 1;
  99344. if (header[off_magic] !== DDS_MAGIC) {
  99345. BABYLON.Tools.Error("Invalid magic number in DDS header");
  99346. return;
  99347. }
  99348. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  99349. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  99350. return;
  99351. }
  99352. if (info.isCompressed && !ext) {
  99353. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  99354. return;
  99355. }
  99356. var bpp = header[off_RGBbpp];
  99357. dataOffset = header[off_size] + 4;
  99358. var computeFormats = false;
  99359. if (info.isFourCC) {
  99360. fourCC = header[off_pfFourCC];
  99361. switch (fourCC) {
  99362. case FOURCC_DXT1:
  99363. blockBytes = 8;
  99364. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  99365. break;
  99366. case FOURCC_DXT3:
  99367. blockBytes = 16;
  99368. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  99369. break;
  99370. case FOURCC_DXT5:
  99371. blockBytes = 16;
  99372. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  99373. break;
  99374. case FOURCC_D3DFMT_R16G16B16A16F:
  99375. computeFormats = true;
  99376. break;
  99377. case FOURCC_D3DFMT_R32G32B32A32F:
  99378. computeFormats = true;
  99379. break;
  99380. case FOURCC_DX10:
  99381. // There is an additionnal header so dataOffset need to be changed
  99382. dataOffset += 5 * 4; // 5 uints
  99383. var supported = false;
  99384. switch (info.dxgiFormat) {
  99385. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  99386. computeFormats = true;
  99387. supported = true;
  99388. break;
  99389. case DXGI_FORMAT_B8G8R8X8_UNORM:
  99390. info.isRGB = true;
  99391. info.isFourCC = false;
  99392. bpp = 32;
  99393. supported = true;
  99394. break;
  99395. }
  99396. if (supported) {
  99397. break;
  99398. }
  99399. default:
  99400. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  99401. return;
  99402. }
  99403. }
  99404. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  99405. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  99406. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  99407. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  99408. if (computeFormats) {
  99409. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  99410. }
  99411. mipmapCount = 1;
  99412. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  99413. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99414. }
  99415. for (var face = 0; face < faces; face++) {
  99416. width = header[off_width];
  99417. height = header[off_height];
  99418. for (mip = 0; mip < mipmapCount; ++mip) {
  99419. if (lodIndex === -1 || lodIndex === mip) {
  99420. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  99421. var i = (lodIndex === -1) ? mip : 0;
  99422. if (!info.isCompressed && info.isFourCC) {
  99423. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99424. dataLength = width * height * 4;
  99425. var floatArray = null;
  99426. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  99427. if (bpp === 128) {
  99428. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99429. if (sphericalPolynomialFaces && i == 0) {
  99430. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99431. }
  99432. }
  99433. else if (bpp === 64) {
  99434. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99435. if (sphericalPolynomialFaces && i == 0) {
  99436. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99437. }
  99438. }
  99439. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99440. }
  99441. else {
  99442. if (bpp === 128) {
  99443. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99444. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99445. if (sphericalPolynomialFaces && i == 0) {
  99446. sphericalPolynomialFaces.push(floatArray);
  99447. }
  99448. }
  99449. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  99450. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99451. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99452. if (sphericalPolynomialFaces && i == 0) {
  99453. sphericalPolynomialFaces.push(floatArray);
  99454. }
  99455. }
  99456. else { // 64
  99457. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99458. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99459. if (sphericalPolynomialFaces && i == 0) {
  99460. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99461. }
  99462. }
  99463. }
  99464. if (floatArray) {
  99465. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  99466. }
  99467. }
  99468. else if (info.isRGB) {
  99469. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99470. if (bpp === 24) {
  99471. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  99472. dataLength = width * height * 3;
  99473. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  99474. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99475. }
  99476. else { // 32
  99477. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99478. dataLength = width * height * 4;
  99479. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  99480. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99481. }
  99482. }
  99483. else if (info.isLuminance) {
  99484. var unpackAlignment = engine._getUnpackAlignement();
  99485. var unpaddedRowSize = width;
  99486. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  99487. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  99488. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  99489. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  99490. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99491. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99492. }
  99493. else {
  99494. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  99495. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  99496. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99497. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  99498. }
  99499. }
  99500. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  99501. width *= 0.5;
  99502. height *= 0.5;
  99503. width = Math.max(1.0, width);
  99504. height = Math.max(1.0, height);
  99505. }
  99506. if (currentFace !== undefined) {
  99507. // Loading a single face
  99508. break;
  99509. }
  99510. }
  99511. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  99512. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  99513. size: header[off_width],
  99514. right: sphericalPolynomialFaces[0],
  99515. left: sphericalPolynomialFaces[1],
  99516. up: sphericalPolynomialFaces[2],
  99517. down: sphericalPolynomialFaces[3],
  99518. front: sphericalPolynomialFaces[4],
  99519. back: sphericalPolynomialFaces[5],
  99520. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  99521. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  99522. gammaSpace: false,
  99523. });
  99524. }
  99525. else {
  99526. info.sphericalPolynomial = undefined;
  99527. }
  99528. };
  99529. /**
  99530. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  99531. */
  99532. DDSTools.StoreLODInAlphaChannel = false;
  99533. return DDSTools;
  99534. }());
  99535. BABYLON.DDSTools = DDSTools;
  99536. })(BABYLON || (BABYLON = {}));
  99537. //# sourceMappingURL=babylon.dds.js.map
  99538. var BABYLON;
  99539. (function (BABYLON) {
  99540. /**
  99541. * Implementation of the DDS Texture Loader.
  99542. */
  99543. var DDSTextureLoader = /** @class */ (function () {
  99544. function DDSTextureLoader() {
  99545. /**
  99546. * Defines wether the loader supports cascade loading the different faces.
  99547. */
  99548. this.supportCascades = true;
  99549. }
  99550. /**
  99551. * This returns if the loader support the current file information.
  99552. * @param extension defines the file extension of the file being loaded
  99553. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99554. * @param fallback defines the fallback internal texture if any
  99555. * @param isBase64 defines whether the texture is encoded as a base64
  99556. * @param isBuffer defines whether the texture data are stored as a buffer
  99557. * @returns true if the loader can load the specified file
  99558. */
  99559. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99560. return extension.indexOf(".dds") === 0;
  99561. };
  99562. /**
  99563. * Transform the url before loading if required.
  99564. * @param rootUrl the url of the texture
  99565. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99566. * @returns the transformed texture
  99567. */
  99568. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99569. return rootUrl;
  99570. };
  99571. /**
  99572. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99573. * @param rootUrl the url of the texture
  99574. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99575. * @returns the fallback texture
  99576. */
  99577. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99578. return null;
  99579. };
  99580. /**
  99581. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99582. * @param data contains the texture data
  99583. * @param texture defines the BabylonJS internal texture
  99584. * @param createPolynomials will be true if polynomials have been requested
  99585. * @param onLoad defines the callback to trigger once the texture is ready
  99586. * @param onError defines the callback to trigger in case of error
  99587. */
  99588. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  99589. var engine = texture.getEngine();
  99590. var info;
  99591. var loadMipmap = false;
  99592. if (Array.isArray(imgs)) {
  99593. for (var index = 0; index < imgs.length; index++) {
  99594. var data_1 = imgs[index];
  99595. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  99596. texture.width = info.width;
  99597. texture.height = info.height;
  99598. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99599. engine._unpackFlipY(info.isCompressed);
  99600. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  99601. if (!info.isFourCC && info.mipmapCount === 1) {
  99602. engine.generateMipMapsForCubemap(texture);
  99603. }
  99604. }
  99605. }
  99606. else {
  99607. var data = imgs;
  99608. info = BABYLON.DDSTools.GetDDSInfo(data);
  99609. texture.width = info.width;
  99610. texture.height = info.height;
  99611. if (createPolynomials) {
  99612. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  99613. }
  99614. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99615. engine._unpackFlipY(info.isCompressed);
  99616. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  99617. if (!info.isFourCC && info.mipmapCount === 1) {
  99618. engine.generateMipMapsForCubemap(texture);
  99619. }
  99620. }
  99621. engine._setCubeMapTextureParams(loadMipmap);
  99622. texture.isReady = true;
  99623. if (onLoad) {
  99624. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  99625. }
  99626. };
  99627. /**
  99628. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99629. * @param data contains the texture data
  99630. * @param texture defines the BabylonJS internal texture
  99631. * @param callback defines the method to call once ready to upload
  99632. */
  99633. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  99634. var info = BABYLON.DDSTools.GetDDSInfo(data);
  99635. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  99636. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  99637. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  99638. });
  99639. };
  99640. return DDSTextureLoader;
  99641. }());
  99642. // Register the loader.
  99643. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  99644. })(BABYLON || (BABYLON = {}));
  99645. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  99646. var BABYLON;
  99647. (function (BABYLON) {
  99648. /**
  99649. * Based on jsTGALoader - Javascript loader for TGA file
  99650. * By Vincent Thibault
  99651. * @see http://blog.robrowser.com/javascript-tga-loader.html
  99652. */
  99653. var TGATools = /** @class */ (function () {
  99654. function TGATools() {
  99655. }
  99656. /**
  99657. * Gets the header of a TGA file
  99658. * @param data defines the TGA data
  99659. * @returns the header
  99660. */
  99661. TGATools.GetTGAHeader = function (data) {
  99662. var offset = 0;
  99663. var header = {
  99664. id_length: data[offset++],
  99665. colormap_type: data[offset++],
  99666. image_type: data[offset++],
  99667. colormap_index: data[offset++] | data[offset++] << 8,
  99668. colormap_length: data[offset++] | data[offset++] << 8,
  99669. colormap_size: data[offset++],
  99670. origin: [
  99671. data[offset++] | data[offset++] << 8,
  99672. data[offset++] | data[offset++] << 8
  99673. ],
  99674. width: data[offset++] | data[offset++] << 8,
  99675. height: data[offset++] | data[offset++] << 8,
  99676. pixel_size: data[offset++],
  99677. flags: data[offset++]
  99678. };
  99679. return header;
  99680. };
  99681. /**
  99682. * Uploads TGA content to a Babylon Texture
  99683. * @hidden
  99684. */
  99685. TGATools.UploadContent = function (texture, data) {
  99686. // Not enough data to contain header ?
  99687. if (data.length < 19) {
  99688. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  99689. return;
  99690. }
  99691. // Read Header
  99692. var offset = 18;
  99693. var header = TGATools.GetTGAHeader(data);
  99694. // Assume it's a valid Targa file.
  99695. if (header.id_length + offset > data.length) {
  99696. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  99697. return;
  99698. }
  99699. // Skip not needed data
  99700. offset += header.id_length;
  99701. var use_rle = false;
  99702. var use_pal = false;
  99703. var use_grey = false;
  99704. // Get some informations.
  99705. switch (header.image_type) {
  99706. case TGATools._TYPE_RLE_INDEXED:
  99707. use_rle = true;
  99708. case TGATools._TYPE_INDEXED:
  99709. use_pal = true;
  99710. break;
  99711. case TGATools._TYPE_RLE_RGB:
  99712. use_rle = true;
  99713. case TGATools._TYPE_RGB:
  99714. // use_rgb = true;
  99715. break;
  99716. case TGATools._TYPE_RLE_GREY:
  99717. use_rle = true;
  99718. case TGATools._TYPE_GREY:
  99719. use_grey = true;
  99720. break;
  99721. }
  99722. var pixel_data;
  99723. // var numAlphaBits = header.flags & 0xf;
  99724. var pixel_size = header.pixel_size >> 3;
  99725. var pixel_total = header.width * header.height * pixel_size;
  99726. // Read palettes
  99727. var palettes;
  99728. if (use_pal) {
  99729. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  99730. }
  99731. // Read LRE
  99732. if (use_rle) {
  99733. pixel_data = new Uint8Array(pixel_total);
  99734. var c, count, i;
  99735. var localOffset = 0;
  99736. var pixels = new Uint8Array(pixel_size);
  99737. while (offset < pixel_total && localOffset < pixel_total) {
  99738. c = data[offset++];
  99739. count = (c & 0x7f) + 1;
  99740. // RLE pixels
  99741. if (c & 0x80) {
  99742. // Bind pixel tmp array
  99743. for (i = 0; i < pixel_size; ++i) {
  99744. pixels[i] = data[offset++];
  99745. }
  99746. // Copy pixel array
  99747. for (i = 0; i < count; ++i) {
  99748. pixel_data.set(pixels, localOffset + i * pixel_size);
  99749. }
  99750. localOffset += pixel_size * count;
  99751. }
  99752. // Raw pixels
  99753. else {
  99754. count *= pixel_size;
  99755. for (i = 0; i < count; ++i) {
  99756. pixel_data[localOffset + i] = data[offset++];
  99757. }
  99758. localOffset += count;
  99759. }
  99760. }
  99761. }
  99762. // RAW Pixels
  99763. else {
  99764. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  99765. }
  99766. // Load to texture
  99767. var x_start, y_start, x_step, y_step, y_end, x_end;
  99768. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  99769. default:
  99770. case TGATools._ORIGIN_UL:
  99771. x_start = 0;
  99772. x_step = 1;
  99773. x_end = header.width;
  99774. y_start = 0;
  99775. y_step = 1;
  99776. y_end = header.height;
  99777. break;
  99778. case TGATools._ORIGIN_BL:
  99779. x_start = 0;
  99780. x_step = 1;
  99781. x_end = header.width;
  99782. y_start = header.height - 1;
  99783. y_step = -1;
  99784. y_end = -1;
  99785. break;
  99786. case TGATools._ORIGIN_UR:
  99787. x_start = header.width - 1;
  99788. x_step = -1;
  99789. x_end = -1;
  99790. y_start = 0;
  99791. y_step = 1;
  99792. y_end = header.height;
  99793. break;
  99794. case TGATools._ORIGIN_BR:
  99795. x_start = header.width - 1;
  99796. x_step = -1;
  99797. x_end = -1;
  99798. y_start = header.height - 1;
  99799. y_step = -1;
  99800. y_end = -1;
  99801. break;
  99802. }
  99803. // Load the specify method
  99804. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  99805. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  99806. var engine = texture.getEngine();
  99807. engine._uploadDataToTextureDirectly(texture, imageData);
  99808. };
  99809. /** @hidden */
  99810. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99811. var image = pixel_data, colormap = palettes;
  99812. var width = header.width, height = header.height;
  99813. var color, i = 0, x, y;
  99814. var imageData = new Uint8Array(width * height * 4);
  99815. for (y = y_start; y !== y_end; y += y_step) {
  99816. for (x = x_start; x !== x_end; x += x_step, i++) {
  99817. color = image[i];
  99818. imageData[(x + width * y) * 4 + 3] = 255;
  99819. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  99820. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  99821. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  99822. }
  99823. }
  99824. return imageData;
  99825. };
  99826. /** @hidden */
  99827. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99828. var image = pixel_data;
  99829. var width = header.width, height = header.height;
  99830. var color, i = 0, x, y;
  99831. var imageData = new Uint8Array(width * height * 4);
  99832. for (y = y_start; y !== y_end; y += y_step) {
  99833. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99834. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  99835. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  99836. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  99837. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  99838. imageData[(x + width * y) * 4 + 0] = r;
  99839. imageData[(x + width * y) * 4 + 1] = g;
  99840. imageData[(x + width * y) * 4 + 2] = b;
  99841. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  99842. }
  99843. }
  99844. return imageData;
  99845. };
  99846. /** @hidden */
  99847. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99848. var image = pixel_data;
  99849. var width = header.width, height = header.height;
  99850. var i = 0, x, y;
  99851. var imageData = new Uint8Array(width * height * 4);
  99852. for (y = y_start; y !== y_end; y += y_step) {
  99853. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  99854. imageData[(x + width * y) * 4 + 3] = 255;
  99855. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99856. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99857. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99858. }
  99859. }
  99860. return imageData;
  99861. };
  99862. /** @hidden */
  99863. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99864. var image = pixel_data;
  99865. var width = header.width, height = header.height;
  99866. var i = 0, x, y;
  99867. var imageData = new Uint8Array(width * height * 4);
  99868. for (y = y_start; y !== y_end; y += y_step) {
  99869. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  99870. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99871. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99872. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99873. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  99874. }
  99875. }
  99876. return imageData;
  99877. };
  99878. /** @hidden */
  99879. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99880. var image = pixel_data;
  99881. var width = header.width, height = header.height;
  99882. var color, i = 0, x, y;
  99883. var imageData = new Uint8Array(width * height * 4);
  99884. for (y = y_start; y !== y_end; y += y_step) {
  99885. for (x = x_start; x !== x_end; x += x_step, i++) {
  99886. color = image[i];
  99887. imageData[(x + width * y) * 4 + 0] = color;
  99888. imageData[(x + width * y) * 4 + 1] = color;
  99889. imageData[(x + width * y) * 4 + 2] = color;
  99890. imageData[(x + width * y) * 4 + 3] = 255;
  99891. }
  99892. }
  99893. return imageData;
  99894. };
  99895. /** @hidden */
  99896. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99897. var image = pixel_data;
  99898. var width = header.width, height = header.height;
  99899. var i = 0, x, y;
  99900. var imageData = new Uint8Array(width * height * 4);
  99901. for (y = y_start; y !== y_end; y += y_step) {
  99902. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99903. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  99904. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  99905. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99906. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  99907. }
  99908. }
  99909. return imageData;
  99910. };
  99911. //private static _TYPE_NO_DATA = 0;
  99912. TGATools._TYPE_INDEXED = 1;
  99913. TGATools._TYPE_RGB = 2;
  99914. TGATools._TYPE_GREY = 3;
  99915. TGATools._TYPE_RLE_INDEXED = 9;
  99916. TGATools._TYPE_RLE_RGB = 10;
  99917. TGATools._TYPE_RLE_GREY = 11;
  99918. TGATools._ORIGIN_MASK = 0x30;
  99919. TGATools._ORIGIN_SHIFT = 0x04;
  99920. TGATools._ORIGIN_BL = 0x00;
  99921. TGATools._ORIGIN_BR = 0x01;
  99922. TGATools._ORIGIN_UL = 0x02;
  99923. TGATools._ORIGIN_UR = 0x03;
  99924. return TGATools;
  99925. }());
  99926. BABYLON.TGATools = TGATools;
  99927. })(BABYLON || (BABYLON = {}));
  99928. //# sourceMappingURL=babylon.tga.js.map
  99929. var BABYLON;
  99930. (function (BABYLON) {
  99931. /**
  99932. * Implementation of the TGA Texture Loader.
  99933. */
  99934. var TGATextureLoader = /** @class */ (function () {
  99935. function TGATextureLoader() {
  99936. /**
  99937. * Defines wether the loader supports cascade loading the different faces.
  99938. */
  99939. this.supportCascades = false;
  99940. }
  99941. /**
  99942. * This returns if the loader support the current file information.
  99943. * @param extension defines the file extension of the file being loaded
  99944. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99945. * @param fallback defines the fallback internal texture if any
  99946. * @param isBase64 defines whether the texture is encoded as a base64
  99947. * @param isBuffer defines whether the texture data are stored as a buffer
  99948. * @returns true if the loader can load the specified file
  99949. */
  99950. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99951. return extension.indexOf(".tga") === 0;
  99952. };
  99953. /**
  99954. * Transform the url before loading if required.
  99955. * @param rootUrl the url of the texture
  99956. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99957. * @returns the transformed texture
  99958. */
  99959. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99960. return rootUrl;
  99961. };
  99962. /**
  99963. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99964. * @param rootUrl the url of the texture
  99965. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99966. * @returns the fallback texture
  99967. */
  99968. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99969. return null;
  99970. };
  99971. /**
  99972. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99973. * @param data contains the texture data
  99974. * @param texture defines the BabylonJS internal texture
  99975. * @param createPolynomials will be true if polynomials have been requested
  99976. * @param onLoad defines the callback to trigger once the texture is ready
  99977. * @param onError defines the callback to trigger in case of error
  99978. */
  99979. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  99980. throw ".env not supported in Cube.";
  99981. };
  99982. /**
  99983. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99984. * @param data contains the texture data
  99985. * @param texture defines the BabylonJS internal texture
  99986. * @param callback defines the method to call once ready to upload
  99987. */
  99988. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  99989. var uintData = new Uint8Array(data);
  99990. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  99991. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  99992. BABYLON.TGATools.UploadContent(texture, uintData);
  99993. });
  99994. };
  99995. return TGATextureLoader;
  99996. }());
  99997. // Register the loader.
  99998. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  99999. })(BABYLON || (BABYLON = {}));
  100000. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  100001. var BABYLON;
  100002. (function (BABYLON) {
  100003. /**
  100004. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100005. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100006. */
  100007. var KhronosTextureContainer = /** @class */ (function () {
  100008. /**
  100009. * Creates a new KhronosTextureContainer
  100010. * @param arrayBuffer contents of the KTX container file
  100011. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  100012. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  100013. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  100014. */
  100015. function KhronosTextureContainer(
  100016. /** contents of the KTX container file */
  100017. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  100018. this.arrayBuffer = arrayBuffer;
  100019. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  100020. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  100021. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  100022. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  100023. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  100024. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  100025. BABYLON.Tools.Error("texture missing KTX identifier");
  100026. return;
  100027. }
  100028. // load the reset of the header in native 32 bit int
  100029. var header = new Int32Array(this.arrayBuffer, 12, 13);
  100030. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  100031. var oppositeEndianess = header[0] === 0x01020304;
  100032. // read all the header elements in order they exist in the file, without modification (sans endainness)
  100033. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  100034. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  100035. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  100036. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  100037. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  100038. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  100039. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  100040. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  100041. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  100042. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  100043. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  100044. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  100045. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  100046. if (this.glType !== 0) {
  100047. BABYLON.Tools.Error("only compressed formats currently supported");
  100048. return;
  100049. }
  100050. else {
  100051. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  100052. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  100053. }
  100054. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  100055. BABYLON.Tools.Error("only 2D textures currently supported");
  100056. return;
  100057. }
  100058. if (this.numberOfArrayElements !== 0) {
  100059. BABYLON.Tools.Error("texture arrays not currently supported");
  100060. return;
  100061. }
  100062. if (this.numberOfFaces !== facesExpected) {
  100063. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  100064. return;
  100065. }
  100066. // we now have a completely validated file, so could use existence of loadType as success
  100067. // would need to make this more elaborate & adjust checks above to support more than one load type
  100068. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  100069. }
  100070. //
  100071. /**
  100072. * Revert the endianness of a value.
  100073. * Not as fast hardware based, but will probably never need to use
  100074. * @param val defines the value to convert
  100075. * @returns the new value
  100076. */
  100077. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  100078. return ((val & 0xFF) << 24)
  100079. | ((val & 0xFF00) << 8)
  100080. | ((val >> 8) & 0xFF00)
  100081. | ((val >> 24) & 0xFF);
  100082. };
  100083. /**
  100084. * Uploads KTX content to a Babylon Texture.
  100085. * It is assumed that the texture has already been created & is currently bound
  100086. * @hidden
  100087. */
  100088. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  100089. switch (this.loadType) {
  100090. case KhronosTextureContainer.COMPRESSED_2D:
  100091. this._upload2DCompressedLevels(texture, loadMipmaps);
  100092. break;
  100093. case KhronosTextureContainer.TEX_2D:
  100094. case KhronosTextureContainer.COMPRESSED_3D:
  100095. case KhronosTextureContainer.TEX_3D:
  100096. }
  100097. };
  100098. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  100099. // initialize width & height for level 1
  100100. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  100101. var width = this.pixelWidth;
  100102. var height = this.pixelHeight;
  100103. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  100104. for (var level = 0; level < mipmapCount; level++) {
  100105. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  100106. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  100107. for (var face = 0; face < this.numberOfFaces; face++) {
  100108. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  100109. var engine = texture.getEngine();
  100110. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  100111. dataOffset += imageSize; // add size of the image for the next face/mipmap
  100112. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  100113. }
  100114. width = Math.max(1.0, width * 0.5);
  100115. height = Math.max(1.0, height * 0.5);
  100116. }
  100117. };
  100118. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  100119. // load types
  100120. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  100121. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  100122. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  100123. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  100124. return KhronosTextureContainer;
  100125. }());
  100126. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  100127. })(BABYLON || (BABYLON = {}));
  100128. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  100129. var BABYLON;
  100130. (function (BABYLON) {
  100131. /**
  100132. * Implementation of the KTX Texture Loader.
  100133. */
  100134. var KTXTextureLoader = /** @class */ (function () {
  100135. function KTXTextureLoader() {
  100136. /**
  100137. * Defines wether the loader supports cascade loading the different faces.
  100138. */
  100139. this.supportCascades = false;
  100140. }
  100141. /**
  100142. * This returns if the loader support the current file information.
  100143. * @param extension defines the file extension of the file being loaded
  100144. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100145. * @param fallback defines the fallback internal texture if any
  100146. * @param isBase64 defines whether the texture is encoded as a base64
  100147. * @param isBuffer defines whether the texture data are stored as a buffer
  100148. * @returns true if the loader can load the specified file
  100149. */
  100150. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100151. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  100152. return true;
  100153. }
  100154. return false;
  100155. };
  100156. /**
  100157. * Transform the url before loading if required.
  100158. * @param rootUrl the url of the texture
  100159. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100160. * @returns the transformed texture
  100161. */
  100162. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100163. var lastDot = rootUrl.lastIndexOf('.');
  100164. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  100165. };
  100166. /**
  100167. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100168. * @param rootUrl the url of the texture
  100169. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100170. * @returns the fallback texture
  100171. */
  100172. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100173. // remove the format appended to the rootUrl in the original createCubeTexture call.
  100174. var exp = new RegExp("" + textureFormatInUse + "$");
  100175. return rootUrl.replace(exp, "");
  100176. };
  100177. /**
  100178. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100179. * @param data contains the texture data
  100180. * @param texture defines the BabylonJS internal texture
  100181. * @param createPolynomials will be true if polynomials have been requested
  100182. * @param onLoad defines the callback to trigger once the texture is ready
  100183. * @param onError defines the callback to trigger in case of error
  100184. */
  100185. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100186. if (Array.isArray(data)) {
  100187. return;
  100188. }
  100189. var engine = texture.getEngine();
  100190. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  100191. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  100192. engine._unpackFlipY(true);
  100193. ktx.uploadLevels(texture, texture.generateMipMaps);
  100194. texture.width = ktx.pixelWidth;
  100195. texture.height = ktx.pixelHeight;
  100196. engine._setCubeMapTextureParams(loadMipmap);
  100197. texture.isReady = true;
  100198. };
  100199. /**
  100200. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100201. * @param data contains the texture data
  100202. * @param texture defines the BabylonJS internal texture
  100203. * @param callback defines the method to call once ready to upload
  100204. */
  100205. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  100206. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  100207. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  100208. ktx.uploadLevels(texture, texture.generateMipMaps);
  100209. });
  100210. };
  100211. return KTXTextureLoader;
  100212. }());
  100213. // Register the loader.
  100214. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  100215. })(BABYLON || (BABYLON = {}));
  100216. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  100217. var BABYLON;
  100218. (function (BABYLON) {
  100219. /**
  100220. * Sets of helpers addressing the serialization and deserialization of environment texture
  100221. * stored in a BabylonJS env file.
  100222. * Those files are usually stored as .env files.
  100223. */
  100224. var EnvironmentTextureTools = /** @class */ (function () {
  100225. function EnvironmentTextureTools() {
  100226. }
  100227. /**
  100228. * Gets the environment info from an env file.
  100229. * @param data The array buffer containing the .env bytes.
  100230. * @returns the environment file info (the json header) if successfully parsed.
  100231. */
  100232. EnvironmentTextureTools.GetEnvInfo = function (data) {
  100233. var dataView = new DataView(data);
  100234. var pos = 0;
  100235. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100236. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  100237. BABYLON.Tools.Error('Not a babylon environment map');
  100238. return null;
  100239. }
  100240. }
  100241. // Read json manifest - collect characters up to null terminator
  100242. var manifestString = '';
  100243. var charCode = 0x00;
  100244. while ((charCode = dataView.getUint8(pos++))) {
  100245. manifestString += String.fromCharCode(charCode);
  100246. }
  100247. var manifest = JSON.parse(manifestString);
  100248. if (manifest.specular) {
  100249. // Extend the header with the position of the payload.
  100250. manifest.specular.specularDataPosition = pos;
  100251. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  100252. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  100253. }
  100254. return manifest;
  100255. };
  100256. /**
  100257. * Creates an environment texture from a loaded cube texture.
  100258. * @param texture defines the cube texture to convert in env file
  100259. * @return a promise containing the environment data if succesfull.
  100260. */
  100261. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  100262. var _this = this;
  100263. var internalTexture = texture.getInternalTexture();
  100264. if (!internalTexture) {
  100265. return Promise.reject("The cube texture is invalid.");
  100266. }
  100267. if (!texture._prefiltered) {
  100268. return Promise.reject("The cube texture is invalid (not prefiltered).");
  100269. }
  100270. var engine = internalTexture.getEngine();
  100271. if (engine && engine.premultipliedAlpha) {
  100272. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  100273. }
  100274. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  100275. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  100276. }
  100277. var canvas = engine.getRenderingCanvas();
  100278. if (!canvas) {
  100279. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  100280. }
  100281. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100282. if (!engine.getCaps().textureFloatRender) {
  100283. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100284. if (!engine.getCaps().textureHalfFloatRender) {
  100285. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  100286. }
  100287. }
  100288. var cubeWidth = internalTexture.width;
  100289. var hostingScene = new BABYLON.Scene(engine);
  100290. var specularTextures = {};
  100291. var promises = [];
  100292. // Read and collect all mipmaps data from the cube.
  100293. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  100294. mipmapsCount = Math.round(mipmapsCount);
  100295. var _loop_1 = function (i) {
  100296. var faceWidth = Math.pow(2, mipmapsCount - i);
  100297. var _loop_2 = function (face) {
  100298. var data = texture.readPixels(face, i);
  100299. // Creates a temp texture with the face data.
  100300. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  100301. // And rgbdEncode them.
  100302. var promise = new Promise(function (resolve, reject) {
  100303. 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);
  100304. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100305. rgbdPostProcess.onApply = function (effect) {
  100306. effect._bindTexture("textureSampler", tempTexture);
  100307. };
  100308. // As the process needs to happen on the main canvas, keep track of the current size
  100309. var currentW = engine.getRenderWidth();
  100310. var currentH = engine.getRenderHeight();
  100311. // Set the desired size for the texture
  100312. engine.setSize(faceWidth, faceWidth);
  100313. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  100314. // Reading datas from WebGL
  100315. BABYLON.Tools.ToBlob(canvas, function (blob) {
  100316. var fileReader = new FileReader();
  100317. fileReader.onload = function (event) {
  100318. var arrayBuffer = event.target.result;
  100319. specularTextures[i * 6 + face] = arrayBuffer;
  100320. resolve();
  100321. };
  100322. fileReader.readAsArrayBuffer(blob);
  100323. });
  100324. // Reapply the previous canvas size
  100325. engine.setSize(currentW, currentH);
  100326. });
  100327. });
  100328. promises.push(promise);
  100329. };
  100330. // All faces of the cube.
  100331. for (var face = 0; face < 6; face++) {
  100332. _loop_2(face);
  100333. }
  100334. };
  100335. for (var i = 0; i <= mipmapsCount; i++) {
  100336. _loop_1(i);
  100337. }
  100338. // Once all the textures haves been collected as RGBD stored in PNGs
  100339. return Promise.all(promises).then(function () {
  100340. // We can delete the hosting scene keeping track of all the creation objects
  100341. hostingScene.dispose();
  100342. // Creates the json header for the env texture
  100343. var info = {
  100344. version: 1,
  100345. width: cubeWidth,
  100346. irradiance: _this._CreateEnvTextureIrradiance(texture),
  100347. specular: {
  100348. mipmaps: [],
  100349. lodGenerationScale: texture.lodGenerationScale
  100350. }
  100351. };
  100352. // Sets the specular image data information
  100353. var position = 0;
  100354. for (var i = 0; i <= mipmapsCount; i++) {
  100355. for (var face = 0; face < 6; face++) {
  100356. var byteLength = specularTextures[i * 6 + face].byteLength;
  100357. info.specular.mipmaps.push({
  100358. length: byteLength,
  100359. position: position
  100360. });
  100361. position += byteLength;
  100362. }
  100363. }
  100364. // Encode the JSON as an array buffer
  100365. var infoString = JSON.stringify(info);
  100366. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  100367. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  100368. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  100369. infoView[i] = infoString.charCodeAt(i);
  100370. }
  100371. // Ends up with a null terminator for easier parsing
  100372. infoView[infoString.length] = 0x00;
  100373. // Computes the final required size and creates the storage
  100374. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  100375. var finalBuffer = new ArrayBuffer(totalSize);
  100376. var finalBufferView = new Uint8Array(finalBuffer);
  100377. var dataView = new DataView(finalBuffer);
  100378. // Copy the magic bytes identifying the file in
  100379. var pos = 0;
  100380. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100381. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  100382. }
  100383. // Add the json info
  100384. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  100385. pos += infoBuffer.byteLength;
  100386. // Finally inserts the texture data
  100387. for (var i = 0; i <= mipmapsCount; i++) {
  100388. for (var face = 0; face < 6; face++) {
  100389. var dataBuffer = specularTextures[i * 6 + face];
  100390. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  100391. pos += dataBuffer.byteLength;
  100392. }
  100393. }
  100394. // Voila
  100395. return finalBuffer;
  100396. });
  100397. };
  100398. /**
  100399. * Creates a JSON representation of the spherical data.
  100400. * @param texture defines the texture containing the polynomials
  100401. * @return the JSON representation of the spherical info
  100402. */
  100403. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  100404. var polynmials = texture.sphericalPolynomial;
  100405. if (polynmials == null) {
  100406. return null;
  100407. }
  100408. return {
  100409. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  100410. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  100411. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  100412. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  100413. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  100414. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  100415. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  100416. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  100417. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  100418. };
  100419. };
  100420. /**
  100421. * Uploads the texture info contained in the env file to the GPU.
  100422. * @param texture defines the internal texture to upload to
  100423. * @param arrayBuffer defines the buffer cotaining the data to load
  100424. * @param info defines the texture info retrieved through the GetEnvInfo method
  100425. * @returns a promise
  100426. */
  100427. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  100428. if (info.version !== 1) {
  100429. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  100430. }
  100431. var specularInfo = info.specular;
  100432. if (!specularInfo) {
  100433. // Nothing else parsed so far
  100434. return Promise.resolve();
  100435. }
  100436. // Double checks the enclosed info
  100437. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  100438. mipmapsCount = Math.round(mipmapsCount) + 1;
  100439. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  100440. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  100441. }
  100442. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  100443. var imageData = new Array(mipmapsCount);
  100444. for (var i = 0; i < mipmapsCount; i++) {
  100445. imageData[i] = new Array(6);
  100446. for (var face = 0; face < 6; face++) {
  100447. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  100448. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  100449. }
  100450. }
  100451. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  100452. };
  100453. /**
  100454. * Uploads the levels of image data to the GPU.
  100455. * @param texture defines the internal texture to upload to
  100456. * @param imageData defines the array buffer views of image data [mipmap][face]
  100457. * @returns a promise
  100458. */
  100459. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  100460. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  100461. throw new Error("Texture size must be a power of two");
  100462. }
  100463. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  100464. // Gets everything ready.
  100465. var engine = texture.getEngine();
  100466. var expandTexture = false;
  100467. var generateNonLODTextures = false;
  100468. var rgbdPostProcess = null;
  100469. var cubeRtt = null;
  100470. var lodTextures = null;
  100471. var caps = engine.getCaps();
  100472. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100473. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100474. texture.generateMipMaps = true;
  100475. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  100476. // Add extra process if texture lod is not supported
  100477. if (!caps.textureLOD) {
  100478. expandTexture = false;
  100479. generateNonLODTextures = true;
  100480. lodTextures = {};
  100481. }
  100482. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  100483. else if (engine.webGLVersion < 2) {
  100484. expandTexture = false;
  100485. }
  100486. // If half float available we can uncompress the texture
  100487. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  100488. expandTexture = true;
  100489. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100490. }
  100491. // If full float available we can uncompress the texture
  100492. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  100493. expandTexture = true;
  100494. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100495. }
  100496. // Expand the texture if possible
  100497. if (expandTexture) {
  100498. // Simply run through the decode PP
  100499. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  100500. texture._isRGBD = false;
  100501. texture.invertY = false;
  100502. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  100503. generateDepthBuffer: false,
  100504. generateMipMaps: true,
  100505. generateStencilBuffer: false,
  100506. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  100507. type: texture.type,
  100508. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  100509. });
  100510. }
  100511. else {
  100512. texture._isRGBD = true;
  100513. texture.invertY = true;
  100514. // In case of missing support, applies the same patch than DDS files.
  100515. if (generateNonLODTextures) {
  100516. var mipSlices = 3;
  100517. var scale = texture._lodGenerationScale;
  100518. var offset = texture._lodGenerationOffset;
  100519. for (var i = 0; i < mipSlices; i++) {
  100520. //compute LOD from even spacing in smoothness (matching shader calculation)
  100521. var smoothness = i / (mipSlices - 1);
  100522. var roughness = 1 - smoothness;
  100523. var minLODIndex = offset; // roughness = 0
  100524. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  100525. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  100526. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  100527. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  100528. glTextureFromLod.isCube = true;
  100529. glTextureFromLod.invertY = true;
  100530. glTextureFromLod.generateMipMaps = false;
  100531. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  100532. // Wrap in a base texture for easy binding.
  100533. var lodTexture = new BABYLON.BaseTexture(null);
  100534. lodTexture.isCube = true;
  100535. lodTexture._texture = glTextureFromLod;
  100536. lodTextures[mipmapIndex] = lodTexture;
  100537. switch (i) {
  100538. case 0:
  100539. texture._lodTextureLow = lodTexture;
  100540. break;
  100541. case 1:
  100542. texture._lodTextureMid = lodTexture;
  100543. break;
  100544. case 2:
  100545. texture._lodTextureHigh = lodTexture;
  100546. break;
  100547. }
  100548. }
  100549. }
  100550. }
  100551. var promises = [];
  100552. var _loop_3 = function (i) {
  100553. var _loop_4 = function (face) {
  100554. // Constructs an image element from image data
  100555. var bytes = imageData[i][face];
  100556. var blob = new Blob([bytes], { type: 'image/png' });
  100557. var url = URL.createObjectURL(blob);
  100558. var image = new Image();
  100559. image.src = url;
  100560. // Enqueue promise to upload to the texture.
  100561. var promise = new Promise(function (resolve, reject) {
  100562. image.onload = function () {
  100563. if (expandTexture) {
  100564. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  100565. reject(message);
  100566. }, image);
  100567. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100568. // Uncompress the data to a RTT
  100569. rgbdPostProcess.onApply = function (effect) {
  100570. effect._bindTexture("textureSampler", tempTexture_1);
  100571. effect.setFloat2("scale", 1, 1);
  100572. };
  100573. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  100574. // Cleanup
  100575. engine.restoreDefaultFramebuffer();
  100576. tempTexture_1.dispose();
  100577. window.URL.revokeObjectURL(url);
  100578. resolve();
  100579. });
  100580. }
  100581. else {
  100582. engine._uploadImageToTexture(texture, image, face, i);
  100583. // Upload the face to the non lod texture support
  100584. if (generateNonLODTextures) {
  100585. var lodTexture = lodTextures[i];
  100586. if (lodTexture) {
  100587. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  100588. }
  100589. }
  100590. resolve();
  100591. }
  100592. };
  100593. image.onerror = function (error) {
  100594. reject(error);
  100595. };
  100596. });
  100597. promises.push(promise);
  100598. };
  100599. // All faces
  100600. for (var face = 0; face < 6; face++) {
  100601. _loop_4(face);
  100602. }
  100603. };
  100604. // All mipmaps up to provided number of images
  100605. for (var i = 0; i < imageData.length; i++) {
  100606. _loop_3(i);
  100607. }
  100608. // Fill remaining mipmaps with black textures.
  100609. if (imageData.length < mipmapsCount) {
  100610. var data = void 0;
  100611. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  100612. var dataLength = size * size * 4;
  100613. switch (texture.type) {
  100614. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  100615. data = new Uint8Array(dataLength);
  100616. break;
  100617. }
  100618. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  100619. data = new Uint16Array(dataLength);
  100620. break;
  100621. }
  100622. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  100623. data = new Float32Array(dataLength);
  100624. break;
  100625. }
  100626. }
  100627. for (var i = imageData.length; i < mipmapsCount; i++) {
  100628. for (var face = 0; face < 6; face++) {
  100629. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  100630. }
  100631. }
  100632. }
  100633. // Once all done, finishes the cleanup and return
  100634. return Promise.all(promises).then(function () {
  100635. // Release temp RTT.
  100636. if (cubeRtt) {
  100637. engine._releaseFramebufferObjects(cubeRtt);
  100638. cubeRtt._swapAndDie(texture);
  100639. }
  100640. // Release temp Post Process.
  100641. if (rgbdPostProcess) {
  100642. rgbdPostProcess.dispose();
  100643. }
  100644. // Flag internal texture as ready in case they are in use.
  100645. if (generateNonLODTextures) {
  100646. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  100647. texture._lodTextureHigh._texture.isReady = true;
  100648. }
  100649. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  100650. texture._lodTextureMid._texture.isReady = true;
  100651. }
  100652. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  100653. texture._lodTextureLow._texture.isReady = true;
  100654. }
  100655. }
  100656. });
  100657. };
  100658. /**
  100659. * Uploads spherical polynomials information to the texture.
  100660. * @param texture defines the texture we are trying to upload the information to
  100661. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  100662. */
  100663. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  100664. if (info.version !== 1) {
  100665. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  100666. }
  100667. var irradianceInfo = info.irradiance;
  100668. if (!irradianceInfo) {
  100669. return;
  100670. }
  100671. var sp = new BABYLON.SphericalPolynomial();
  100672. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  100673. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  100674. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  100675. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  100676. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  100677. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  100678. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  100679. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  100680. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  100681. texture._sphericalPolynomial = sp;
  100682. };
  100683. /**
  100684. * Magic number identifying the env file.
  100685. */
  100686. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  100687. return EnvironmentTextureTools;
  100688. }());
  100689. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  100690. })(BABYLON || (BABYLON = {}));
  100691. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  100692. var BABYLON;
  100693. (function (BABYLON) {
  100694. /**
  100695. * Implementation of the ENV Texture Loader.
  100696. */
  100697. var ENVTextureLoader = /** @class */ (function () {
  100698. function ENVTextureLoader() {
  100699. /**
  100700. * Defines wether the loader supports cascade loading the different faces.
  100701. */
  100702. this.supportCascades = false;
  100703. }
  100704. /**
  100705. * This returns if the loader support the current file information.
  100706. * @param extension defines the file extension of the file being loaded
  100707. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100708. * @param fallback defines the fallback internal texture if any
  100709. * @param isBase64 defines whether the texture is encoded as a base64
  100710. * @param isBuffer defines whether the texture data are stored as a buffer
  100711. * @returns true if the loader can load the specified file
  100712. */
  100713. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100714. return extension.indexOf(".env") === 0;
  100715. };
  100716. /**
  100717. * Transform the url before loading if required.
  100718. * @param rootUrl the url of the texture
  100719. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100720. * @returns the transformed texture
  100721. */
  100722. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100723. return rootUrl;
  100724. };
  100725. /**
  100726. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100727. * @param rootUrl the url of the texture
  100728. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100729. * @returns the fallback texture
  100730. */
  100731. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100732. return null;
  100733. };
  100734. /**
  100735. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100736. * @param data contains the texture data
  100737. * @param texture defines the BabylonJS internal texture
  100738. * @param createPolynomials will be true if polynomials have been requested
  100739. * @param onLoad defines the callback to trigger once the texture is ready
  100740. * @param onError defines the callback to trigger in case of error
  100741. */
  100742. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100743. if (Array.isArray(data)) {
  100744. return;
  100745. }
  100746. data = data;
  100747. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  100748. if (info) {
  100749. texture.width = info.width;
  100750. texture.height = info.width;
  100751. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  100752. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  100753. texture.isReady = true;
  100754. if (onLoad) {
  100755. onLoad();
  100756. }
  100757. });
  100758. }
  100759. else if (onError) {
  100760. onError("Can not parse the environment file", null);
  100761. }
  100762. };
  100763. /**
  100764. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100765. * @param data contains the texture data
  100766. * @param texture defines the BabylonJS internal texture
  100767. * @param callback defines the method to call once ready to upload
  100768. */
  100769. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  100770. throw ".env not supported in 2d.";
  100771. };
  100772. return ENVTextureLoader;
  100773. }());
  100774. // Register the loader.
  100775. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  100776. })(BABYLON || (BABYLON = {}));
  100777. //# sourceMappingURL=babylon.envTextureLoader.js.map
  100778. var BABYLON;
  100779. (function (BABYLON) {
  100780. /**
  100781. * Renders a layer on top of an existing scene
  100782. */
  100783. var UtilityLayerRenderer = /** @class */ (function () {
  100784. /**
  100785. * Instantiates a UtilityLayerRenderer
  100786. * @param originalScene the original scene that will be rendered on top of
  100787. */
  100788. function UtilityLayerRenderer(
  100789. /** the original scene that will be rendered on top of */
  100790. originalScene) {
  100791. var _this = this;
  100792. this.originalScene = originalScene;
  100793. this._pointerCaptures = {};
  100794. this._lastPointerEvents = {};
  100795. /**
  100796. * If the utility layer should automatically be rendered on top of existing scene
  100797. */
  100798. this.shouldRender = true;
  100799. /**
  100800. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  100801. */
  100802. this.onlyCheckPointerDownEvents = true;
  100803. /**
  100804. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  100805. */
  100806. this.processAllEvents = false;
  100807. /**
  100808. * Observable raised when the pointer move from the utility layer scene to the main scene
  100809. */
  100810. this.onPointerOutObservable = new BABYLON.Observable();
  100811. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  100812. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  100813. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  100814. this.utilityLayerScene._allowPostProcessClearColor = false;
  100815. originalScene.getEngine().scenes.pop();
  100816. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  100817. this.utilityLayerScene.detachControl();
  100818. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  100819. if (!_this.processAllEvents) {
  100820. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  100821. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  100822. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  100823. return;
  100824. }
  100825. }
  100826. var pointerEvent = (prePointerInfo.event);
  100827. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  100828. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100829. return;
  100830. }
  100831. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  100832. if (!prePointerInfo.ray && utilityScenePick) {
  100833. prePointerInfo.ray = utilityScenePick.ray;
  100834. }
  100835. // always fire the prepointer oversvable
  100836. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  100837. // allow every non pointer down event to flow to the utility layer
  100838. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  100839. if (!prePointerInfo.skipOnPointerObservable) {
  100840. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100841. }
  100842. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  100843. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100844. }
  100845. return;
  100846. }
  100847. if (_this.utilityLayerScene.autoClearDepthAndStencil) {
  100848. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  100849. if (utilityScenePick && utilityScenePick.hit) {
  100850. if (!prePointerInfo.skipOnPointerObservable) {
  100851. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100852. }
  100853. prePointerInfo.skipOnPointerObservable = true;
  100854. }
  100855. }
  100856. else {
  100857. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  100858. var pointerEvent_1 = (prePointerInfo.event);
  100859. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  100860. if (originalScenePick && utilityScenePick) {
  100861. // No pick in utility scene
  100862. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  100863. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100864. // We touched an utility mesh present in the main scene
  100865. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100866. prePointerInfo.skipOnPointerObservable = true;
  100867. }
  100868. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  100869. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  100870. }
  100871. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100872. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100873. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100874. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100875. }
  100876. }
  100877. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  100878. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  100879. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  100880. // If a previous utility layer set this, do not unset this
  100881. if (!prePointerInfo.skipOnPointerObservable) {
  100882. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  100883. }
  100884. }
  100885. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  100886. // We have a pick in both scenes but main is closer than utility
  100887. // We touched an utility mesh present in the main scene
  100888. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100889. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100890. prePointerInfo.skipOnPointerObservable = true;
  100891. }
  100892. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100893. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100894. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100895. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100896. }
  100897. }
  100898. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  100899. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  100900. }
  100901. }
  100902. }
  100903. });
  100904. // Render directly on top of existing scene without clearing
  100905. this.utilityLayerScene.autoClear = false;
  100906. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  100907. if (_this.shouldRender) {
  100908. _this.render();
  100909. }
  100910. });
  100911. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  100912. _this.dispose();
  100913. });
  100914. this._updateCamera();
  100915. }
  100916. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  100917. /**
  100918. * 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)
  100919. */
  100920. get: function () {
  100921. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  100922. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  100923. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  100924. UtilityLayerRenderer._DefaultUtilityLayer = null;
  100925. });
  100926. }
  100927. return UtilityLayerRenderer._DefaultUtilityLayer;
  100928. },
  100929. enumerable: true,
  100930. configurable: true
  100931. });
  100932. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  100933. /**
  100934. * 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)
  100935. */
  100936. get: function () {
  100937. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  100938. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  100939. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  100940. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  100941. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  100942. });
  100943. }
  100944. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  100945. },
  100946. enumerable: true,
  100947. configurable: true
  100948. });
  100949. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  100950. if (!prePointerInfo.skipOnPointerObservable) {
  100951. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  100952. this._lastPointerEvents[pointerEvent.pointerId] = true;
  100953. }
  100954. };
  100955. /**
  100956. * Renders the utility layers scene on top of the original scene
  100957. */
  100958. UtilityLayerRenderer.prototype.render = function () {
  100959. this._updateCamera();
  100960. if (this.utilityLayerScene.activeCamera) {
  100961. // Set the camera's scene to utility layers scene
  100962. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  100963. var camera = this.utilityLayerScene.activeCamera;
  100964. camera._scene = this.utilityLayerScene;
  100965. if (camera.leftCamera) {
  100966. camera.leftCamera._scene = this.utilityLayerScene;
  100967. }
  100968. if (camera.rightCamera) {
  100969. camera.rightCamera._scene = this.utilityLayerScene;
  100970. }
  100971. this.utilityLayerScene.render(false);
  100972. // Reset camera's scene back to original
  100973. camera._scene = oldScene;
  100974. if (camera.leftCamera) {
  100975. camera.leftCamera._scene = oldScene;
  100976. }
  100977. if (camera.rightCamera) {
  100978. camera.rightCamera._scene = oldScene;
  100979. }
  100980. }
  100981. };
  100982. /**
  100983. * Disposes of the renderer
  100984. */
  100985. UtilityLayerRenderer.prototype.dispose = function () {
  100986. this.onPointerOutObservable.clear();
  100987. if (this._afterRenderObserver) {
  100988. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  100989. }
  100990. if (this._sceneDisposeObserver) {
  100991. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  100992. }
  100993. if (this._originalPointerObserver) {
  100994. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  100995. }
  100996. this.utilityLayerScene.dispose();
  100997. };
  100998. UtilityLayerRenderer.prototype._updateCamera = function () {
  100999. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  101000. };
  101001. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101002. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101003. return UtilityLayerRenderer;
  101004. }());
  101005. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  101006. })(BABYLON || (BABYLON = {}));
  101007. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  101008. //# sourceMappingURL=babylon.behavior.js.map
  101009. var BABYLON;
  101010. (function (BABYLON) {
  101011. /**
  101012. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  101013. */
  101014. var PointerDragBehavior = /** @class */ (function () {
  101015. /**
  101016. * Creates a pointer drag behavior that can be attached to a mesh
  101017. * @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)
  101018. */
  101019. function PointerDragBehavior(options) {
  101020. /**
  101021. * 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)
  101022. */
  101023. this.maxDragAngle = 0;
  101024. /**
  101025. * @hidden
  101026. */
  101027. this._useAlternatePickedPointAboveMaxDragAngle = false;
  101028. /**
  101029. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101030. */
  101031. this.currentDraggingPointerID = -1;
  101032. /**
  101033. * If the behavior is currently in a dragging state
  101034. */
  101035. this.dragging = false;
  101036. /**
  101037. * 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)
  101038. */
  101039. this.dragDeltaRatio = 0.2;
  101040. /**
  101041. * If the drag plane orientation should be updated during the dragging (Default: true)
  101042. */
  101043. this.updateDragPlane = true;
  101044. // Debug mode will display drag planes to help visualize behavior
  101045. this._debugMode = false;
  101046. this._moving = false;
  101047. /**
  101048. * Fires each time the attached mesh is dragged with the pointer
  101049. * * delta between last drag position and current drag position in world space
  101050. * * dragDistance along the drag axis
  101051. * * dragPlaneNormal normal of the current drag plane used during the drag
  101052. * * dragPlanePoint in world space where the drag intersects the drag plane
  101053. */
  101054. this.onDragObservable = new BABYLON.Observable();
  101055. /**
  101056. * Fires each time a drag begins (eg. mouse down on mesh)
  101057. */
  101058. this.onDragStartObservable = new BABYLON.Observable();
  101059. /**
  101060. * Fires each time a drag ends (eg. mouse release after drag)
  101061. */
  101062. this.onDragEndObservable = new BABYLON.Observable();
  101063. /**
  101064. * If the attached mesh should be moved when dragged
  101065. */
  101066. this.moveAttached = true;
  101067. /**
  101068. * If the drag behavior will react to drag events (Default: true)
  101069. */
  101070. this.enabled = true;
  101071. /**
  101072. * If camera controls should be detached during the drag
  101073. */
  101074. this.detachCameraControls = true;
  101075. /**
  101076. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  101077. */
  101078. this.useObjectOrienationForDragging = true;
  101079. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  101080. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  101081. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  101082. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101083. this._attachedElement = null;
  101084. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101085. this._lastPointerRay = {};
  101086. this._dragDelta = new BABYLON.Vector3();
  101087. // Variables to avoid instantiation in the below method
  101088. this._pointA = new BABYLON.Vector3(0, 0, 0);
  101089. this._pointB = new BABYLON.Vector3(0, 0, 0);
  101090. this._pointC = new BABYLON.Vector3(0, 0, 0);
  101091. this._lineA = new BABYLON.Vector3(0, 0, 0);
  101092. this._lineB = new BABYLON.Vector3(0, 0, 0);
  101093. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  101094. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  101095. this._options = options ? options : {};
  101096. var optionCount = 0;
  101097. if (this._options.dragAxis) {
  101098. optionCount++;
  101099. }
  101100. if (this._options.dragPlaneNormal) {
  101101. optionCount++;
  101102. }
  101103. if (optionCount > 1) {
  101104. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  101105. }
  101106. }
  101107. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  101108. /**
  101109. * The name of the behavior
  101110. */
  101111. get: function () {
  101112. return "PointerDrag";
  101113. },
  101114. enumerable: true,
  101115. configurable: true
  101116. });
  101117. /**
  101118. * Initializes the behavior
  101119. */
  101120. PointerDragBehavior.prototype.init = function () { };
  101121. /**
  101122. * Attaches the drag behavior the passed in mesh
  101123. * @param ownerNode The mesh that will be dragged around once attached
  101124. */
  101125. PointerDragBehavior.prototype.attach = function (ownerNode) {
  101126. var _this = this;
  101127. this._scene = ownerNode.getScene();
  101128. this._attachedNode = ownerNode;
  101129. // Initialize drag plane to not interfere with existing scene
  101130. if (!PointerDragBehavior._planeScene) {
  101131. if (this._debugMode) {
  101132. PointerDragBehavior._planeScene = this._scene;
  101133. }
  101134. else {
  101135. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  101136. PointerDragBehavior._planeScene.detachControl();
  101137. this._scene.getEngine().scenes.pop();
  101138. this._scene.onDisposeObservable.addOnce(function () {
  101139. PointerDragBehavior._planeScene.dispose();
  101140. PointerDragBehavior._planeScene = null;
  101141. });
  101142. }
  101143. }
  101144. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  101145. // State of the drag
  101146. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  101147. var pickPredicate = function (m) {
  101148. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  101149. };
  101150. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101151. if (!_this.enabled) {
  101152. return;
  101153. }
  101154. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101155. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101156. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  101157. }
  101158. }
  101159. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101160. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101161. _this.releaseDrag();
  101162. }
  101163. }
  101164. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101165. var pointerId = pointerInfo.event.pointerId;
  101166. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  101167. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  101168. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  101169. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  101170. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  101171. }
  101172. _this.currentDraggingPointerID = pointerId;
  101173. }
  101174. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  101175. if (!_this._lastPointerRay[pointerId]) {
  101176. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101177. }
  101178. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  101179. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  101180. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  101181. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  101182. _this._moveDrag(pointerInfo.pickInfo.ray);
  101183. }
  101184. }
  101185. }
  101186. });
  101187. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101188. if (_this._moving && _this.moveAttached) {
  101189. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  101190. // Slowly move mesh to avoid jitter
  101191. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  101192. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  101193. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  101194. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  101195. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  101196. }
  101197. });
  101198. };
  101199. /**
  101200. * Force relase the drag action by code.
  101201. */
  101202. PointerDragBehavior.prototype.releaseDrag = function () {
  101203. this.dragging = false;
  101204. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  101205. this.currentDraggingPointerID = -1;
  101206. this._moving = false;
  101207. // Reattach camera controls
  101208. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101209. this._scene.activeCamera.attachControl(this._attachedElement, true);
  101210. }
  101211. };
  101212. /**
  101213. * Simulates the start of a pointer drag event on the behavior
  101214. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101215. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101216. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101217. */
  101218. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  101219. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  101220. this._startDrag(pointerId, fromRay, startPickedPoint);
  101221. var lastRay = this._lastPointerRay[pointerId];
  101222. if (pointerId === PointerDragBehavior._AnyMouseID) {
  101223. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  101224. }
  101225. if (lastRay) {
  101226. // if there was a last pointer ray drag the object there
  101227. this._moveDrag(lastRay);
  101228. }
  101229. };
  101230. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  101231. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  101232. return;
  101233. }
  101234. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  101235. // Create start ray from the camera to the object
  101236. if (fromRay) {
  101237. this._startDragRay.direction.copyFrom(fromRay.direction);
  101238. this._startDragRay.origin.copyFrom(fromRay.origin);
  101239. }
  101240. else {
  101241. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  101242. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  101243. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  101244. }
  101245. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  101246. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  101247. if (pickedPoint) {
  101248. this.dragging = true;
  101249. this.currentDraggingPointerID = pointerId;
  101250. this.lastDragPosition.copyFrom(pickedPoint);
  101251. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  101252. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  101253. // Detatch camera controls
  101254. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101255. if (this._scene.activeCamera.inputs.attachedElement) {
  101256. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  101257. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  101258. }
  101259. else {
  101260. this._attachedElement = null;
  101261. }
  101262. }
  101263. }
  101264. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  101265. };
  101266. PointerDragBehavior.prototype._moveDrag = function (ray) {
  101267. this._moving = true;
  101268. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  101269. if (pickedPoint) {
  101270. if (this.updateDragPlane) {
  101271. this._updateDragPlanePosition(ray, pickedPoint);
  101272. }
  101273. var dragLength = 0;
  101274. // depending on the drag mode option drag accordingly
  101275. if (this._options.dragAxis) {
  101276. // Convert local drag axis to world
  101277. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  101278. // Project delta drag from the drag plane onto the drag axis
  101279. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  101280. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  101281. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  101282. }
  101283. else {
  101284. dragLength = this._dragDelta.length();
  101285. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  101286. }
  101287. this._targetPosition.addInPlace(this._dragDelta);
  101288. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  101289. this.lastDragPosition.copyFrom(pickedPoint);
  101290. }
  101291. };
  101292. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  101293. var _this = this;
  101294. if (!ray) {
  101295. return null;
  101296. }
  101297. // Calculate angle between plane normal and ray
  101298. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  101299. // Correct if ray is casted from oposite side
  101300. if (angle > Math.PI / 2) {
  101301. angle = Math.PI - angle;
  101302. }
  101303. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  101304. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  101305. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  101306. // Invert ray direction along the towards object axis
  101307. this._tmpVector.copyFrom(ray.direction);
  101308. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  101309. this._alternatePickedPoint.normalize();
  101310. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  101311. this._tmpVector.addInPlace(this._alternatePickedPoint);
  101312. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  101313. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  101314. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  101315. this._alternatePickedPoint.addInPlace(this._tmpVector);
  101316. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  101317. return this._alternatePickedPoint;
  101318. }
  101319. else {
  101320. return null;
  101321. }
  101322. }
  101323. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  101324. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  101325. return pickResult.pickedPoint;
  101326. }
  101327. else {
  101328. return null;
  101329. }
  101330. };
  101331. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  101332. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  101333. this._pointA.copyFrom(dragPlanePosition);
  101334. if (this._options.dragAxis) {
  101335. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  101336. // Calculate plane normal in direction of camera but perpendicular to drag axis
  101337. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  101338. ray.origin.subtractToRef(this._pointA, this._pointC);
  101339. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  101340. // Get perpendicular line from direction to camera and drag axis
  101341. this._pointB.subtractToRef(this._pointA, this._lineA);
  101342. this._pointC.subtractToRef(this._pointA, this._lineB);
  101343. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  101344. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  101345. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  101346. this._lookAt.normalize();
  101347. this._dragPlane.position.copyFrom(this._pointA);
  101348. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  101349. this._dragPlane.lookAt(this._lookAt);
  101350. }
  101351. else if (this._options.dragPlaneNormal) {
  101352. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  101353. this._dragPlane.position.copyFrom(this._pointA);
  101354. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  101355. this._dragPlane.lookAt(this._lookAt);
  101356. }
  101357. else {
  101358. this._dragPlane.position.copyFrom(this._pointA);
  101359. this._dragPlane.lookAt(ray.origin);
  101360. }
  101361. this._dragPlane.computeWorldMatrix(true);
  101362. };
  101363. /**
  101364. * Detaches the behavior from the mesh
  101365. */
  101366. PointerDragBehavior.prototype.detach = function () {
  101367. if (this._pointerObserver) {
  101368. this._scene.onPointerObservable.remove(this._pointerObserver);
  101369. }
  101370. if (this._beforeRenderObserver) {
  101371. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  101372. }
  101373. };
  101374. PointerDragBehavior._AnyMouseID = -2;
  101375. return PointerDragBehavior;
  101376. }());
  101377. BABYLON.PointerDragBehavior = PointerDragBehavior;
  101378. })(BABYLON || (BABYLON = {}));
  101379. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  101380. var BABYLON;
  101381. (function (BABYLON) {
  101382. /**
  101383. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101384. */
  101385. var MultiPointerScaleBehavior = /** @class */ (function () {
  101386. /**
  101387. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101388. */
  101389. function MultiPointerScaleBehavior() {
  101390. this._startDistance = 0;
  101391. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  101392. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  101393. this._sceneRenderObserver = null;
  101394. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  101395. this._dragBehaviorA.moveAttached = false;
  101396. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  101397. this._dragBehaviorB.moveAttached = false;
  101398. }
  101399. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  101400. /**
  101401. * The name of the behavior
  101402. */
  101403. get: function () {
  101404. return "MultiPointerScale";
  101405. },
  101406. enumerable: true,
  101407. configurable: true
  101408. });
  101409. /**
  101410. * Initializes the behavior
  101411. */
  101412. MultiPointerScaleBehavior.prototype.init = function () { };
  101413. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  101414. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  101415. };
  101416. /**
  101417. * Attaches the scale behavior the passed in mesh
  101418. * @param ownerNode The mesh that will be scaled around once attached
  101419. */
  101420. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  101421. var _this = this;
  101422. this._ownerNode = ownerNode;
  101423. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  101424. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  101425. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101426. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101427. _this._dragBehaviorA.releaseDrag();
  101428. }
  101429. else {
  101430. _this._initialScale.copyFrom(ownerNode.scaling);
  101431. _this._startDistance = _this._getCurrentDistance();
  101432. }
  101433. }
  101434. });
  101435. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  101436. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101437. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101438. _this._dragBehaviorB.releaseDrag();
  101439. }
  101440. else {
  101441. _this._initialScale.copyFrom(ownerNode.scaling);
  101442. _this._startDistance = _this._getCurrentDistance();
  101443. }
  101444. }
  101445. });
  101446. // Once both drag behaviors are active scale based on the distance between the two pointers
  101447. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101448. behavior.onDragObservable.add(function () {
  101449. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101450. var ratio = _this._getCurrentDistance() / _this._startDistance;
  101451. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  101452. }
  101453. });
  101454. });
  101455. ownerNode.addBehavior(this._dragBehaviorA);
  101456. ownerNode.addBehavior(this._dragBehaviorB);
  101457. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101458. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101459. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101460. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  101461. if (change.length() > 0.01) {
  101462. ownerNode.scaling.addInPlace(change);
  101463. }
  101464. }
  101465. });
  101466. };
  101467. /**
  101468. * Detaches the behavior from the mesh
  101469. */
  101470. MultiPointerScaleBehavior.prototype.detach = function () {
  101471. var _this = this;
  101472. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101473. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101474. behavior.onDragStartObservable.clear();
  101475. behavior.onDragObservable.clear();
  101476. _this._ownerNode.removeBehavior(behavior);
  101477. });
  101478. };
  101479. return MultiPointerScaleBehavior;
  101480. }());
  101481. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  101482. })(BABYLON || (BABYLON = {}));
  101483. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  101484. var BABYLON;
  101485. (function (BABYLON) {
  101486. /**
  101487. * 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
  101488. */
  101489. var SixDofDragBehavior = /** @class */ (function () {
  101490. /**
  101491. * 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
  101492. */
  101493. function SixDofDragBehavior() {
  101494. this._sceneRenderObserver = null;
  101495. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101496. this._moving = false;
  101497. this._startingOrientation = new BABYLON.Quaternion();
  101498. /**
  101499. * 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)
  101500. */
  101501. this.zDragFactor = 3;
  101502. /**
  101503. * If the behavior is currently in a dragging state
  101504. */
  101505. this.dragging = false;
  101506. /**
  101507. * 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)
  101508. */
  101509. this.dragDeltaRatio = 0.2;
  101510. /**
  101511. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101512. */
  101513. this.currentDraggingPointerID = -1;
  101514. /**
  101515. * If camera controls should be detached during the drag
  101516. */
  101517. this.detachCameraControls = true;
  101518. /**
  101519. * Fires each time a drag starts
  101520. */
  101521. this.onDragStartObservable = new BABYLON.Observable();
  101522. /**
  101523. * Fires each time a drag ends (eg. mouse release after drag)
  101524. */
  101525. this.onDragEndObservable = new BABYLON.Observable();
  101526. }
  101527. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  101528. /**
  101529. * The name of the behavior
  101530. */
  101531. get: function () {
  101532. return "SixDofDrag";
  101533. },
  101534. enumerable: true,
  101535. configurable: true
  101536. });
  101537. /**
  101538. * Initializes the behavior
  101539. */
  101540. SixDofDragBehavior.prototype.init = function () { };
  101541. /**
  101542. * Attaches the scale behavior the passed in mesh
  101543. * @param ownerNode The mesh that will be scaled around once attached
  101544. */
  101545. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  101546. var _this = this;
  101547. this._ownerNode = ownerNode;
  101548. this._scene = this._ownerNode.getScene();
  101549. if (!SixDofDragBehavior._virtualScene) {
  101550. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  101551. SixDofDragBehavior._virtualScene.detachControl();
  101552. this._scene.getEngine().scenes.pop();
  101553. }
  101554. var pickedMesh = null;
  101555. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  101556. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  101557. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101558. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  101559. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101560. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  101561. var pickPredicate = function (m) {
  101562. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  101563. };
  101564. var attachedElement = null;
  101565. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101566. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101567. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101568. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101569. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101570. }
  101571. pickedMesh = _this._ownerNode;
  101572. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101573. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101574. // Set position and orientation of the controller
  101575. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101576. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101577. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  101578. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101579. pickedMesh.computeWorldMatrix();
  101580. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  101581. if (!pickedMesh.rotationQuaternion) {
  101582. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  101583. }
  101584. var oldParent = pickedMesh.parent;
  101585. pickedMesh.setParent(null);
  101586. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  101587. pickedMesh.setParent(oldParent);
  101588. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101589. // Update state
  101590. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101591. _this.dragging = true;
  101592. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  101593. // Detatch camera controls
  101594. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101595. if (_this._scene.activeCamera.inputs.attachedElement) {
  101596. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  101597. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  101598. }
  101599. else {
  101600. attachedElement = null;
  101601. }
  101602. }
  101603. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101604. _this.onDragStartObservable.notifyObservers({});
  101605. }
  101606. }
  101607. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101608. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101609. _this.dragging = false;
  101610. _this._moving = false;
  101611. _this.currentDraggingPointerID = -1;
  101612. pickedMesh = null;
  101613. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101614. // Reattach camera controls
  101615. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101616. _this._scene.activeCamera.attachControl(attachedElement, true);
  101617. }
  101618. _this.onDragEndObservable.notifyObservers({});
  101619. }
  101620. }
  101621. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101622. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  101623. var zDragFactor = _this.zDragFactor;
  101624. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101625. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101626. zDragFactor = 0;
  101627. }
  101628. // Calculate controller drag distance in controller space
  101629. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  101630. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101631. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  101632. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101633. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  101634. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  101635. if (_this._virtualDragMesh.position.z < 0) {
  101636. _this._virtualDragMesh.position.z = 0;
  101637. }
  101638. // Update the controller position
  101639. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101640. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101641. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101642. // Move the virtualObjectsPosition into the picked mesh's space if needed
  101643. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101644. if (pickedMesh.parent) {
  101645. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  101646. }
  101647. if (!_this._moving) {
  101648. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  101649. }
  101650. _this._moving = true;
  101651. }
  101652. }
  101653. });
  101654. var tmpQuaternion = new BABYLON.Quaternion();
  101655. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101656. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101657. if (_this.dragging && _this._moving && pickedMesh) {
  101658. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101659. // Slowly move mesh to avoid jitter
  101660. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  101661. // Get change in rotation
  101662. tmpQuaternion.copyFrom(_this._startingOrientation);
  101663. tmpQuaternion.x = -tmpQuaternion.x;
  101664. tmpQuaternion.y = -tmpQuaternion.y;
  101665. tmpQuaternion.z = -tmpQuaternion.z;
  101666. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  101667. // Convert change in rotation to only y axis rotation
  101668. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  101669. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  101670. // Slowly move mesh to avoid jitter
  101671. var oldParent = pickedMesh.parent;
  101672. pickedMesh.setParent(null);
  101673. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  101674. pickedMesh.setParent(oldParent);
  101675. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101676. }
  101677. });
  101678. };
  101679. /**
  101680. * Detaches the behavior from the mesh
  101681. */
  101682. SixDofDragBehavior.prototype.detach = function () {
  101683. if (this._scene) {
  101684. this._scene.onPointerObservable.remove(this._pointerObserver);
  101685. }
  101686. if (this._ownerNode) {
  101687. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101688. }
  101689. if (this._virtualOriginMesh) {
  101690. this._virtualOriginMesh.dispose();
  101691. }
  101692. if (this._virtualDragMesh) {
  101693. this._virtualDragMesh.dispose();
  101694. }
  101695. this.onDragEndObservable.clear();
  101696. this.onDragStartObservable.clear();
  101697. };
  101698. return SixDofDragBehavior;
  101699. }());
  101700. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  101701. })(BABYLON || (BABYLON = {}));
  101702. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  101703. var BABYLON;
  101704. (function (BABYLON) {
  101705. /**
  101706. * @hidden
  101707. */
  101708. var FaceDirectionInfo = /** @class */ (function () {
  101709. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  101710. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  101711. if (diff === void 0) { diff = 0; }
  101712. if (ignore === void 0) { ignore = false; }
  101713. this.direction = direction;
  101714. this.rotatedDirection = rotatedDirection;
  101715. this.diff = diff;
  101716. this.ignore = ignore;
  101717. }
  101718. return FaceDirectionInfo;
  101719. }());
  101720. /**
  101721. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  101722. */
  101723. var AttachToBoxBehavior = /** @class */ (function () {
  101724. /**
  101725. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  101726. * @param ui The transform node that should be attched to the mesh
  101727. */
  101728. function AttachToBoxBehavior(ui) {
  101729. this.ui = ui;
  101730. /**
  101731. * The name of the behavior
  101732. */
  101733. this.name = "AttachToBoxBehavior";
  101734. /**
  101735. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  101736. */
  101737. this.distanceAwayFromFace = 0.15;
  101738. /**
  101739. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  101740. */
  101741. this.distanceAwayFromBottomOfFace = 0.15;
  101742. 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))];
  101743. this._tmpMatrix = new BABYLON.Matrix();
  101744. this._tmpVector = new BABYLON.Vector3();
  101745. this._zeroVector = BABYLON.Vector3.Zero();
  101746. this._lookAtTmpMatrix = new BABYLON.Matrix();
  101747. /* Does nothing */
  101748. }
  101749. /**
  101750. * Initializes the behavior
  101751. */
  101752. AttachToBoxBehavior.prototype.init = function () {
  101753. /* Does nothing */
  101754. };
  101755. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  101756. var _this = this;
  101757. // Go over each face and calculate the angle between the face's normal and targetDirection
  101758. this._faceVectors.forEach(function (v) {
  101759. if (!_this._target.rotationQuaternion) {
  101760. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  101761. }
  101762. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  101763. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  101764. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  101765. });
  101766. // Return the face information of the one with the normal closeset to target direction
  101767. return this._faceVectors.reduce(function (min, p) {
  101768. if (min.ignore) {
  101769. return p;
  101770. }
  101771. else if (p.ignore) {
  101772. return min;
  101773. }
  101774. else {
  101775. return min.diff < p.diff ? min : p;
  101776. }
  101777. }, this._faceVectors[0]);
  101778. };
  101779. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  101780. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  101781. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  101782. this._lookAtTmpMatrix.invert();
  101783. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  101784. };
  101785. /**
  101786. * Attaches the AttachToBoxBehavior to the passed in mesh
  101787. * @param target The mesh that the specified node will be attached to
  101788. */
  101789. AttachToBoxBehavior.prototype.attach = function (target) {
  101790. var _this = this;
  101791. this._target = target;
  101792. this._scene = this._target.getScene();
  101793. // Every frame, update the app bars position
  101794. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101795. if (!_this._scene.activeCamera) {
  101796. return;
  101797. }
  101798. // Find the face closest to the cameras position
  101799. var cameraPos = _this._scene.activeCamera.position;
  101800. if (_this._scene.activeCamera.devicePosition) {
  101801. cameraPos = _this._scene.activeCamera.devicePosition;
  101802. }
  101803. var facing = _this._closestFace(cameraPos.subtract(target.position));
  101804. if (_this._scene.activeCamera.leftCamera) {
  101805. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101806. }
  101807. else {
  101808. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101809. }
  101810. // Get camera up direction
  101811. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  101812. // Ignore faces to not select a parrelel face for the up vector of the UI
  101813. _this._faceVectors.forEach(function (v) {
  101814. if (facing.direction.x && v.direction.x) {
  101815. v.ignore = true;
  101816. }
  101817. if (facing.direction.y && v.direction.y) {
  101818. v.ignore = true;
  101819. }
  101820. if (facing.direction.z && v.direction.z) {
  101821. v.ignore = true;
  101822. }
  101823. });
  101824. var facingUp = _this._closestFace(_this._tmpVector);
  101825. // Unignore faces
  101826. _this._faceVectors.forEach(function (v) {
  101827. v.ignore = false;
  101828. });
  101829. // Position the app bar on that face
  101830. _this.ui.position.copyFrom(target.position);
  101831. if (facing.direction.x) {
  101832. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101833. _this.ui.position.addInPlace(_this._tmpVector);
  101834. }
  101835. if (facing.direction.y) {
  101836. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101837. _this.ui.position.addInPlace(_this._tmpVector);
  101838. }
  101839. if (facing.direction.z) {
  101840. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101841. _this.ui.position.addInPlace(_this._tmpVector);
  101842. }
  101843. // Rotate to be oriented properly to the camera
  101844. if (!_this.ui.rotationQuaternion) {
  101845. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  101846. }
  101847. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  101848. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  101849. // Place ui the correct distance from the bottom of the mesh
  101850. if (facingUp.direction.x) {
  101851. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  101852. }
  101853. if (facingUp.direction.y) {
  101854. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  101855. }
  101856. if (facingUp.direction.z) {
  101857. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  101858. }
  101859. _this.ui.position.addInPlace(_this._tmpVector);
  101860. });
  101861. };
  101862. /**
  101863. * Detaches the behavior from the mesh
  101864. */
  101865. AttachToBoxBehavior.prototype.detach = function () {
  101866. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  101867. };
  101868. return AttachToBoxBehavior;
  101869. }());
  101870. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  101871. })(BABYLON || (BABYLON = {}));
  101872. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  101873. var BABYLON;
  101874. (function (BABYLON) {
  101875. /**
  101876. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  101877. */
  101878. var FadeInOutBehavior = /** @class */ (function () {
  101879. /**
  101880. * Instatiates the FadeInOutBehavior
  101881. */
  101882. function FadeInOutBehavior() {
  101883. var _this = this;
  101884. /**
  101885. * Time in milliseconds to delay before fading in (Default: 0)
  101886. */
  101887. this.delay = 0;
  101888. /**
  101889. * Time in milliseconds for the mesh to fade in (Default: 300)
  101890. */
  101891. this.fadeInTime = 300;
  101892. this._millisecondsPerFrame = 1000 / 60;
  101893. this._hovered = false;
  101894. this._hoverValue = 0;
  101895. this._ownerNode = null;
  101896. this._update = function () {
  101897. if (_this._ownerNode) {
  101898. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  101899. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  101900. if (_this._ownerNode.visibility > 1) {
  101901. _this._setAllVisibility(_this._ownerNode, 1);
  101902. _this._hoverValue = _this.fadeInTime + _this.delay;
  101903. return;
  101904. }
  101905. else if (_this._ownerNode.visibility < 0) {
  101906. _this._setAllVisibility(_this._ownerNode, 0);
  101907. if (_this._hoverValue < 0) {
  101908. _this._hoverValue = 0;
  101909. return;
  101910. }
  101911. }
  101912. setTimeout(_this._update, _this._millisecondsPerFrame);
  101913. }
  101914. };
  101915. }
  101916. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  101917. /**
  101918. * The name of the behavior
  101919. */
  101920. get: function () {
  101921. return "FadeInOut";
  101922. },
  101923. enumerable: true,
  101924. configurable: true
  101925. });
  101926. /**
  101927. * Initializes the behavior
  101928. */
  101929. FadeInOutBehavior.prototype.init = function () {
  101930. };
  101931. /**
  101932. * Attaches the fade behavior on the passed in mesh
  101933. * @param ownerNode The mesh that will be faded in/out once attached
  101934. */
  101935. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  101936. this._ownerNode = ownerNode;
  101937. this._setAllVisibility(this._ownerNode, 0);
  101938. };
  101939. /**
  101940. * Detaches the behavior from the mesh
  101941. */
  101942. FadeInOutBehavior.prototype.detach = function () {
  101943. this._ownerNode = null;
  101944. };
  101945. /**
  101946. * Triggers the mesh to begin fading in or out
  101947. * @param value if the object should fade in or out (true to fade in)
  101948. */
  101949. FadeInOutBehavior.prototype.fadeIn = function (value) {
  101950. this._hovered = value;
  101951. this._update();
  101952. };
  101953. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  101954. var _this = this;
  101955. mesh.visibility = value;
  101956. mesh.getChildMeshes().forEach(function (c) {
  101957. _this._setAllVisibility(c, value);
  101958. });
  101959. };
  101960. return FadeInOutBehavior;
  101961. }());
  101962. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  101963. })(BABYLON || (BABYLON = {}));
  101964. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  101965. var BABYLON;
  101966. (function (BABYLON) {
  101967. /**
  101968. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  101969. */
  101970. var Gizmo = /** @class */ (function () {
  101971. /**
  101972. * Creates a gizmo
  101973. * @param gizmoLayer The utility layer the gizmo will be added to
  101974. */
  101975. function Gizmo(
  101976. /** The utility layer the gizmo will be added to */
  101977. gizmoLayer) {
  101978. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101979. var _this = this;
  101980. this.gizmoLayer = gizmoLayer;
  101981. /**
  101982. * Ratio for the scale of the gizmo (Default: 1)
  101983. */
  101984. this.scaleRatio = 1;
  101985. this._tmpMatrix = new BABYLON.Matrix();
  101986. /**
  101987. * If a custom mesh has been set (Default: false)
  101988. */
  101989. this._customMeshSet = false;
  101990. /**
  101991. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  101992. */
  101993. this.updateGizmoRotationToMatchAttachedMesh = true;
  101994. /**
  101995. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  101996. */
  101997. this.updateGizmoPositionToMatchAttachedMesh = true;
  101998. /**
  101999. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  102000. */
  102001. this._updateScale = true;
  102002. this._interactionsEnabled = true;
  102003. this._tempVector = new BABYLON.Vector3();
  102004. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  102005. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  102006. _this._update();
  102007. });
  102008. this.attachedMesh = null;
  102009. }
  102010. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  102011. /**
  102012. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  102013. * * When set, interactions will be enabled
  102014. */
  102015. get: function () {
  102016. return this._attachedMesh;
  102017. },
  102018. set: function (value) {
  102019. this._attachedMesh = value;
  102020. this._rootMesh.setEnabled(value ? true : false);
  102021. this._attachedMeshChanged(value);
  102022. },
  102023. enumerable: true,
  102024. configurable: true
  102025. });
  102026. /**
  102027. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102028. * @param mesh The mesh to replace the default mesh of the gizmo
  102029. */
  102030. Gizmo.prototype.setCustomMesh = function (mesh) {
  102031. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  102032. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  102033. }
  102034. this._rootMesh.getChildMeshes().forEach(function (c) {
  102035. c.dispose();
  102036. });
  102037. mesh.parent = this._rootMesh;
  102038. this._customMeshSet = true;
  102039. };
  102040. Gizmo.prototype._attachedMeshChanged = function (value) {
  102041. };
  102042. /**
  102043. * @hidden
  102044. * Updates the gizmo to match the attached mesh's position/rotation
  102045. */
  102046. Gizmo.prototype._update = function () {
  102047. if (this.attachedMesh) {
  102048. if (this.updateGizmoRotationToMatchAttachedMesh) {
  102049. if (!this._rootMesh.rotationQuaternion) {
  102050. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  102051. }
  102052. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  102053. this._tempVector.copyFrom(this.attachedMesh.scaling);
  102054. if (this.attachedMesh.scaling.x < 0) {
  102055. this.attachedMesh.scaling.x *= -1;
  102056. }
  102057. if (this.attachedMesh.scaling.y < 0) {
  102058. this.attachedMesh.scaling.y *= -1;
  102059. }
  102060. if (this.attachedMesh.scaling.z < 0) {
  102061. this.attachedMesh.scaling.z *= -1;
  102062. }
  102063. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  102064. this.attachedMesh.scaling.copyFrom(this._tempVector);
  102065. this.attachedMesh.computeWorldMatrix();
  102066. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  102067. }
  102068. else if (this._rootMesh.rotationQuaternion) {
  102069. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  102070. }
  102071. if (this.updateGizmoPositionToMatchAttachedMesh) {
  102072. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  102073. }
  102074. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  102075. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.globalPosition;
  102076. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  102077. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  102078. }
  102079. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  102080. var dist = this._tempVector.length() * this.scaleRatio;
  102081. this._rootMesh.scaling.set(dist, dist, dist);
  102082. }
  102083. }
  102084. };
  102085. /**
  102086. * Disposes of the gizmo
  102087. */
  102088. Gizmo.prototype.dispose = function () {
  102089. this._rootMesh.dispose();
  102090. if (this._beforeRenderObserver) {
  102091. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  102092. }
  102093. };
  102094. return Gizmo;
  102095. }());
  102096. BABYLON.Gizmo = Gizmo;
  102097. })(BABYLON || (BABYLON = {}));
  102098. //# sourceMappingURL=babylon.gizmo.js.map
  102099. var BABYLON;
  102100. (function (BABYLON) {
  102101. /**
  102102. * Single axis drag gizmo
  102103. */
  102104. var AxisDragGizmo = /** @class */ (function (_super) {
  102105. __extends(AxisDragGizmo, _super);
  102106. /**
  102107. * Creates an AxisDragGizmo
  102108. * @param gizmoLayer The utility layer the gizmo will be added to
  102109. * @param dragAxis The axis which the gizmo will be able to drag on
  102110. * @param color The color of the gizmo
  102111. */
  102112. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  102113. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102114. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102115. var _this = _super.call(this, gizmoLayer) || this;
  102116. _this._pointerObserver = null;
  102117. /**
  102118. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102119. */
  102120. _this.snapDistance = 0;
  102121. /**
  102122. * Event that fires each time the gizmo snaps to a new location.
  102123. * * snapDistance is the the change in distance
  102124. */
  102125. _this.onSnapObservable = new BABYLON.Observable();
  102126. // Create Material
  102127. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102128. coloredMaterial.disableLighting = true;
  102129. coloredMaterial.emissiveColor = color;
  102130. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102131. hoverMaterial.disableLighting = true;
  102132. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102133. // Build mesh on root node
  102134. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102135. var arrowMesh = BABYLON.MeshBuilder.CreateCylinder("yPosMesh", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, gizmoLayer.utilityLayerScene);
  102136. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102137. arrowTail.color = coloredMaterial.emissiveColor;
  102138. arrow.addChild(arrowMesh);
  102139. arrow.addChild(arrowTail);
  102140. // Position arrow pointing in its drag axis
  102141. arrowMesh.scaling.scaleInPlace(0.05);
  102142. arrowMesh.material = coloredMaterial;
  102143. arrowMesh.rotation.x = Math.PI / 2;
  102144. arrowMesh.position.z += 0.3;
  102145. arrowTail.scaling.scaleInPlace(0.26);
  102146. arrowTail.rotation.x = Math.PI / 2;
  102147. arrowTail.material = coloredMaterial;
  102148. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102149. arrow.scaling.scaleInPlace(1 / 3);
  102150. _this._rootMesh.addChild(arrow);
  102151. var currentSnapDragDistance = 0;
  102152. var tmpVector = new BABYLON.Vector3();
  102153. var tmpSnapEvent = { snapDistance: 0 };
  102154. // Add drag behavior to handle events when the gizmo is dragged
  102155. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102156. _this.dragBehavior.moveAttached = false;
  102157. _this._rootMesh.addBehavior(_this.dragBehavior);
  102158. var localDelta = new BABYLON.Vector3();
  102159. var tmpMatrix = new BABYLON.Matrix();
  102160. _this.dragBehavior.onDragObservable.add(function (event) {
  102161. if (_this.attachedMesh) {
  102162. // Convert delta to local translation if it has a parent
  102163. if (_this.attachedMesh.parent) {
  102164. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102165. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  102166. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  102167. }
  102168. else {
  102169. localDelta.copyFrom(event.delta);
  102170. }
  102171. // Snapping logic
  102172. if (_this.snapDistance == 0) {
  102173. _this.attachedMesh.position.addInPlace(localDelta);
  102174. }
  102175. else {
  102176. currentSnapDragDistance += event.dragDistance;
  102177. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102178. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  102179. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102180. localDelta.normalizeToRef(tmpVector);
  102181. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  102182. _this.attachedMesh.position.addInPlace(tmpVector);
  102183. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102184. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102185. }
  102186. }
  102187. }
  102188. });
  102189. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102190. if (_this._customMeshSet) {
  102191. return;
  102192. }
  102193. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102194. var material = isHovered ? hoverMaterial : coloredMaterial;
  102195. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102196. m.material = material;
  102197. if (m.color) {
  102198. m.color = material.emissiveColor;
  102199. }
  102200. });
  102201. });
  102202. return _this;
  102203. }
  102204. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  102205. if (this.dragBehavior) {
  102206. this.dragBehavior.enabled = value ? true : false;
  102207. }
  102208. };
  102209. /**
  102210. * Disposes of the gizmo
  102211. */
  102212. AxisDragGizmo.prototype.dispose = function () {
  102213. this.onSnapObservable.clear();
  102214. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102215. this.dragBehavior.detach();
  102216. _super.prototype.dispose.call(this);
  102217. };
  102218. return AxisDragGizmo;
  102219. }(BABYLON.Gizmo));
  102220. BABYLON.AxisDragGizmo = AxisDragGizmo;
  102221. })(BABYLON || (BABYLON = {}));
  102222. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  102223. var BABYLON;
  102224. (function (BABYLON) {
  102225. /**
  102226. * Single axis scale gizmo
  102227. */
  102228. var AxisScaleGizmo = /** @class */ (function (_super) {
  102229. __extends(AxisScaleGizmo, _super);
  102230. /**
  102231. * Creates an AxisScaleGizmo
  102232. * @param gizmoLayer The utility layer the gizmo will be added to
  102233. * @param dragAxis The axis which the gizmo will be able to scale on
  102234. * @param color The color of the gizmo
  102235. */
  102236. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  102237. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102238. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102239. var _this = _super.call(this, gizmoLayer) || this;
  102240. _this._pointerObserver = null;
  102241. /**
  102242. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102243. */
  102244. _this.snapDistance = 0;
  102245. /**
  102246. * Event that fires each time the gizmo snaps to a new location.
  102247. * * snapDistance is the the change in distance
  102248. */
  102249. _this.onSnapObservable = new BABYLON.Observable();
  102250. /**
  102251. * If the scaling operation should be done on all axis (default: false)
  102252. */
  102253. _this.uniformScaling = false;
  102254. // Create Material
  102255. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102256. _this._coloredMaterial.disableLighting = true;
  102257. _this._coloredMaterial.emissiveColor = color;
  102258. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102259. hoverMaterial.disableLighting = true;
  102260. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102261. // Build mesh on root node
  102262. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102263. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  102264. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102265. arrowTail.color = _this._coloredMaterial.emissiveColor;
  102266. arrow.addChild(arrowMesh);
  102267. arrow.addChild(arrowTail);
  102268. // Position arrow pointing in its drag axis
  102269. arrowMesh.scaling.scaleInPlace(0.1);
  102270. arrowMesh.material = _this._coloredMaterial;
  102271. arrowMesh.rotation.x = Math.PI / 2;
  102272. arrowMesh.position.z += 0.3;
  102273. arrowTail.scaling.scaleInPlace(0.26);
  102274. arrowTail.rotation.x = Math.PI / 2;
  102275. arrowTail.material = _this._coloredMaterial;
  102276. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102277. _this._rootMesh.addChild(arrow);
  102278. arrow.scaling.scaleInPlace(1 / 3);
  102279. // Add drag behavior to handle events when the gizmo is dragged
  102280. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102281. _this.dragBehavior.moveAttached = false;
  102282. _this._rootMesh.addBehavior(_this.dragBehavior);
  102283. var currentSnapDragDistance = 0;
  102284. var tmpVector = new BABYLON.Vector3();
  102285. var tmpSnapEvent = { snapDistance: 0 };
  102286. _this.dragBehavior.onDragObservable.add(function (event) {
  102287. if (_this.attachedMesh) {
  102288. // Snapping logic
  102289. var snapped = false;
  102290. var dragSteps = 0;
  102291. if (_this.uniformScaling) {
  102292. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  102293. if (tmpVector.y < 0) {
  102294. tmpVector.scaleInPlace(-1);
  102295. }
  102296. }
  102297. else {
  102298. tmpVector.copyFrom(dragAxis);
  102299. }
  102300. if (_this.snapDistance == 0) {
  102301. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  102302. }
  102303. else {
  102304. currentSnapDragDistance += event.dragDistance;
  102305. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102306. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102307. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102308. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  102309. snapped = true;
  102310. }
  102311. else {
  102312. tmpVector.scaleInPlace(0);
  102313. }
  102314. }
  102315. _this.attachedMesh.scaling.addInPlace(tmpVector);
  102316. if (snapped) {
  102317. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102318. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102319. }
  102320. }
  102321. });
  102322. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102323. if (_this._customMeshSet) {
  102324. return;
  102325. }
  102326. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102327. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  102328. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102329. m.material = material;
  102330. if (m.color) {
  102331. m.color = material.emissiveColor;
  102332. }
  102333. });
  102334. });
  102335. return _this;
  102336. }
  102337. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  102338. if (this.dragBehavior) {
  102339. this.dragBehavior.enabled = value ? true : false;
  102340. }
  102341. };
  102342. /**
  102343. * Disposes of the gizmo
  102344. */
  102345. AxisScaleGizmo.prototype.dispose = function () {
  102346. this.onSnapObservable.clear();
  102347. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102348. this.dragBehavior.detach();
  102349. _super.prototype.dispose.call(this);
  102350. };
  102351. /**
  102352. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102353. * @param mesh The mesh to replace the default mesh of the gizmo
  102354. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  102355. */
  102356. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  102357. var _this = this;
  102358. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  102359. _super.prototype.setCustomMesh.call(this, mesh);
  102360. if (useGizmoMaterial) {
  102361. this._rootMesh.getChildMeshes().forEach(function (m) {
  102362. m.material = _this._coloredMaterial;
  102363. if (m.color) {
  102364. m.color = _this._coloredMaterial.emissiveColor;
  102365. }
  102366. });
  102367. this._customMeshSet = false;
  102368. }
  102369. };
  102370. return AxisScaleGizmo;
  102371. }(BABYLON.Gizmo));
  102372. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  102373. })(BABYLON || (BABYLON = {}));
  102374. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  102375. var BABYLON;
  102376. (function (BABYLON) {
  102377. /**
  102378. * Single plane rotation gizmo
  102379. */
  102380. var PlaneRotationGizmo = /** @class */ (function (_super) {
  102381. __extends(PlaneRotationGizmo, _super);
  102382. /**
  102383. * Creates a PlaneRotationGizmo
  102384. * @param gizmoLayer The utility layer the gizmo will be added to
  102385. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  102386. * @param color The color of the gizmo
  102387. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102388. */
  102389. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  102390. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102391. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102392. if (tessellation === void 0) { tessellation = 32; }
  102393. var _this = _super.call(this, gizmoLayer) || this;
  102394. _this._pointerObserver = null;
  102395. /**
  102396. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  102397. */
  102398. _this.snapDistance = 0;
  102399. /**
  102400. * Event that fires each time the gizmo snaps to a new location.
  102401. * * snapDistance is the the change in distance
  102402. */
  102403. _this.onSnapObservable = new BABYLON.Observable();
  102404. // Create Material
  102405. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102406. coloredMaterial.disableLighting = true;
  102407. coloredMaterial.emissiveColor = color;
  102408. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102409. hoverMaterial.disableLighting = true;
  102410. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102411. // Build mesh on root node
  102412. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102413. // Create circle out of lines
  102414. var radius = 0.8;
  102415. var points = new Array();
  102416. for (var i = 0; i < tessellation; i++) {
  102417. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  102418. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  102419. }
  102420. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  102421. rotationMesh.color = coloredMaterial.emissiveColor;
  102422. // Position arrow pointing in its drag axis
  102423. rotationMesh.scaling.scaleInPlace(0.26);
  102424. rotationMesh.material = coloredMaterial;
  102425. rotationMesh.rotation.x = Math.PI / 2;
  102426. parentMesh.addChild(rotationMesh);
  102427. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  102428. _this._rootMesh.addChild(parentMesh);
  102429. parentMesh.scaling.scaleInPlace(1 / 3);
  102430. // Add drag behavior to handle events when the gizmo is dragged
  102431. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  102432. _this.dragBehavior.moveAttached = false;
  102433. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  102434. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  102435. _this._rootMesh.addBehavior(_this.dragBehavior);
  102436. var lastDragPosition = new BABYLON.Vector3();
  102437. _this.dragBehavior.onDragStartObservable.add(function (e) {
  102438. if (_this.attachedMesh) {
  102439. lastDragPosition.copyFrom(e.dragPlanePoint);
  102440. }
  102441. });
  102442. var rotationMatrix = new BABYLON.Matrix();
  102443. var planeNormalTowardsCamera = new BABYLON.Vector3();
  102444. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  102445. var tmpSnapEvent = { snapDistance: 0 };
  102446. var currentSnapDragDistance = 0;
  102447. var tmpMatrix = new BABYLON.Matrix();
  102448. var tmpVector = new BABYLON.Vector3();
  102449. var amountToRotate = new BABYLON.Quaternion();
  102450. _this.dragBehavior.onDragObservable.add(function (event) {
  102451. if (_this.attachedMesh) {
  102452. if (!_this.attachedMesh.rotationQuaternion) {
  102453. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102454. }
  102455. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  102456. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  102457. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  102458. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  102459. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  102460. var angle = Math.atan2(cross.length(), dot);
  102461. planeNormalTowardsCamera.copyFrom(planeNormal);
  102462. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  102463. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102464. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  102465. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  102466. }
  102467. // Flip up vector depending on which side the camera is on
  102468. if (gizmoLayer.utilityLayerScene.activeCamera) {
  102469. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  102470. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  102471. planeNormalTowardsCamera.scaleInPlace(-1);
  102472. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  102473. }
  102474. }
  102475. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  102476. if (halfCircleSide) {
  102477. angle = -angle;
  102478. }
  102479. // Snapping logic
  102480. var snapped = false;
  102481. if (_this.snapDistance != 0) {
  102482. currentSnapDragDistance += angle;
  102483. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102484. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102485. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102486. angle = _this.snapDistance * dragSteps;
  102487. snapped = true;
  102488. }
  102489. else {
  102490. angle = 0;
  102491. }
  102492. }
  102493. // If the mesh has a parent, convert needed world rotation to local rotation
  102494. tmpMatrix.reset();
  102495. if (_this.attachedMesh.parent) {
  102496. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102497. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  102498. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  102499. }
  102500. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  102501. var quaternionCoefficient = Math.sin(angle / 2);
  102502. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  102503. // 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
  102504. if (tmpMatrix.determinant() > 0) {
  102505. amountToRotate.toEulerAnglesToRef(tmpVector);
  102506. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  102507. }
  102508. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102509. // Rotate selected mesh quaternion over fixed axis
  102510. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  102511. }
  102512. else {
  102513. // Rotate selected mesh quaternion over rotated axis
  102514. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  102515. }
  102516. lastDragPosition.copyFrom(event.dragPlanePoint);
  102517. if (snapped) {
  102518. tmpSnapEvent.snapDistance = angle;
  102519. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102520. }
  102521. }
  102522. });
  102523. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102524. if (_this._customMeshSet) {
  102525. return;
  102526. }
  102527. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102528. var material = isHovered ? hoverMaterial : coloredMaterial;
  102529. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102530. m.material = material;
  102531. if (m.color) {
  102532. m.color = material.emissiveColor;
  102533. }
  102534. });
  102535. });
  102536. return _this;
  102537. }
  102538. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  102539. if (this.dragBehavior) {
  102540. this.dragBehavior.enabled = value ? true : false;
  102541. }
  102542. };
  102543. /**
  102544. * Disposes of the gizmo
  102545. */
  102546. PlaneRotationGizmo.prototype.dispose = function () {
  102547. this.onSnapObservable.clear();
  102548. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102549. this.dragBehavior.detach();
  102550. _super.prototype.dispose.call(this);
  102551. };
  102552. return PlaneRotationGizmo;
  102553. }(BABYLON.Gizmo));
  102554. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  102555. })(BABYLON || (BABYLON = {}));
  102556. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  102557. var BABYLON;
  102558. (function (BABYLON) {
  102559. /**
  102560. * Gizmo that enables dragging a mesh along 3 axis
  102561. */
  102562. var PositionGizmo = /** @class */ (function (_super) {
  102563. __extends(PositionGizmo, _super);
  102564. /**
  102565. * Creates a PositionGizmo
  102566. * @param gizmoLayer The utility layer the gizmo will be added to
  102567. */
  102568. function PositionGizmo(gizmoLayer) {
  102569. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102570. var _this = _super.call(this, gizmoLayer) || this;
  102571. /** Fires an event when any of it's sub gizmos are dragged */
  102572. _this.onDragStartObservable = new BABYLON.Observable();
  102573. /** Fires an event when any of it's sub gizmos are released from dragging */
  102574. _this.onDragEndObservable = new BABYLON.Observable();
  102575. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102576. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102577. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102578. // Relay drag events
  102579. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102580. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102581. _this.onDragStartObservable.notifyObservers({});
  102582. });
  102583. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102584. _this.onDragEndObservable.notifyObservers({});
  102585. });
  102586. });
  102587. _this.attachedMesh = null;
  102588. return _this;
  102589. }
  102590. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  102591. set: function (mesh) {
  102592. if (this.xGizmo) {
  102593. this.xGizmo.attachedMesh = mesh;
  102594. this.yGizmo.attachedMesh = mesh;
  102595. this.zGizmo.attachedMesh = mesh;
  102596. }
  102597. },
  102598. enumerable: true,
  102599. configurable: true
  102600. });
  102601. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102602. get: function () {
  102603. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102604. },
  102605. set: function (value) {
  102606. if (this.xGizmo) {
  102607. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102608. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102609. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102610. }
  102611. },
  102612. enumerable: true,
  102613. configurable: true
  102614. });
  102615. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  102616. get: function () {
  102617. return this.xGizmo.snapDistance;
  102618. },
  102619. /**
  102620. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102621. */
  102622. set: function (value) {
  102623. if (this.xGizmo) {
  102624. this.xGizmo.snapDistance = value;
  102625. this.yGizmo.snapDistance = value;
  102626. this.zGizmo.snapDistance = value;
  102627. }
  102628. },
  102629. enumerable: true,
  102630. configurable: true
  102631. });
  102632. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  102633. get: function () {
  102634. return this.xGizmo.scaleRatio;
  102635. },
  102636. /**
  102637. * Ratio for the scale of the gizmo (Default: 1)
  102638. */
  102639. set: function (value) {
  102640. if (this.xGizmo) {
  102641. this.xGizmo.scaleRatio = value;
  102642. this.yGizmo.scaleRatio = value;
  102643. this.zGizmo.scaleRatio = value;
  102644. }
  102645. },
  102646. enumerable: true,
  102647. configurable: true
  102648. });
  102649. /**
  102650. * Disposes of the gizmo
  102651. */
  102652. PositionGizmo.prototype.dispose = function () {
  102653. this.xGizmo.dispose();
  102654. this.yGizmo.dispose();
  102655. this.zGizmo.dispose();
  102656. this.onDragStartObservable.clear();
  102657. this.onDragEndObservable.clear();
  102658. };
  102659. /**
  102660. * CustomMeshes are not supported by this gizmo
  102661. * @param mesh The mesh to replace the default mesh of the gizmo
  102662. */
  102663. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  102664. 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)");
  102665. };
  102666. return PositionGizmo;
  102667. }(BABYLON.Gizmo));
  102668. BABYLON.PositionGizmo = PositionGizmo;
  102669. })(BABYLON || (BABYLON = {}));
  102670. //# sourceMappingURL=babylon.positionGizmo.js.map
  102671. var BABYLON;
  102672. (function (BABYLON) {
  102673. /**
  102674. * Gizmo that enables rotating a mesh along 3 axis
  102675. */
  102676. var RotationGizmo = /** @class */ (function (_super) {
  102677. __extends(RotationGizmo, _super);
  102678. /**
  102679. * Creates a RotationGizmo
  102680. * @param gizmoLayer The utility layer the gizmo will be added to
  102681. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102682. */
  102683. function RotationGizmo(gizmoLayer, tessellation) {
  102684. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102685. if (tessellation === void 0) { tessellation = 32; }
  102686. var _this = _super.call(this, gizmoLayer) || this;
  102687. /** Fires an event when any of it's sub gizmos are dragged */
  102688. _this.onDragStartObservable = new BABYLON.Observable();
  102689. /** Fires an event when any of it's sub gizmos are released from dragging */
  102690. _this.onDragEndObservable = new BABYLON.Observable();
  102691. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  102692. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  102693. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  102694. // Relay drag events
  102695. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102696. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102697. _this.onDragStartObservable.notifyObservers({});
  102698. });
  102699. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102700. _this.onDragEndObservable.notifyObservers({});
  102701. });
  102702. });
  102703. _this.attachedMesh = null;
  102704. return _this;
  102705. }
  102706. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  102707. set: function (mesh) {
  102708. if (this.xGizmo) {
  102709. this.xGizmo.attachedMesh = mesh;
  102710. this.yGizmo.attachedMesh = mesh;
  102711. this.zGizmo.attachedMesh = mesh;
  102712. }
  102713. },
  102714. enumerable: true,
  102715. configurable: true
  102716. });
  102717. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102718. get: function () {
  102719. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102720. },
  102721. set: function (value) {
  102722. if (this.xGizmo) {
  102723. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102724. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102725. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102726. }
  102727. },
  102728. enumerable: true,
  102729. configurable: true
  102730. });
  102731. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  102732. get: function () {
  102733. return this.xGizmo.snapDistance;
  102734. },
  102735. /**
  102736. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102737. */
  102738. set: function (value) {
  102739. if (this.xGizmo) {
  102740. this.xGizmo.snapDistance = value;
  102741. this.yGizmo.snapDistance = value;
  102742. this.zGizmo.snapDistance = value;
  102743. }
  102744. },
  102745. enumerable: true,
  102746. configurable: true
  102747. });
  102748. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  102749. get: function () {
  102750. return this.xGizmo.scaleRatio;
  102751. },
  102752. /**
  102753. * Ratio for the scale of the gizmo (Default: 1)
  102754. */
  102755. set: function (value) {
  102756. if (this.xGizmo) {
  102757. this.xGizmo.scaleRatio = value;
  102758. this.yGizmo.scaleRatio = value;
  102759. this.zGizmo.scaleRatio = value;
  102760. }
  102761. },
  102762. enumerable: true,
  102763. configurable: true
  102764. });
  102765. /**
  102766. * Disposes of the gizmo
  102767. */
  102768. RotationGizmo.prototype.dispose = function () {
  102769. this.xGizmo.dispose();
  102770. this.yGizmo.dispose();
  102771. this.zGizmo.dispose();
  102772. this.onDragStartObservable.clear();
  102773. this.onDragEndObservable.clear();
  102774. };
  102775. /**
  102776. * CustomMeshes are not supported by this gizmo
  102777. * @param mesh The mesh to replace the default mesh of the gizmo
  102778. */
  102779. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  102780. 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)");
  102781. };
  102782. return RotationGizmo;
  102783. }(BABYLON.Gizmo));
  102784. BABYLON.RotationGizmo = RotationGizmo;
  102785. })(BABYLON || (BABYLON = {}));
  102786. //# sourceMappingURL=babylon.rotationGizmo.js.map
  102787. var BABYLON;
  102788. (function (BABYLON) {
  102789. /**
  102790. * Gizmo that enables scaling a mesh along 3 axis
  102791. */
  102792. var ScaleGizmo = /** @class */ (function (_super) {
  102793. __extends(ScaleGizmo, _super);
  102794. /**
  102795. * Creates a ScaleGizmo
  102796. * @param gizmoLayer The utility layer the gizmo will be added to
  102797. */
  102798. function ScaleGizmo(gizmoLayer) {
  102799. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102800. var _this = _super.call(this, gizmoLayer) || this;
  102801. /** Fires an event when any of it's sub gizmos are dragged */
  102802. _this.onDragStartObservable = new BABYLON.Observable();
  102803. /** Fires an event when any of it's sub gizmos are released from dragging */
  102804. _this.onDragEndObservable = new BABYLON.Observable();
  102805. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102806. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102807. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102808. // Create uniform scale gizmo
  102809. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  102810. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  102811. _this.uniformScaleGizmo.uniformScaling = true;
  102812. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102813. uniformScalingMesh.scaling.scaleInPlace(0.02);
  102814. uniformScalingMesh.visibility = 0;
  102815. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102816. octahedron.scaling.scaleInPlace(0.007);
  102817. uniformScalingMesh.addChild(octahedron);
  102818. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  102819. // Relay drag events
  102820. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  102821. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102822. _this.onDragStartObservable.notifyObservers({});
  102823. });
  102824. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102825. _this.onDragEndObservable.notifyObservers({});
  102826. });
  102827. });
  102828. _this.attachedMesh = null;
  102829. return _this;
  102830. }
  102831. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  102832. set: function (mesh) {
  102833. if (this.xGizmo) {
  102834. this.xGizmo.attachedMesh = mesh;
  102835. this.yGizmo.attachedMesh = mesh;
  102836. this.zGizmo.attachedMesh = mesh;
  102837. this.uniformScaleGizmo.attachedMesh = mesh;
  102838. }
  102839. },
  102840. enumerable: true,
  102841. configurable: true
  102842. });
  102843. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102844. get: function () {
  102845. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102846. },
  102847. set: function (value) {
  102848. if (!value) {
  102849. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  102850. }
  102851. if (this.xGizmo) {
  102852. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102853. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102854. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102855. }
  102856. },
  102857. enumerable: true,
  102858. configurable: true
  102859. });
  102860. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  102861. get: function () {
  102862. return this.xGizmo.snapDistance;
  102863. },
  102864. /**
  102865. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102866. */
  102867. set: function (value) {
  102868. if (this.xGizmo) {
  102869. this.xGizmo.snapDistance = value;
  102870. this.yGizmo.snapDistance = value;
  102871. this.zGizmo.snapDistance = value;
  102872. this.uniformScaleGizmo.snapDistance = value;
  102873. }
  102874. },
  102875. enumerable: true,
  102876. configurable: true
  102877. });
  102878. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  102879. get: function () {
  102880. return this.xGizmo.scaleRatio;
  102881. },
  102882. /**
  102883. * Ratio for the scale of the gizmo (Default: 1)
  102884. */
  102885. set: function (value) {
  102886. if (this.xGizmo) {
  102887. this.xGizmo.scaleRatio = value;
  102888. this.yGizmo.scaleRatio = value;
  102889. this.zGizmo.scaleRatio = value;
  102890. this.uniformScaleGizmo.scaleRatio = value;
  102891. }
  102892. },
  102893. enumerable: true,
  102894. configurable: true
  102895. });
  102896. /**
  102897. * Disposes of the gizmo
  102898. */
  102899. ScaleGizmo.prototype.dispose = function () {
  102900. this.xGizmo.dispose();
  102901. this.yGizmo.dispose();
  102902. this.zGizmo.dispose();
  102903. this.uniformScaleGizmo.dispose();
  102904. this.onDragStartObservable.clear();
  102905. this.onDragEndObservable.clear();
  102906. };
  102907. return ScaleGizmo;
  102908. }(BABYLON.Gizmo));
  102909. BABYLON.ScaleGizmo = ScaleGizmo;
  102910. })(BABYLON || (BABYLON = {}));
  102911. //# sourceMappingURL=babylon.scaleGizmo.js.map
  102912. var BABYLON;
  102913. (function (BABYLON) {
  102914. /**
  102915. * Bounding box gizmo
  102916. */
  102917. var BoundingBoxGizmo = /** @class */ (function (_super) {
  102918. __extends(BoundingBoxGizmo, _super);
  102919. /**
  102920. * Creates an BoundingBoxGizmo
  102921. * @param gizmoLayer The utility layer the gizmo will be added to
  102922. * @param color The color of the gizmo
  102923. */
  102924. function BoundingBoxGizmo(color, gizmoLayer) {
  102925. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102926. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  102927. var _this = _super.call(this, gizmoLayer) || this;
  102928. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  102929. _this._renderObserver = null;
  102930. _this._pointerObserver = null;
  102931. _this._scaleDragSpeed = 0.2;
  102932. _this._tmpQuaternion = new BABYLON.Quaternion();
  102933. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  102934. _this._tmpRotationMatrix = new BABYLON.Matrix();
  102935. /**
  102936. * 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)
  102937. */
  102938. _this.ignoreChildren = false;
  102939. /**
  102940. * 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)
  102941. */
  102942. _this.includeChildPredicate = null;
  102943. /**
  102944. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  102945. */
  102946. _this.rotationSphereSize = 0.1;
  102947. /**
  102948. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  102949. */
  102950. _this.scaleBoxSize = 0.1;
  102951. /**
  102952. * 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)
  102953. */
  102954. _this.fixedDragMeshScreenSize = false;
  102955. /**
  102956. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  102957. */
  102958. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  102959. /**
  102960. * Fired when a rotation sphere or scale box is dragged
  102961. */
  102962. _this.onDragStartObservable = new BABYLON.Observable();
  102963. /**
  102964. * Fired when a scale box is dragged
  102965. */
  102966. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  102967. /**
  102968. * Fired when a scale box drag is ended
  102969. */
  102970. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  102971. /**
  102972. * Fired when a rotation sphere is dragged
  102973. */
  102974. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  102975. /**
  102976. * Fired when a rotation sphere drag is ended
  102977. */
  102978. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  102979. /**
  102980. * 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)
  102981. */
  102982. _this.scalePivot = null;
  102983. _this._existingMeshScale = new BABYLON.Vector3();
  102984. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  102985. _this._updateScale = false;
  102986. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  102987. // Create Materials
  102988. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102989. coloredMaterial.disableLighting = true;
  102990. coloredMaterial.emissiveColor = color;
  102991. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102992. hoverColoredMaterial.disableLighting = true;
  102993. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102994. // Build bounding box out of lines
  102995. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102996. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  102997. var lines = [];
  102998. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  102999. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  103000. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  103001. 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));
  103002. 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));
  103003. 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));
  103004. 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));
  103005. 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));
  103006. 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));
  103007. 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));
  103008. 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));
  103009. 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));
  103010. lines.forEach(function (l) {
  103011. l.color = color;
  103012. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  103013. l.isPickable = false;
  103014. _this._lineBoundingBox.addChild(l);
  103015. });
  103016. _this._rootMesh.addChild(_this._lineBoundingBox);
  103017. // Create rotation spheres
  103018. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103019. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  103020. var _loop_1 = function (i_1) {
  103021. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  103022. sphere.rotationQuaternion = new BABYLON.Quaternion();
  103023. sphere.material = coloredMaterial;
  103024. // Drag behavior
  103025. _dragBehavior = new BABYLON.PointerDragBehavior({});
  103026. _dragBehavior.moveAttached = false;
  103027. _dragBehavior.updateDragPlane = false;
  103028. sphere.addBehavior(_dragBehavior);
  103029. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  103030. var totalTurnAmountOfDrag = 0;
  103031. _dragBehavior.onDragStartObservable.add(function (event) {
  103032. startingTurnDirection.copyFrom(sphere.forward);
  103033. totalTurnAmountOfDrag = 0;
  103034. });
  103035. _dragBehavior.onDragObservable.add(function (event) {
  103036. _this.onRotationSphereDragObservable.notifyObservers({});
  103037. if (_this.attachedMesh) {
  103038. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103039. var worldDragDirection = startingTurnDirection;
  103040. // Project the world right on to the drag plane
  103041. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  103042. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  103043. // project drag delta on to the resulting drag axis and rotate based on that
  103044. var projectDist = -BABYLON.Vector3.Dot(dragAxis, event.delta);
  103045. // Make rotation relative to size of mesh.
  103046. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103047. // Rotate based on axis
  103048. if (!_this.attachedMesh.rotationQuaternion) {
  103049. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  103050. }
  103051. if (!_this._anchorMesh.rotationQuaternion) {
  103052. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  103053. }
  103054. // Do not allow the object to turn more than a full circle
  103055. totalTurnAmountOfDrag += projectDist;
  103056. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  103057. if (i_1 >= 8) {
  103058. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  103059. }
  103060. else if (i_1 >= 4) {
  103061. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  103062. }
  103063. else {
  103064. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  103065. }
  103066. // Rotate around center of bounding box
  103067. _this._anchorMesh.addChild(_this.attachedMesh);
  103068. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  103069. _this._anchorMesh.removeChild(_this.attachedMesh);
  103070. }
  103071. _this.updateBoundingBox();
  103072. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103073. }
  103074. });
  103075. // Selection/deselection
  103076. _dragBehavior.onDragStartObservable.add(function () {
  103077. _this.onDragStartObservable.notifyObservers({});
  103078. _this._selectNode(sphere);
  103079. });
  103080. _dragBehavior.onDragEndObservable.add(function () {
  103081. _this.onRotationSphereDragEndObservable.notifyObservers({});
  103082. _this._selectNode(null);
  103083. });
  103084. this_1._rotateSpheresParent.addChild(sphere);
  103085. };
  103086. var this_1 = this, _dragBehavior;
  103087. for (var i_1 = 0; i_1 < 12; i_1++) {
  103088. _loop_1(i_1);
  103089. }
  103090. _this._rootMesh.addChild(_this._rotateSpheresParent);
  103091. // Create scale cubes
  103092. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103093. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  103094. for (var i = 0; i < 2; i++) {
  103095. for (var j = 0; j < 2; j++) {
  103096. var _loop_2 = function () {
  103097. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  103098. box.material = coloredMaterial;
  103099. // Dragging logic
  103100. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  103101. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103102. _dragBehavior.moveAttached = false;
  103103. box.addBehavior(_dragBehavior);
  103104. _dragBehavior.onDragObservable.add(function (event) {
  103105. _this.onScaleBoxDragObservable.notifyObservers({});
  103106. if (_this.attachedMesh) {
  103107. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103108. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103109. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  103110. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  103111. _this.updateBoundingBox();
  103112. if (_this.scalePivot) {
  103113. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  103114. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  103115. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  103116. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103117. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103118. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  103119. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103120. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  103121. }
  103122. else {
  103123. // Scale from the position of the opposite corner
  103124. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  103125. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103126. }
  103127. _this._anchorMesh.addChild(_this.attachedMesh);
  103128. _this._anchorMesh.scaling.addInPlace(deltaScale);
  103129. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  103130. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  103131. }
  103132. _this._anchorMesh.removeChild(_this.attachedMesh);
  103133. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103134. }
  103135. });
  103136. // Selection/deselection
  103137. _dragBehavior.onDragStartObservable.add(function () {
  103138. _this.onDragStartObservable.notifyObservers({});
  103139. _this._selectNode(box);
  103140. });
  103141. _dragBehavior.onDragEndObservable.add(function () {
  103142. _this.onScaleBoxDragEndObservable.notifyObservers({});
  103143. _this._selectNode(null);
  103144. });
  103145. this_2._scaleBoxesParent.addChild(box);
  103146. };
  103147. var this_2 = this, _dragBehavior;
  103148. for (var k = 0; k < 2; k++) {
  103149. _loop_2();
  103150. }
  103151. }
  103152. }
  103153. _this._rootMesh.addChild(_this._scaleBoxesParent);
  103154. // Hover color change
  103155. var pointerIds = new Array();
  103156. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103157. if (!pointerIds[pointerInfo.event.pointerId]) {
  103158. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  103159. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  103160. pointerIds[pointerInfo.event.pointerId] = mesh;
  103161. mesh.material = hoverColoredMaterial;
  103162. }
  103163. });
  103164. }
  103165. else {
  103166. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  103167. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  103168. delete pointerIds[pointerInfo.event.pointerId];
  103169. }
  103170. }
  103171. });
  103172. // Update bounding box positions
  103173. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  103174. // Only update the bouding box if scaling has changed
  103175. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  103176. _this.updateBoundingBox();
  103177. }
  103178. });
  103179. _this.updateBoundingBox();
  103180. return _this;
  103181. }
  103182. /** @hidden */
  103183. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  103184. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  103185. // Save old pivot and set pivot to 0,0,0
  103186. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  103187. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  103188. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  103189. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  103190. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103191. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103192. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103193. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  103194. }
  103195. }
  103196. BoundingBoxGizmo._PivotCached++;
  103197. };
  103198. /** @hidden */
  103199. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  103200. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  103201. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  103202. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103203. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103204. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103205. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  103206. }
  103207. this._PivotCached--;
  103208. };
  103209. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  103210. if (value) {
  103211. // Reset anchor mesh to match attached mesh's scale
  103212. // This is needed to avoid invalid box/sphere position on first drag
  103213. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  103214. this._anchorMesh.addChild(value);
  103215. this._anchorMesh.removeChild(value);
  103216. BoundingBoxGizmo._RestorePivotPoint(value);
  103217. this.updateBoundingBox();
  103218. }
  103219. };
  103220. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  103221. this._rotateSpheresParent.getChildMeshes()
  103222. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  103223. m.isVisible = (!selectedMesh || m == selectedMesh);
  103224. });
  103225. };
  103226. /**
  103227. * Updates the bounding box information for the Gizmo
  103228. */
  103229. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  103230. if (this.attachedMesh) {
  103231. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  103232. this._update();
  103233. // Rotate based on axis
  103234. if (!this.attachedMesh.rotationQuaternion) {
  103235. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  103236. }
  103237. if (!this._anchorMesh.rotationQuaternion) {
  103238. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  103239. }
  103240. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103241. // Store original position and reset mesh to origin before computing the bounding box
  103242. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103243. this._tmpVector.copyFrom(this.attachedMesh.position);
  103244. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  103245. this.attachedMesh.position.set(0, 0, 0);
  103246. // Update bounding dimensions/positions
  103247. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  103248. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  103249. // Update gizmo to match bounding box scaling and rotation
  103250. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  103251. 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);
  103252. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  103253. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  103254. this._lineBoundingBox.computeWorldMatrix();
  103255. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  103256. // restore position/rotation values
  103257. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  103258. this.attachedMesh.position.copyFrom(this._tmpVector);
  103259. }
  103260. // Update rotation sphere locations
  103261. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  103262. for (var i = 0; i < 3; i++) {
  103263. for (var j = 0; j < 2; j++) {
  103264. for (var k = 0; k < 2; k++) {
  103265. var index = ((i * 4) + (j * 2)) + k;
  103266. if (i == 0) {
  103267. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103268. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103269. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103270. }
  103271. if (i == 1) {
  103272. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  103273. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103274. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103275. }
  103276. if (i == 2) {
  103277. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  103278. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103279. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103280. }
  103281. if (this.fixedDragMeshScreenSize) {
  103282. this._rootMesh.computeWorldMatrix();
  103283. this._rotateSpheresParent.computeWorldMatrix();
  103284. rotateSpheres[index].computeWorldMatrix();
  103285. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103286. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103287. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103288. }
  103289. else {
  103290. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  103291. }
  103292. }
  103293. }
  103294. }
  103295. // Update scale box locations
  103296. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  103297. for (var i = 0; i < 2; i++) {
  103298. for (var j = 0; j < 2; j++) {
  103299. for (var k = 0; k < 2; k++) {
  103300. var index = ((i * 4) + (j * 2)) + k;
  103301. if (scaleBoxes[index]) {
  103302. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103303. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103304. if (this.fixedDragMeshScreenSize) {
  103305. this._rootMesh.computeWorldMatrix();
  103306. this._scaleBoxesParent.computeWorldMatrix();
  103307. scaleBoxes[index].computeWorldMatrix();
  103308. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103309. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103310. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103311. }
  103312. else {
  103313. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  103314. }
  103315. }
  103316. }
  103317. }
  103318. }
  103319. if (this.attachedMesh) {
  103320. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  103321. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  103322. }
  103323. };
  103324. /**
  103325. * Enables rotation on the specified axis and disables rotation on the others
  103326. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  103327. */
  103328. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  103329. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  103330. if (i < 4) {
  103331. m.setEnabled(axis.indexOf("x") != -1);
  103332. }
  103333. else if (i < 8) {
  103334. m.setEnabled(axis.indexOf("y") != -1);
  103335. }
  103336. else {
  103337. m.setEnabled(axis.indexOf("z") != -1);
  103338. }
  103339. });
  103340. };
  103341. /**
  103342. * Disposes of the gizmo
  103343. */
  103344. BoundingBoxGizmo.prototype.dispose = function () {
  103345. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103346. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  103347. this._lineBoundingBox.dispose();
  103348. this._rotateSpheresParent.dispose();
  103349. this._scaleBoxesParent.dispose();
  103350. _super.prototype.dispose.call(this);
  103351. };
  103352. /**
  103353. * 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)
  103354. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  103355. * @returns the bounding box mesh with the passed in mesh as a child
  103356. */
  103357. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  103358. var makeNotPickable = function (root) {
  103359. root.isPickable = false;
  103360. root.getChildMeshes().forEach(function (c) {
  103361. makeNotPickable(c);
  103362. });
  103363. };
  103364. makeNotPickable(mesh);
  103365. // Reset position to get boudning box from origin with no rotation
  103366. if (!mesh.rotationQuaternion) {
  103367. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  103368. }
  103369. var oldPos = mesh.position.clone();
  103370. var oldRot = mesh.rotationQuaternion.clone();
  103371. mesh.rotationQuaternion.set(0, 0, 0, 1);
  103372. mesh.position.set(0, 0, 0);
  103373. // Update bounding dimensions/positions
  103374. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  103375. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  103376. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  103377. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  103378. // Restore original positions
  103379. mesh.addChild(box);
  103380. mesh.rotationQuaternion.copyFrom(oldRot);
  103381. mesh.position.copyFrom(oldPos);
  103382. // Reverse parenting
  103383. mesh.removeChild(box);
  103384. box.addChild(mesh);
  103385. box.visibility = 0;
  103386. return box;
  103387. };
  103388. /**
  103389. * CustomMeshes are not supported by this gizmo
  103390. * @param mesh The mesh to replace the default mesh of the gizmo
  103391. */
  103392. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  103393. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  103394. };
  103395. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  103396. // store/remove pivot point should only be applied during their outermost calls
  103397. BoundingBoxGizmo._PivotCached = 0;
  103398. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  103399. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  103400. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  103401. return BoundingBoxGizmo;
  103402. }(BABYLON.Gizmo));
  103403. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  103404. })(BABYLON || (BABYLON = {}));
  103405. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  103406. var BABYLON;
  103407. (function (BABYLON) {
  103408. /**
  103409. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  103410. */
  103411. var GizmoManager = /** @class */ (function () {
  103412. /**
  103413. * Instatiates a gizmo manager
  103414. * @param scene the scene to overlay the gizmos on top of
  103415. */
  103416. function GizmoManager(scene) {
  103417. var _this = this;
  103418. this.scene = scene;
  103419. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  103420. this._pointerObserver = null;
  103421. this._attachedMesh = null;
  103422. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  103423. /**
  103424. * When bounding box gizmo is enabled, this can be used to track drag/end events
  103425. */
  103426. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  103427. /**
  103428. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  103429. */
  103430. this.attachableMeshes = null;
  103431. /**
  103432. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  103433. */
  103434. this.usePointerToAttachGizmos = true;
  103435. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103436. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  103437. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103438. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  103439. // Instatiate/dispose gizmos based on pointer actions
  103440. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  103441. if (!_this.usePointerToAttachGizmos) {
  103442. return;
  103443. }
  103444. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  103445. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  103446. var node = pointerInfo.pickInfo.pickedMesh;
  103447. if (_this.attachableMeshes == null) {
  103448. // Attach to the most parent node
  103449. while (node && node.parent != null) {
  103450. node = node.parent;
  103451. }
  103452. }
  103453. else {
  103454. // Attach to the parent node that is an attachableMesh
  103455. var found = false;
  103456. _this.attachableMeshes.forEach(function (mesh) {
  103457. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  103458. node = mesh;
  103459. found = true;
  103460. }
  103461. });
  103462. if (!found) {
  103463. node = null;
  103464. }
  103465. }
  103466. if (node instanceof BABYLON.AbstractMesh) {
  103467. if (_this._attachedMesh != node) {
  103468. _this.attachToMesh(node);
  103469. }
  103470. }
  103471. else {
  103472. _this.attachToMesh(null);
  103473. }
  103474. }
  103475. else {
  103476. _this.attachToMesh(null);
  103477. }
  103478. }
  103479. });
  103480. }
  103481. /**
  103482. * Attaches a set of gizmos to the specified mesh
  103483. * @param mesh The mesh the gizmo's should be attached to
  103484. */
  103485. GizmoManager.prototype.attachToMesh = function (mesh) {
  103486. if (this._attachedMesh) {
  103487. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103488. }
  103489. this._attachedMesh = mesh;
  103490. for (var key in this.gizmos) {
  103491. var gizmo = (this.gizmos[key]);
  103492. if (gizmo && this._gizmosEnabled[key]) {
  103493. gizmo.attachedMesh = mesh;
  103494. }
  103495. }
  103496. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  103497. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103498. }
  103499. };
  103500. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  103501. get: function () {
  103502. return this._gizmosEnabled.positionGizmo;
  103503. },
  103504. /**
  103505. * If the position gizmo is enabled
  103506. */
  103507. set: function (value) {
  103508. if (value) {
  103509. if (!this.gizmos.positionGizmo) {
  103510. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  103511. }
  103512. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  103513. }
  103514. else if (this.gizmos.positionGizmo) {
  103515. this.gizmos.positionGizmo.attachedMesh = null;
  103516. }
  103517. this._gizmosEnabled.positionGizmo = value;
  103518. },
  103519. enumerable: true,
  103520. configurable: true
  103521. });
  103522. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  103523. get: function () {
  103524. return this._gizmosEnabled.rotationGizmo;
  103525. },
  103526. /**
  103527. * If the rotation gizmo is enabled
  103528. */
  103529. set: function (value) {
  103530. if (value) {
  103531. if (!this.gizmos.rotationGizmo) {
  103532. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  103533. }
  103534. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  103535. }
  103536. else if (this.gizmos.rotationGizmo) {
  103537. this.gizmos.rotationGizmo.attachedMesh = null;
  103538. }
  103539. this._gizmosEnabled.rotationGizmo = value;
  103540. },
  103541. enumerable: true,
  103542. configurable: true
  103543. });
  103544. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  103545. get: function () {
  103546. return this._gizmosEnabled.scaleGizmo;
  103547. },
  103548. /**
  103549. * If the scale gizmo is enabled
  103550. */
  103551. set: function (value) {
  103552. if (value) {
  103553. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  103554. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  103555. }
  103556. else if (this.gizmos.scaleGizmo) {
  103557. this.gizmos.scaleGizmo.attachedMesh = null;
  103558. }
  103559. this._gizmosEnabled.scaleGizmo = value;
  103560. },
  103561. enumerable: true,
  103562. configurable: true
  103563. });
  103564. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  103565. get: function () {
  103566. return this._gizmosEnabled.boundingBoxGizmo;
  103567. },
  103568. /**
  103569. * If the boundingBox gizmo is enabled
  103570. */
  103571. set: function (value) {
  103572. if (value) {
  103573. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  103574. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  103575. if (this._attachedMesh) {
  103576. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103577. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103578. }
  103579. }
  103580. else if (this.gizmos.boundingBoxGizmo) {
  103581. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  103582. }
  103583. this._gizmosEnabled.boundingBoxGizmo = value;
  103584. },
  103585. enumerable: true,
  103586. configurable: true
  103587. });
  103588. /**
  103589. * Disposes of the gizmo manager
  103590. */
  103591. GizmoManager.prototype.dispose = function () {
  103592. this.scene.onPointerObservable.remove(this._pointerObserver);
  103593. for (var key in this.gizmos) {
  103594. var gizmo = (this.gizmos[key]);
  103595. if (gizmo) {
  103596. gizmo.dispose();
  103597. }
  103598. }
  103599. this._defaultKeepDepthUtilityLayer.dispose();
  103600. this._defaultUtilityLayer.dispose();
  103601. this.boundingBoxDragBehavior.detach();
  103602. };
  103603. return GizmoManager;
  103604. }());
  103605. BABYLON.GizmoManager = GizmoManager;
  103606. })(BABYLON || (BABYLON = {}));
  103607. //# sourceMappingURL=babylon.gizmoManager.js.map
  103608. var BABYLON;
  103609. (function (BABYLON) {
  103610. /**
  103611. * Defines a target to use with MorphTargetManager
  103612. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103613. */
  103614. var MorphTarget = /** @class */ (function () {
  103615. /**
  103616. * Creates a new MorphTarget
  103617. * @param name defines the name of the target
  103618. * @param influence defines the influence to use
  103619. */
  103620. function MorphTarget(
  103621. /** defines the name of the target */
  103622. name, influence, scene) {
  103623. if (influence === void 0) { influence = 0; }
  103624. if (scene === void 0) { scene = null; }
  103625. this.name = name;
  103626. /**
  103627. * Gets or sets the list of animations
  103628. */
  103629. this.animations = new Array();
  103630. this._positions = null;
  103631. this._normals = null;
  103632. this._tangents = null;
  103633. /**
  103634. * Observable raised when the influence changes
  103635. */
  103636. this.onInfluenceChanged = new BABYLON.Observable();
  103637. /** @hidden */
  103638. this._onDataLayoutChanged = new BABYLON.Observable();
  103639. this._animationPropertiesOverride = null;
  103640. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  103641. this.influence = influence;
  103642. }
  103643. Object.defineProperty(MorphTarget.prototype, "influence", {
  103644. /**
  103645. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  103646. */
  103647. get: function () {
  103648. return this._influence;
  103649. },
  103650. set: function (influence) {
  103651. if (this._influence === influence) {
  103652. return;
  103653. }
  103654. var previous = this._influence;
  103655. this._influence = influence;
  103656. if (this.onInfluenceChanged.hasObservers) {
  103657. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  103658. }
  103659. },
  103660. enumerable: true,
  103661. configurable: true
  103662. });
  103663. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  103664. /**
  103665. * Gets or sets the animation properties override
  103666. */
  103667. get: function () {
  103668. if (!this._animationPropertiesOverride && this._scene) {
  103669. return this._scene.animationPropertiesOverride;
  103670. }
  103671. return this._animationPropertiesOverride;
  103672. },
  103673. set: function (value) {
  103674. this._animationPropertiesOverride = value;
  103675. },
  103676. enumerable: true,
  103677. configurable: true
  103678. });
  103679. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  103680. /**
  103681. * Gets a boolean defining if the target contains position data
  103682. */
  103683. get: function () {
  103684. return !!this._positions;
  103685. },
  103686. enumerable: true,
  103687. configurable: true
  103688. });
  103689. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  103690. /**
  103691. * Gets a boolean defining if the target contains normal data
  103692. */
  103693. get: function () {
  103694. return !!this._normals;
  103695. },
  103696. enumerable: true,
  103697. configurable: true
  103698. });
  103699. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  103700. /**
  103701. * Gets a boolean defining if the target contains tangent data
  103702. */
  103703. get: function () {
  103704. return !!this._tangents;
  103705. },
  103706. enumerable: true,
  103707. configurable: true
  103708. });
  103709. /**
  103710. * Affects position data to this target
  103711. * @param data defines the position data to use
  103712. */
  103713. MorphTarget.prototype.setPositions = function (data) {
  103714. var hadPositions = this.hasPositions;
  103715. this._positions = data;
  103716. if (hadPositions !== this.hasPositions) {
  103717. this._onDataLayoutChanged.notifyObservers(undefined);
  103718. }
  103719. };
  103720. /**
  103721. * Gets the position data stored in this target
  103722. * @returns a FloatArray containing the position data (or null if not present)
  103723. */
  103724. MorphTarget.prototype.getPositions = function () {
  103725. return this._positions;
  103726. };
  103727. /**
  103728. * Affects normal data to this target
  103729. * @param data defines the normal data to use
  103730. */
  103731. MorphTarget.prototype.setNormals = function (data) {
  103732. var hadNormals = this.hasNormals;
  103733. this._normals = data;
  103734. if (hadNormals !== this.hasNormals) {
  103735. this._onDataLayoutChanged.notifyObservers(undefined);
  103736. }
  103737. };
  103738. /**
  103739. * Gets the normal data stored in this target
  103740. * @returns a FloatArray containing the normal data (or null if not present)
  103741. */
  103742. MorphTarget.prototype.getNormals = function () {
  103743. return this._normals;
  103744. };
  103745. /**
  103746. * Affects tangent data to this target
  103747. * @param data defines the tangent data to use
  103748. */
  103749. MorphTarget.prototype.setTangents = function (data) {
  103750. var hadTangents = this.hasTangents;
  103751. this._tangents = data;
  103752. if (hadTangents !== this.hasTangents) {
  103753. this._onDataLayoutChanged.notifyObservers(undefined);
  103754. }
  103755. };
  103756. /**
  103757. * Gets the tangent data stored in this target
  103758. * @returns a FloatArray containing the tangent data (or null if not present)
  103759. */
  103760. MorphTarget.prototype.getTangents = function () {
  103761. return this._tangents;
  103762. };
  103763. /**
  103764. * Serializes the current target into a Serialization object
  103765. * @returns the serialized object
  103766. */
  103767. MorphTarget.prototype.serialize = function () {
  103768. var serializationObject = {};
  103769. serializationObject.name = this.name;
  103770. serializationObject.influence = this.influence;
  103771. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  103772. if (this.hasNormals) {
  103773. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  103774. }
  103775. if (this.hasTangents) {
  103776. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  103777. }
  103778. // Animations
  103779. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  103780. return serializationObject;
  103781. };
  103782. // Statics
  103783. /**
  103784. * Creates a new target from serialized data
  103785. * @param serializationObject defines the serialized data to use
  103786. * @returns a new MorphTarget
  103787. */
  103788. MorphTarget.Parse = function (serializationObject) {
  103789. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  103790. result.setPositions(serializationObject.positions);
  103791. if (serializationObject.normals) {
  103792. result.setNormals(serializationObject.normals);
  103793. }
  103794. if (serializationObject.tangents) {
  103795. result.setTangents(serializationObject.tangents);
  103796. }
  103797. // Animations
  103798. if (serializationObject.animations) {
  103799. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  103800. var parsedAnimation = serializationObject.animations[animationIndex];
  103801. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  103802. }
  103803. }
  103804. return result;
  103805. };
  103806. /**
  103807. * Creates a MorphTarget from mesh data
  103808. * @param mesh defines the source mesh
  103809. * @param name defines the name to use for the new target
  103810. * @param influence defines the influence to attach to the target
  103811. * @returns a new MorphTarget
  103812. */
  103813. MorphTarget.FromMesh = function (mesh, name, influence) {
  103814. if (!name) {
  103815. name = mesh.name;
  103816. }
  103817. var result = new MorphTarget(name, influence, mesh.getScene());
  103818. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  103819. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  103820. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  103821. }
  103822. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  103823. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  103824. }
  103825. return result;
  103826. };
  103827. return MorphTarget;
  103828. }());
  103829. BABYLON.MorphTarget = MorphTarget;
  103830. })(BABYLON || (BABYLON = {}));
  103831. //# sourceMappingURL=babylon.morphTarget.js.map
  103832. var BABYLON;
  103833. (function (BABYLON) {
  103834. /**
  103835. * This class is used to deform meshes using morphing between different targets
  103836. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103837. */
  103838. var MorphTargetManager = /** @class */ (function () {
  103839. /**
  103840. * Creates a new MorphTargetManager
  103841. * @param scene defines the current scene
  103842. */
  103843. function MorphTargetManager(scene) {
  103844. if (scene === void 0) { scene = null; }
  103845. this._targets = new Array();
  103846. this._targetInfluenceChangedObservers = new Array();
  103847. this._targetDataLayoutChangedObservers = new Array();
  103848. this._activeTargets = new BABYLON.SmartArray(16);
  103849. this._supportsNormals = false;
  103850. this._supportsTangents = false;
  103851. this._vertexCount = 0;
  103852. this._uniqueId = 0;
  103853. this._tempInfluences = new Array();
  103854. if (!scene) {
  103855. scene = BABYLON.Engine.LastCreatedScene;
  103856. }
  103857. this._scene = scene;
  103858. if (this._scene) {
  103859. this._scene.morphTargetManagers.push(this);
  103860. this._uniqueId = this._scene.getUniqueId();
  103861. }
  103862. }
  103863. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  103864. /**
  103865. * Gets the unique ID of this manager
  103866. */
  103867. get: function () {
  103868. return this._uniqueId;
  103869. },
  103870. enumerable: true,
  103871. configurable: true
  103872. });
  103873. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  103874. /**
  103875. * Gets the number of vertices handled by this manager
  103876. */
  103877. get: function () {
  103878. return this._vertexCount;
  103879. },
  103880. enumerable: true,
  103881. configurable: true
  103882. });
  103883. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  103884. /**
  103885. * Gets a boolean indicating if this manager supports morphing of normals
  103886. */
  103887. get: function () {
  103888. return this._supportsNormals;
  103889. },
  103890. enumerable: true,
  103891. configurable: true
  103892. });
  103893. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  103894. /**
  103895. * Gets a boolean indicating if this manager supports morphing of tangents
  103896. */
  103897. get: function () {
  103898. return this._supportsTangents;
  103899. },
  103900. enumerable: true,
  103901. configurable: true
  103902. });
  103903. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  103904. /**
  103905. * Gets the number of targets stored in this manager
  103906. */
  103907. get: function () {
  103908. return this._targets.length;
  103909. },
  103910. enumerable: true,
  103911. configurable: true
  103912. });
  103913. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  103914. /**
  103915. * Gets the number of influencers (ie. the number of targets with influences > 0)
  103916. */
  103917. get: function () {
  103918. return this._activeTargets.length;
  103919. },
  103920. enumerable: true,
  103921. configurable: true
  103922. });
  103923. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  103924. /**
  103925. * Gets the list of influences (one per target)
  103926. */
  103927. get: function () {
  103928. return this._influences;
  103929. },
  103930. enumerable: true,
  103931. configurable: true
  103932. });
  103933. /**
  103934. * Gets the active target at specified index. An active target is a target with an influence > 0
  103935. * @param index defines the index to check
  103936. * @returns the requested target
  103937. */
  103938. MorphTargetManager.prototype.getActiveTarget = function (index) {
  103939. return this._activeTargets.data[index];
  103940. };
  103941. /**
  103942. * Gets the target at specified index
  103943. * @param index defines the index to check
  103944. * @returns the requested target
  103945. */
  103946. MorphTargetManager.prototype.getTarget = function (index) {
  103947. return this._targets[index];
  103948. };
  103949. /**
  103950. * Add a new target to this manager
  103951. * @param target defines the target to add
  103952. */
  103953. MorphTargetManager.prototype.addTarget = function (target) {
  103954. var _this = this;
  103955. this._targets.push(target);
  103956. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  103957. _this._syncActiveTargets(needUpdate);
  103958. }));
  103959. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  103960. _this._syncActiveTargets(true);
  103961. }));
  103962. this._syncActiveTargets(true);
  103963. };
  103964. /**
  103965. * Removes a target from the manager
  103966. * @param target defines the target to remove
  103967. */
  103968. MorphTargetManager.prototype.removeTarget = function (target) {
  103969. var index = this._targets.indexOf(target);
  103970. if (index >= 0) {
  103971. this._targets.splice(index, 1);
  103972. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  103973. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  103974. this._syncActiveTargets(true);
  103975. }
  103976. };
  103977. /**
  103978. * Serializes the current manager into a Serialization object
  103979. * @returns the serialized object
  103980. */
  103981. MorphTargetManager.prototype.serialize = function () {
  103982. var serializationObject = {};
  103983. serializationObject.id = this.uniqueId;
  103984. serializationObject.targets = [];
  103985. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  103986. var target = _a[_i];
  103987. serializationObject.targets.push(target.serialize());
  103988. }
  103989. return serializationObject;
  103990. };
  103991. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  103992. var influenceCount = 0;
  103993. this._activeTargets.reset();
  103994. this._supportsNormals = true;
  103995. this._supportsTangents = true;
  103996. this._vertexCount = 0;
  103997. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  103998. var target = _a[_i];
  103999. if (target.influence === 0) {
  104000. continue;
  104001. }
  104002. this._activeTargets.push(target);
  104003. this._tempInfluences[influenceCount++] = target.influence;
  104004. this._supportsNormals = this._supportsNormals && target.hasNormals;
  104005. this._supportsTangents = this._supportsTangents && target.hasTangents;
  104006. var positions = target.getPositions();
  104007. if (positions) {
  104008. var vertexCount = positions.length / 3;
  104009. if (this._vertexCount === 0) {
  104010. this._vertexCount = vertexCount;
  104011. }
  104012. else if (this._vertexCount !== vertexCount) {
  104013. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  104014. return;
  104015. }
  104016. }
  104017. }
  104018. if (!this._influences || this._influences.length !== influenceCount) {
  104019. this._influences = new Float32Array(influenceCount);
  104020. }
  104021. for (var index = 0; index < influenceCount; index++) {
  104022. this._influences[index] = this._tempInfluences[index];
  104023. }
  104024. if (needUpdate) {
  104025. this.synchronize();
  104026. }
  104027. };
  104028. /**
  104029. * Syncrhonize the targets with all the meshes using this morph target manager
  104030. */
  104031. MorphTargetManager.prototype.synchronize = function () {
  104032. if (!this._scene) {
  104033. return;
  104034. }
  104035. // Flag meshes as dirty to resync with the active targets
  104036. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  104037. var mesh = _a[_i];
  104038. if (mesh.morphTargetManager === this) {
  104039. mesh._syncGeometryWithMorphTargetManager();
  104040. }
  104041. }
  104042. };
  104043. // Statics
  104044. /**
  104045. * Creates a new MorphTargetManager from serialized data
  104046. * @param serializationObject defines the serialized data
  104047. * @param scene defines the hosting scene
  104048. * @returns the new MorphTargetManager
  104049. */
  104050. MorphTargetManager.Parse = function (serializationObject, scene) {
  104051. var result = new MorphTargetManager(scene);
  104052. result._uniqueId = serializationObject.id;
  104053. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  104054. var targetData = _a[_i];
  104055. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  104056. }
  104057. return result;
  104058. };
  104059. return MorphTargetManager;
  104060. }());
  104061. BABYLON.MorphTargetManager = MorphTargetManager;
  104062. })(BABYLON || (BABYLON = {}));
  104063. //# sourceMappingURL=babylon.morphTargetManager.js.map
  104064. var BABYLON;
  104065. (function (BABYLON) {
  104066. /**
  104067. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  104068. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104069. */
  104070. var Octree = /** @class */ (function () {
  104071. /**
  104072. * Creates a octree
  104073. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104074. * @param creationFunc function to be used to instatiate the octree
  104075. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  104076. * @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.)
  104077. */
  104078. function Octree(creationFunc, maxBlockCapacity,
  104079. /** 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.) */
  104080. maxDepth) {
  104081. if (maxDepth === void 0) { maxDepth = 2; }
  104082. this.maxDepth = maxDepth;
  104083. /**
  104084. * Content stored in the octree
  104085. */
  104086. this.dynamicContent = new Array();
  104087. this._maxBlockCapacity = maxBlockCapacity || 64;
  104088. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  104089. this._creationFunc = creationFunc;
  104090. }
  104091. // Methods
  104092. /**
  104093. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  104094. * @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);
  104095. * @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);
  104096. * @param entries meshes to be added to the octree blocks
  104097. */
  104098. Octree.prototype.update = function (worldMin, worldMax, entries) {
  104099. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  104100. };
  104101. /**
  104102. * Adds a mesh to the octree
  104103. * @param entry Mesh to add to the octree
  104104. */
  104105. Octree.prototype.addMesh = function (entry) {
  104106. for (var index = 0; index < this.blocks.length; index++) {
  104107. var block = this.blocks[index];
  104108. block.addEntry(entry);
  104109. }
  104110. };
  104111. /**
  104112. * Selects an array of meshes within the frustum
  104113. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  104114. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  104115. * @returns array of meshes within the frustum
  104116. */
  104117. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  104118. this._selectionContent.reset();
  104119. for (var index = 0; index < this.blocks.length; index++) {
  104120. var block = this.blocks[index];
  104121. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  104122. }
  104123. if (allowDuplicate) {
  104124. this._selectionContent.concat(this.dynamicContent);
  104125. }
  104126. else {
  104127. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104128. }
  104129. return this._selectionContent;
  104130. };
  104131. /**
  104132. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  104133. * @param sphereCenter defines the bounding sphere center
  104134. * @param sphereRadius defines the bounding sphere radius
  104135. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104136. * @returns an array of objects that intersect the sphere
  104137. */
  104138. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  104139. this._selectionContent.reset();
  104140. for (var index = 0; index < this.blocks.length; index++) {
  104141. var block = this.blocks[index];
  104142. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  104143. }
  104144. if (allowDuplicate) {
  104145. this._selectionContent.concat(this.dynamicContent);
  104146. }
  104147. else {
  104148. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104149. }
  104150. return this._selectionContent;
  104151. };
  104152. /**
  104153. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  104154. * @param ray defines the ray to test with
  104155. * @returns array of intersected objects
  104156. */
  104157. Octree.prototype.intersectsRay = function (ray) {
  104158. this._selectionContent.reset();
  104159. for (var index = 0; index < this.blocks.length; index++) {
  104160. var block = this.blocks[index];
  104161. block.intersectsRay(ray, this._selectionContent);
  104162. }
  104163. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104164. return this._selectionContent;
  104165. };
  104166. /**
  104167. * @hidden
  104168. */
  104169. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  104170. target.blocks = new Array();
  104171. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  104172. // Segmenting space
  104173. for (var x = 0; x < 2; x++) {
  104174. for (var y = 0; y < 2; y++) {
  104175. for (var z = 0; z < 2; z++) {
  104176. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  104177. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  104178. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  104179. block.addEntries(entries);
  104180. target.blocks.push(block);
  104181. }
  104182. }
  104183. }
  104184. };
  104185. /**
  104186. * Adds a mesh into the octree block if it intersects the block
  104187. */
  104188. Octree.CreationFuncForMeshes = function (entry, block) {
  104189. var boundingInfo = entry.getBoundingInfo();
  104190. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104191. block.entries.push(entry);
  104192. }
  104193. };
  104194. /**
  104195. * Adds a submesh into the octree block if it intersects the block
  104196. */
  104197. Octree.CreationFuncForSubMeshes = function (entry, block) {
  104198. var boundingInfo = entry.getBoundingInfo();
  104199. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104200. block.entries.push(entry);
  104201. }
  104202. };
  104203. return Octree;
  104204. }());
  104205. BABYLON.Octree = Octree;
  104206. })(BABYLON || (BABYLON = {}));
  104207. //# sourceMappingURL=babylon.octree.js.map
  104208. var BABYLON;
  104209. (function (BABYLON) {
  104210. /**
  104211. * Class used to store a cell in an octree
  104212. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104213. */
  104214. var OctreeBlock = /** @class */ (function () {
  104215. /**
  104216. * Creates a new block
  104217. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  104218. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  104219. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104220. * @param depth defines the current depth of this block in the octree
  104221. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  104222. * @param creationFunc defines a callback to call when an element is added to the block
  104223. */
  104224. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  104225. /**
  104226. * Gets the content of the current block
  104227. */
  104228. this.entries = new Array();
  104229. this._boundingVectors = new Array();
  104230. this._capacity = capacity;
  104231. this._depth = depth;
  104232. this._maxDepth = maxDepth;
  104233. this._creationFunc = creationFunc;
  104234. this._minPoint = minPoint;
  104235. this._maxPoint = maxPoint;
  104236. this._boundingVectors.push(minPoint.clone());
  104237. this._boundingVectors.push(maxPoint.clone());
  104238. this._boundingVectors.push(minPoint.clone());
  104239. this._boundingVectors[2].x = maxPoint.x;
  104240. this._boundingVectors.push(minPoint.clone());
  104241. this._boundingVectors[3].y = maxPoint.y;
  104242. this._boundingVectors.push(minPoint.clone());
  104243. this._boundingVectors[4].z = maxPoint.z;
  104244. this._boundingVectors.push(maxPoint.clone());
  104245. this._boundingVectors[5].z = minPoint.z;
  104246. this._boundingVectors.push(maxPoint.clone());
  104247. this._boundingVectors[6].x = minPoint.x;
  104248. this._boundingVectors.push(maxPoint.clone());
  104249. this._boundingVectors[7].y = minPoint.y;
  104250. }
  104251. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  104252. // Property
  104253. /**
  104254. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104255. */
  104256. get: function () {
  104257. return this._capacity;
  104258. },
  104259. enumerable: true,
  104260. configurable: true
  104261. });
  104262. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  104263. /**
  104264. * Gets the minimum vector (in world space) of the block's bounding box
  104265. */
  104266. get: function () {
  104267. return this._minPoint;
  104268. },
  104269. enumerable: true,
  104270. configurable: true
  104271. });
  104272. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  104273. /**
  104274. * Gets the maximum vector (in world space) of the block's bounding box
  104275. */
  104276. get: function () {
  104277. return this._maxPoint;
  104278. },
  104279. enumerable: true,
  104280. configurable: true
  104281. });
  104282. // Methods
  104283. /**
  104284. * Add a new element to this block
  104285. * @param entry defines the element to add
  104286. */
  104287. OctreeBlock.prototype.addEntry = function (entry) {
  104288. if (this.blocks) {
  104289. for (var index = 0; index < this.blocks.length; index++) {
  104290. var block = this.blocks[index];
  104291. block.addEntry(entry);
  104292. }
  104293. return;
  104294. }
  104295. this._creationFunc(entry, this);
  104296. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  104297. this.createInnerBlocks();
  104298. }
  104299. };
  104300. /**
  104301. * Add an array of elements to this block
  104302. * @param entries defines the array of elements to add
  104303. */
  104304. OctreeBlock.prototype.addEntries = function (entries) {
  104305. for (var index = 0; index < entries.length; index++) {
  104306. var mesh = entries[index];
  104307. this.addEntry(mesh);
  104308. }
  104309. };
  104310. /**
  104311. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  104312. * @param frustumPlanes defines the frustum planes to test
  104313. * @param selection defines the array to store current content if selection is positive
  104314. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104315. */
  104316. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  104317. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  104318. if (this.blocks) {
  104319. for (var index = 0; index < this.blocks.length; index++) {
  104320. var block = this.blocks[index];
  104321. block.select(frustumPlanes, selection, allowDuplicate);
  104322. }
  104323. return;
  104324. }
  104325. if (allowDuplicate) {
  104326. selection.concat(this.entries);
  104327. }
  104328. else {
  104329. selection.concatWithNoDuplicate(this.entries);
  104330. }
  104331. }
  104332. };
  104333. /**
  104334. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  104335. * @param sphereCenter defines the bounding sphere center
  104336. * @param sphereRadius defines the bounding sphere radius
  104337. * @param selection defines the array to store current content if selection is positive
  104338. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104339. */
  104340. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  104341. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  104342. if (this.blocks) {
  104343. for (var index = 0; index < this.blocks.length; index++) {
  104344. var block = this.blocks[index];
  104345. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  104346. }
  104347. return;
  104348. }
  104349. if (allowDuplicate) {
  104350. selection.concat(this.entries);
  104351. }
  104352. else {
  104353. selection.concatWithNoDuplicate(this.entries);
  104354. }
  104355. }
  104356. };
  104357. /**
  104358. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  104359. * @param ray defines the ray to test with
  104360. * @param selection defines the array to store current content if selection is positive
  104361. */
  104362. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  104363. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  104364. if (this.blocks) {
  104365. for (var index = 0; index < this.blocks.length; index++) {
  104366. var block = this.blocks[index];
  104367. block.intersectsRay(ray, selection);
  104368. }
  104369. return;
  104370. }
  104371. selection.concatWithNoDuplicate(this.entries);
  104372. }
  104373. };
  104374. /**
  104375. * Subdivide the content into child blocks (this block will then be empty)
  104376. */
  104377. OctreeBlock.prototype.createInnerBlocks = function () {
  104378. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  104379. };
  104380. return OctreeBlock;
  104381. }());
  104382. BABYLON.OctreeBlock = OctreeBlock;
  104383. })(BABYLON || (BABYLON = {}));
  104384. //# sourceMappingURL=babylon.octreeBlock.js.map
  104385. var BABYLON;
  104386. (function (BABYLON) {
  104387. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  104388. if (maxCapacity === void 0) { maxCapacity = 64; }
  104389. if (maxDepth === void 0) { maxDepth = 2; }
  104390. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104391. if (!component) {
  104392. component = new OctreeSceneComponent(this);
  104393. this._addComponent(component);
  104394. }
  104395. if (!this._selectionOctree) {
  104396. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  104397. }
  104398. var worldExtends = this.getWorldExtends();
  104399. // Update octree
  104400. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  104401. return this._selectionOctree;
  104402. };
  104403. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  104404. get: function () {
  104405. return this._selectionOctree;
  104406. },
  104407. enumerable: true,
  104408. configurable: true
  104409. });
  104410. /**
  104411. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  104412. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  104413. * @param maxCapacity defines the maximum size of each block (64 by default)
  104414. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  104415. * @returns the new octree
  104416. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  104417. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104418. */
  104419. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  104420. if (maxCapacity === void 0) { maxCapacity = 64; }
  104421. if (maxDepth === void 0) { maxDepth = 2; }
  104422. var scene = this.getScene();
  104423. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104424. if (!component) {
  104425. component = new OctreeSceneComponent(scene);
  104426. scene._addComponent(component);
  104427. }
  104428. if (!this._submeshesOctree) {
  104429. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  104430. }
  104431. this.computeWorldMatrix(true);
  104432. var boundingInfo = this.getBoundingInfo();
  104433. // Update octree
  104434. var bbox = boundingInfo.boundingBox;
  104435. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  104436. return this._submeshesOctree;
  104437. };
  104438. /**
  104439. * Defines the octree scene component responsible to manage any octrees
  104440. * in a given scene.
  104441. */
  104442. var OctreeSceneComponent = /** @class */ (function () {
  104443. /**
  104444. * Creates a new instance of the component for the given scene
  104445. * @param scene Defines the scene to register the component in
  104446. */
  104447. function OctreeSceneComponent(scene) {
  104448. /**
  104449. * The component name helpfull to identify the component in the list of scene components.
  104450. */
  104451. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  104452. /**
  104453. * Indicates if the meshes have been checked to make sure they are isEnabled()
  104454. */
  104455. this.checksIsEnabled = true;
  104456. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  104457. this.scene = scene;
  104458. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  104459. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  104460. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  104461. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  104462. }
  104463. /**
  104464. * Registers the component in a given scene
  104465. */
  104466. OctreeSceneComponent.prototype.register = function () {
  104467. var _this = this;
  104468. this.scene.onMeshRemovedObservable.add(function (mesh) {
  104469. var sceneOctree = _this.scene.selectionOctree;
  104470. if (sceneOctree !== undefined && sceneOctree !== null) {
  104471. var index = sceneOctree.dynamicContent.indexOf(mesh);
  104472. if (index !== -1) {
  104473. sceneOctree.dynamicContent.splice(index, 1);
  104474. }
  104475. }
  104476. });
  104477. this.scene.onMeshImportedObservable.add(function (mesh) {
  104478. var sceneOctree = _this.scene.selectionOctree;
  104479. if (sceneOctree !== undefined && sceneOctree !== null) {
  104480. sceneOctree.addMesh(mesh);
  104481. }
  104482. });
  104483. };
  104484. /**
  104485. * Return the list of active meshes
  104486. * @returns the list of active meshes
  104487. */
  104488. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  104489. if (this.scene._selectionOctree) {
  104490. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  104491. return selection;
  104492. }
  104493. return this.scene._getDefaultMeshCandidates();
  104494. };
  104495. /**
  104496. * Return the list of active sub meshes
  104497. * @param mesh The mesh to get the candidates sub meshes from
  104498. * @returns the list of active sub meshes
  104499. */
  104500. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  104501. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  104502. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  104503. return intersections;
  104504. }
  104505. return this.scene._getDefaultSubMeshCandidates(mesh);
  104506. };
  104507. /**
  104508. * Return the list of sub meshes intersecting with a given local ray
  104509. * @param mesh defines the mesh to find the submesh for
  104510. * @param localRay defines the ray in local space
  104511. * @returns the list of intersecting sub meshes
  104512. */
  104513. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  104514. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  104515. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  104516. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  104517. return intersections;
  104518. }
  104519. return this.scene._getDefaultSubMeshCandidates(mesh);
  104520. };
  104521. /**
  104522. * Return the list of sub meshes colliding with a collider
  104523. * @param mesh defines the mesh to find the submesh for
  104524. * @param collider defines the collider to evaluate the collision against
  104525. * @returns the list of colliding sub meshes
  104526. */
  104527. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  104528. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  104529. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  104530. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  104531. return intersections;
  104532. }
  104533. return this.scene._getDefaultSubMeshCandidates(mesh);
  104534. };
  104535. /**
  104536. * Rebuilds the elements related to this component in case of
  104537. * context lost for instance.
  104538. */
  104539. OctreeSceneComponent.prototype.rebuild = function () {
  104540. // Nothing to do here.
  104541. };
  104542. /**
  104543. * Disposes the component and the associated ressources.
  104544. */
  104545. OctreeSceneComponent.prototype.dispose = function () {
  104546. // Nothing to do here.
  104547. };
  104548. return OctreeSceneComponent;
  104549. }());
  104550. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  104551. })(BABYLON || (BABYLON = {}));
  104552. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  104553. var BABYLON;
  104554. (function (BABYLON) {
  104555. /**
  104556. * Postprocess used to generate anaglyphic rendering
  104557. */
  104558. var AnaglyphPostProcess = /** @class */ (function (_super) {
  104559. __extends(AnaglyphPostProcess, _super);
  104560. /**
  104561. * Creates a new AnaglyphPostProcess
  104562. * @param name defines postprocess name
  104563. * @param options defines creation options or target ratio scale
  104564. * @param rigCameras defines cameras using this postprocess
  104565. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104566. * @param engine defines hosting engine
  104567. * @param reusable defines if the postprocess will be reused multiple times per frame
  104568. */
  104569. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  104570. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  104571. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104572. _this.onApplyObservable.add(function (effect) {
  104573. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  104574. });
  104575. return _this;
  104576. }
  104577. return AnaglyphPostProcess;
  104578. }(BABYLON.PostProcess));
  104579. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  104580. })(BABYLON || (BABYLON = {}));
  104581. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  104582. var BABYLON;
  104583. (function (BABYLON) {
  104584. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  104585. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104586. });
  104587. /**
  104588. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104589. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104590. */
  104591. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  104592. __extends(AnaglyphArcRotateCamera, _super);
  104593. /**
  104594. * Creates a new AnaglyphArcRotateCamera
  104595. * @param name defines camera name
  104596. * @param alpha defines alpha angle (in radians)
  104597. * @param beta defines beta angle (in radians)
  104598. * @param radius defines radius
  104599. * @param target defines camera target
  104600. * @param interaxialDistance defines distance between each color axis
  104601. * @param scene defines the hosting scene
  104602. */
  104603. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  104604. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104605. _this.interaxialDistance = interaxialDistance;
  104606. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104607. return _this;
  104608. }
  104609. /**
  104610. * Gets camera class name
  104611. * @returns AnaglyphArcRotateCamera
  104612. */
  104613. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  104614. return "AnaglyphArcRotateCamera";
  104615. };
  104616. return AnaglyphArcRotateCamera;
  104617. }(BABYLON.ArcRotateCamera));
  104618. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  104619. })(BABYLON || (BABYLON = {}));
  104620. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  104621. var BABYLON;
  104622. (function (BABYLON) {
  104623. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  104624. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104625. });
  104626. /**
  104627. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104628. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104629. */
  104630. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  104631. __extends(AnaglyphFreeCamera, _super);
  104632. /**
  104633. * Creates a new AnaglyphFreeCamera
  104634. * @param name defines camera name
  104635. * @param position defines initial position
  104636. * @param interaxialDistance defines distance between each color axis
  104637. * @param scene defines the hosting scene
  104638. */
  104639. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  104640. var _this = _super.call(this, name, position, scene) || this;
  104641. _this.interaxialDistance = interaxialDistance;
  104642. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104643. return _this;
  104644. }
  104645. /**
  104646. * Gets camera class name
  104647. * @returns AnaglyphFreeCamera
  104648. */
  104649. AnaglyphFreeCamera.prototype.getClassName = function () {
  104650. return "AnaglyphFreeCamera";
  104651. };
  104652. return AnaglyphFreeCamera;
  104653. }(BABYLON.FreeCamera));
  104654. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  104655. })(BABYLON || (BABYLON = {}));
  104656. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  104657. var BABYLON;
  104658. (function (BABYLON) {
  104659. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  104660. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104661. });
  104662. /**
  104663. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104664. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104665. */
  104666. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  104667. __extends(AnaglyphGamepadCamera, _super);
  104668. /**
  104669. * Creates a new AnaglyphGamepadCamera
  104670. * @param name defines camera name
  104671. * @param position defines initial position
  104672. * @param interaxialDistance defines distance between each color axis
  104673. * @param scene defines the hosting scene
  104674. */
  104675. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  104676. var _this = _super.call(this, name, position, scene) || this;
  104677. _this.interaxialDistance = interaxialDistance;
  104678. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104679. return _this;
  104680. }
  104681. /**
  104682. * Gets camera class name
  104683. * @returns AnaglyphGamepadCamera
  104684. */
  104685. AnaglyphGamepadCamera.prototype.getClassName = function () {
  104686. return "AnaglyphGamepadCamera";
  104687. };
  104688. return AnaglyphGamepadCamera;
  104689. }(BABYLON.GamepadCamera));
  104690. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  104691. })(BABYLON || (BABYLON = {}));
  104692. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  104693. var BABYLON;
  104694. (function (BABYLON) {
  104695. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  104696. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104697. });
  104698. /**
  104699. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104700. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104701. */
  104702. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  104703. __extends(AnaglyphUniversalCamera, _super);
  104704. /**
  104705. * Creates a new AnaglyphUniversalCamera
  104706. * @param name defines camera name
  104707. * @param position defines initial position
  104708. * @param interaxialDistance defines distance between each color axis
  104709. * @param scene defines the hosting scene
  104710. */
  104711. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  104712. var _this = _super.call(this, name, position, scene) || this;
  104713. _this.interaxialDistance = interaxialDistance;
  104714. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104715. return _this;
  104716. }
  104717. /**
  104718. * Gets camera class name
  104719. * @returns AnaglyphUniversalCamera
  104720. */
  104721. AnaglyphUniversalCamera.prototype.getClassName = function () {
  104722. return "AnaglyphUniversalCamera";
  104723. };
  104724. return AnaglyphUniversalCamera;
  104725. }(BABYLON.UniversalCamera));
  104726. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  104727. })(BABYLON || (BABYLON = {}));
  104728. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  104729. var BABYLON;
  104730. (function (BABYLON) {
  104731. /**
  104732. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104733. */
  104734. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  104735. __extends(StereoscopicInterlacePostProcess, _super);
  104736. /**
  104737. * Initializes a StereoscopicInterlacePostProcess
  104738. * @param name The name of the effect.
  104739. * @param rigCameras The rig cameras to be appled to the post process
  104740. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104741. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104742. * @param engine The engine which the post process will be applied. (default: current engine)
  104743. * @param reusable If the post process can be reused on the same frame. (default: false)
  104744. */
  104745. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  104746. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  104747. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104748. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104749. _this.onSizeChangedObservable.add(function () {
  104750. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104751. });
  104752. _this.onApplyObservable.add(function (effect) {
  104753. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  104754. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  104755. });
  104756. return _this;
  104757. }
  104758. return StereoscopicInterlacePostProcess;
  104759. }(BABYLON.PostProcess));
  104760. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  104761. })(BABYLON || (BABYLON = {}));
  104762. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  104763. var BABYLON;
  104764. (function (BABYLON) {
  104765. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  104766. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104767. });
  104768. /**
  104769. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104770. * @see http://doc.babylonjs.com/features/cameras
  104771. */
  104772. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  104773. __extends(StereoscopicArcRotateCamera, _super);
  104774. /**
  104775. * Creates a new StereoscopicArcRotateCamera
  104776. * @param name defines camera name
  104777. * @param alpha defines alpha angle (in radians)
  104778. * @param beta defines beta angle (in radians)
  104779. * @param radius defines radius
  104780. * @param target defines camera target
  104781. * @param interaxialDistance defines distance between each color axis
  104782. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104783. * @param scene defines the hosting scene
  104784. */
  104785. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  104786. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104787. _this.interaxialDistance = interaxialDistance;
  104788. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104789. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104790. return _this;
  104791. }
  104792. /**
  104793. * Gets camera class name
  104794. * @returns StereoscopicArcRotateCamera
  104795. */
  104796. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  104797. return "StereoscopicArcRotateCamera";
  104798. };
  104799. return StereoscopicArcRotateCamera;
  104800. }(BABYLON.ArcRotateCamera));
  104801. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  104802. })(BABYLON || (BABYLON = {}));
  104803. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  104804. var BABYLON;
  104805. (function (BABYLON) {
  104806. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104807. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104808. });
  104809. /**
  104810. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104811. * @see http://doc.babylonjs.com/features/cameras
  104812. */
  104813. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  104814. __extends(StereoscopicFreeCamera, _super);
  104815. /**
  104816. * Creates a new StereoscopicFreeCamera
  104817. * @param name defines camera name
  104818. * @param position defines initial position
  104819. * @param interaxialDistance defines distance between each color axis
  104820. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104821. * @param scene defines the hosting scene
  104822. */
  104823. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104824. var _this = _super.call(this, name, position, scene) || this;
  104825. _this.interaxialDistance = interaxialDistance;
  104826. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104827. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104828. return _this;
  104829. }
  104830. /**
  104831. * Gets camera class name
  104832. * @returns StereoscopicFreeCamera
  104833. */
  104834. StereoscopicFreeCamera.prototype.getClassName = function () {
  104835. return "StereoscopicFreeCamera";
  104836. };
  104837. return StereoscopicFreeCamera;
  104838. }(BABYLON.FreeCamera));
  104839. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  104840. })(BABYLON || (BABYLON = {}));
  104841. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  104842. var BABYLON;
  104843. (function (BABYLON) {
  104844. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  104845. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104846. });
  104847. /**
  104848. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  104849. * @see http://doc.babylonjs.com/features/cameras
  104850. */
  104851. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  104852. __extends(StereoscopicGamepadCamera, _super);
  104853. /**
  104854. * Creates a new StereoscopicGamepadCamera
  104855. * @param name defines camera name
  104856. * @param position defines initial position
  104857. * @param interaxialDistance defines distance between each color axis
  104858. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104859. * @param scene defines the hosting scene
  104860. */
  104861. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104862. var _this = _super.call(this, name, position, scene) || this;
  104863. _this.interaxialDistance = interaxialDistance;
  104864. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104865. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104866. return _this;
  104867. }
  104868. /**
  104869. * Gets camera class name
  104870. * @returns StereoscopicGamepadCamera
  104871. */
  104872. StereoscopicGamepadCamera.prototype.getClassName = function () {
  104873. return "StereoscopicGamepadCamera";
  104874. };
  104875. return StereoscopicGamepadCamera;
  104876. }(BABYLON.GamepadCamera));
  104877. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  104878. })(BABYLON || (BABYLON = {}));
  104879. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  104880. var BABYLON;
  104881. (function (BABYLON) {
  104882. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104883. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104884. });
  104885. /**
  104886. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  104887. * @see http://doc.babylonjs.com/features/cameras
  104888. */
  104889. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  104890. __extends(StereoscopicUniversalCamera, _super);
  104891. /**
  104892. * Creates a new StereoscopicUniversalCamera
  104893. * @param name defines camera name
  104894. * @param position defines initial position
  104895. * @param interaxialDistance defines distance between each color axis
  104896. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104897. * @param scene defines the hosting scene
  104898. */
  104899. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104900. var _this = _super.call(this, name, position, scene) || this;
  104901. _this.interaxialDistance = interaxialDistance;
  104902. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104903. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104904. return _this;
  104905. }
  104906. /**
  104907. * Gets camera class name
  104908. * @returns StereoscopicUniversalCamera
  104909. */
  104910. StereoscopicUniversalCamera.prototype.getClassName = function () {
  104911. return "StereoscopicUniversalCamera";
  104912. };
  104913. return StereoscopicUniversalCamera;
  104914. }(BABYLON.UniversalCamera));
  104915. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  104916. })(BABYLON || (BABYLON = {}));
  104917. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  104918. var BABYLON;
  104919. (function (BABYLON) {
  104920. /**
  104921. * VRDistortionCorrectionPostProcess used for mobile VR
  104922. */
  104923. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  104924. __extends(VRDistortionCorrectionPostProcess, _super);
  104925. /**
  104926. * Initializes the VRDistortionCorrectionPostProcess
  104927. * @param name The name of the effect.
  104928. * @param camera The camera to apply the render pass to.
  104929. * @param isRightEye If this is for the right eye distortion
  104930. * @param vrMetrics All the required metrics for the VR camera
  104931. */
  104932. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  104933. var _this = _super.call(this, name, "vrDistortionCorrection", [
  104934. 'LensCenter',
  104935. 'Scale',
  104936. 'ScaleIn',
  104937. 'HmdWarpParam'
  104938. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  104939. _this._isRightEye = isRightEye;
  104940. _this._distortionFactors = vrMetrics.distortionK;
  104941. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  104942. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  104943. _this.adaptScaleToCurrentViewport = true;
  104944. _this.onSizeChangedObservable.add(function () {
  104945. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  104946. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  104947. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  104948. });
  104949. _this.onApplyObservable.add(function (effect) {
  104950. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  104951. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  104952. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  104953. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  104954. });
  104955. return _this;
  104956. }
  104957. return VRDistortionCorrectionPostProcess;
  104958. }(BABYLON.PostProcess));
  104959. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  104960. })(BABYLON || (BABYLON = {}));
  104961. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  104962. var BABYLON;
  104963. (function (BABYLON) {
  104964. /**
  104965. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  104966. * Screen rotation is taken into account.
  104967. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104968. */
  104969. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  104970. /**
  104971. * Instantiates a new input
  104972. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104973. */
  104974. function FreeCameraDeviceOrientationInput() {
  104975. var _this = this;
  104976. this._screenOrientationAngle = 0;
  104977. this._screenQuaternion = new BABYLON.Quaternion();
  104978. this._alpha = 0;
  104979. this._beta = 0;
  104980. this._gamma = 0;
  104981. this._orientationChanged = function () {
  104982. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  104983. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  104984. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  104985. };
  104986. this._deviceOrientation = function (evt) {
  104987. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  104988. _this._beta = evt.beta !== null ? evt.beta : 0;
  104989. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  104990. };
  104991. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  104992. this._orientationChanged();
  104993. }
  104994. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  104995. /**
  104996. * Define the camera controlled by the input.
  104997. */
  104998. get: function () {
  104999. return this._camera;
  105000. },
  105001. set: function (camera) {
  105002. this._camera = camera;
  105003. if (this._camera != null && !this._camera.rotationQuaternion) {
  105004. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  105005. }
  105006. },
  105007. enumerable: true,
  105008. configurable: true
  105009. });
  105010. /**
  105011. * Attach the input controls to a specific dom element to get the input from.
  105012. * @param element Defines the element the controls should be listened from
  105013. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105014. */
  105015. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105016. window.addEventListener("orientationchange", this._orientationChanged);
  105017. window.addEventListener("deviceorientation", this._deviceOrientation);
  105018. //In certain cases, the attach control is called AFTER orientation was changed,
  105019. //So this is needed.
  105020. this._orientationChanged();
  105021. };
  105022. /**
  105023. * Detach the current controls from the specified dom element.
  105024. * @param element Defines the element to stop listening the inputs from
  105025. */
  105026. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  105027. window.removeEventListener("orientationchange", this._orientationChanged);
  105028. window.removeEventListener("deviceorientation", this._deviceOrientation);
  105029. };
  105030. /**
  105031. * Update the current camera state depending on the inputs that have been used this frame.
  105032. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105033. */
  105034. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  105035. //if no device orientation provided, don't update the rotation.
  105036. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  105037. if (!this._alpha) {
  105038. return;
  105039. }
  105040. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  105041. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  105042. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  105043. //Mirror on XY Plane
  105044. this._camera.rotationQuaternion.z *= -1;
  105045. this._camera.rotationQuaternion.w *= -1;
  105046. };
  105047. /**
  105048. * Gets the class name of the current intput.
  105049. * @returns the class name
  105050. */
  105051. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  105052. return "FreeCameraDeviceOrientationInput";
  105053. };
  105054. /**
  105055. * Get the friendly name associated with the input class.
  105056. * @returns the input friendly name
  105057. */
  105058. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  105059. return "deviceOrientation";
  105060. };
  105061. return FreeCameraDeviceOrientationInput;
  105062. }());
  105063. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  105064. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  105065. })(BABYLON || (BABYLON = {}));
  105066. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  105067. var BABYLON;
  105068. (function (BABYLON) {
  105069. /**
  105070. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  105071. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105072. */
  105073. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  105074. /**
  105075. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  105076. */
  105077. function ArcRotateCameraVRDeviceOrientationInput() {
  105078. /**
  105079. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  105080. */
  105081. this.alphaCorrection = 1;
  105082. /**
  105083. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  105084. */
  105085. this.gammaCorrection = 1;
  105086. this._alpha = 0;
  105087. this._gamma = 0;
  105088. this._dirty = false;
  105089. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  105090. }
  105091. /**
  105092. * Attach the input controls to a specific dom element to get the input from.
  105093. * @param element Defines the element the controls should be listened from
  105094. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105095. */
  105096. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105097. this.camera.attachControl(element, noPreventDefault);
  105098. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  105099. };
  105100. /** @hidden */
  105101. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  105102. if (evt.alpha !== null) {
  105103. this._alpha = (+evt.alpha | 0) * this.alphaCorrection;
  105104. }
  105105. if (evt.gamma !== null) {
  105106. this._gamma = (+evt.gamma | 0) * this.gammaCorrection;
  105107. }
  105108. this._dirty = true;
  105109. };
  105110. /**
  105111. * Update the current camera state depending on the inputs that have been used this frame.
  105112. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105113. */
  105114. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  105115. if (this._dirty) {
  105116. this._dirty = false;
  105117. if (this._gamma < 0) {
  105118. this._gamma = 180 + this._gamma;
  105119. }
  105120. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  105121. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  105122. }
  105123. };
  105124. /**
  105125. * Detach the current controls from the specified dom element.
  105126. * @param element Defines the element to stop listening the inputs from
  105127. */
  105128. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  105129. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  105130. };
  105131. /**
  105132. * Gets the class name of the current intput.
  105133. * @returns the class name
  105134. */
  105135. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  105136. return "ArcRotateCameraVRDeviceOrientationInput";
  105137. };
  105138. /**
  105139. * Get the friendly name associated with the input class.
  105140. * @returns the input friendly name
  105141. */
  105142. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  105143. return "VRDeviceOrientation";
  105144. };
  105145. return ArcRotateCameraVRDeviceOrientationInput;
  105146. }());
  105147. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  105148. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  105149. })(BABYLON || (BABYLON = {}));
  105150. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  105151. var BABYLON;
  105152. (function (BABYLON) {
  105153. /**
  105154. * This represents all the required metrics to create a VR camera.
  105155. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  105156. */
  105157. var VRCameraMetrics = /** @class */ (function () {
  105158. function VRCameraMetrics() {
  105159. /**
  105160. * Define if the current vr camera should compensate the distortion of the lense or not.
  105161. */
  105162. this.compensateDistortion = true;
  105163. }
  105164. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  105165. /**
  105166. * Gets the rendering aspect ratio based on the provided resolutions.
  105167. */
  105168. get: function () {
  105169. return this.hResolution / (2 * this.vResolution);
  105170. },
  105171. enumerable: true,
  105172. configurable: true
  105173. });
  105174. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  105175. /**
  105176. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  105177. */
  105178. get: function () {
  105179. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  105180. },
  105181. enumerable: true,
  105182. configurable: true
  105183. });
  105184. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  105185. /**
  105186. * @hidden
  105187. */
  105188. get: function () {
  105189. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105190. var h = (4 * meters) / this.hScreenSize;
  105191. return BABYLON.Matrix.Translation(h, 0, 0);
  105192. },
  105193. enumerable: true,
  105194. configurable: true
  105195. });
  105196. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  105197. /**
  105198. * @hidden
  105199. */
  105200. get: function () {
  105201. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105202. var h = (4 * meters) / this.hScreenSize;
  105203. return BABYLON.Matrix.Translation(-h, 0, 0);
  105204. },
  105205. enumerable: true,
  105206. configurable: true
  105207. });
  105208. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  105209. /**
  105210. * @hidden
  105211. */
  105212. get: function () {
  105213. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  105214. },
  105215. enumerable: true,
  105216. configurable: true
  105217. });
  105218. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  105219. /**
  105220. * @hidden
  105221. */
  105222. get: function () {
  105223. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  105224. },
  105225. enumerable: true,
  105226. configurable: true
  105227. });
  105228. /**
  105229. * Get the default VRMetrics based on the most generic setup.
  105230. * @returns the default vr metrics
  105231. */
  105232. VRCameraMetrics.GetDefault = function () {
  105233. var result = new VRCameraMetrics();
  105234. result.hResolution = 1280;
  105235. result.vResolution = 800;
  105236. result.hScreenSize = 0.149759993;
  105237. result.vScreenSize = 0.0935999975;
  105238. result.vScreenCenter = 0.0467999987;
  105239. result.eyeToScreenDistance = 0.0410000011;
  105240. result.lensSeparationDistance = 0.0635000020;
  105241. result.interpupillaryDistance = 0.0640000030;
  105242. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  105243. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  105244. result.postProcessScaleFactor = 1.714605507808412;
  105245. result.lensCenterOffset = 0.151976421;
  105246. return result;
  105247. };
  105248. return VRCameraMetrics;
  105249. }());
  105250. BABYLON.VRCameraMetrics = VRCameraMetrics;
  105251. })(BABYLON || (BABYLON = {}));
  105252. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  105253. var BABYLON;
  105254. (function (BABYLON) {
  105255. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  105256. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105257. });
  105258. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  105259. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105260. });
  105261. /**
  105262. * This represents a WebVR camera.
  105263. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  105264. * @example http://doc.babylonjs.com/how_to/webvr_camera
  105265. */
  105266. var WebVRFreeCamera = /** @class */ (function (_super) {
  105267. __extends(WebVRFreeCamera, _super);
  105268. /**
  105269. * Instantiates a WebVRFreeCamera.
  105270. * @param name The name of the WebVRFreeCamera
  105271. * @param position The starting anchor position for the camera
  105272. * @param scene The scene the camera belongs to
  105273. * @param webVROptions a set of customizable options for the webVRCamera
  105274. */
  105275. function WebVRFreeCamera(name, position, scene, webVROptions) {
  105276. if (webVROptions === void 0) { webVROptions = {}; }
  105277. var _this = _super.call(this, name, position, scene) || this;
  105278. _this.webVROptions = webVROptions;
  105279. /**
  105280. * @hidden
  105281. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  105282. */
  105283. _this._vrDevice = null;
  105284. /**
  105285. * The rawPose of the vrDevice.
  105286. */
  105287. _this.rawPose = null;
  105288. _this._specsVersion = "1.1";
  105289. _this._attached = false;
  105290. _this._descendants = [];
  105291. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  105292. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  105293. /** @hidden */
  105294. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  105295. _this._standingMatrix = null;
  105296. /**
  105297. * Represents device position in babylon space.
  105298. */
  105299. _this.devicePosition = BABYLON.Vector3.Zero();
  105300. /**
  105301. * Represents device rotation in babylon space.
  105302. */
  105303. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  105304. /**
  105305. * The scale of the device to be used when translating from device space to babylon space.
  105306. */
  105307. _this.deviceScaleFactor = 1;
  105308. _this._deviceToWorld = BABYLON.Matrix.Identity();
  105309. _this._worldToDevice = BABYLON.Matrix.Identity();
  105310. /**
  105311. * References to the webVR controllers for the vrDevice.
  105312. */
  105313. _this.controllers = [];
  105314. /**
  105315. * Emits an event when a controller is attached.
  105316. */
  105317. _this.onControllersAttachedObservable = new BABYLON.Observable();
  105318. /**
  105319. * Emits an event when a controller's mesh has been loaded;
  105320. */
  105321. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  105322. /**
  105323. * Emits an event when the HMD's pose has been updated.
  105324. */
  105325. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  105326. _this._poseSet = false;
  105327. /**
  105328. * If the rig cameras be used as parent instead of this camera.
  105329. */
  105330. _this.rigParenting = true;
  105331. _this._defaultHeight = undefined;
  105332. _this._htmlElementAttached = null;
  105333. _this._detachIfAttached = function () {
  105334. var vrDisplay = _this.getEngine().getVRDevice();
  105335. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  105336. _this.detachControl(_this._htmlElementAttached);
  105337. }
  105338. };
  105339. _this._workingVector = BABYLON.Vector3.Zero();
  105340. _this._oneVector = BABYLON.Vector3.One();
  105341. _this._workingMatrix = BABYLON.Matrix.Identity();
  105342. _this._tmpMatrix = new BABYLON.Matrix();
  105343. _this._cache.position = BABYLON.Vector3.Zero();
  105344. if (webVROptions.defaultHeight) {
  105345. _this._defaultHeight = webVROptions.defaultHeight;
  105346. _this.position.y = _this._defaultHeight;
  105347. }
  105348. _this.minZ = 0.1;
  105349. //legacy support - the compensation boolean was removed.
  105350. if (arguments.length === 5) {
  105351. _this.webVROptions = arguments[4];
  105352. }
  105353. // default webVR options
  105354. if (_this.webVROptions.trackPosition == undefined) {
  105355. _this.webVROptions.trackPosition = true;
  105356. }
  105357. if (_this.webVROptions.controllerMeshes == undefined) {
  105358. _this.webVROptions.controllerMeshes = true;
  105359. }
  105360. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  105361. _this.webVROptions.defaultLightingOnControllers = true;
  105362. }
  105363. _this.rotationQuaternion = new BABYLON.Quaternion();
  105364. if (_this.webVROptions && _this.webVROptions.positionScale) {
  105365. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  105366. }
  105367. //enable VR
  105368. var engine = _this.getEngine();
  105369. _this._onVREnabled = function (success) { if (success) {
  105370. _this.initControllers();
  105371. } };
  105372. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  105373. engine.initWebVR().add(function (event) {
  105374. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  105375. return;
  105376. }
  105377. _this._vrDevice = event.vrDisplay;
  105378. //reset the rig parameters.
  105379. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  105380. if (_this._attached) {
  105381. _this.getEngine().enableVR();
  105382. }
  105383. });
  105384. if (typeof (VRFrameData) !== "undefined") {
  105385. _this._frameData = new VRFrameData();
  105386. }
  105387. /**
  105388. * The idea behind the following lines:
  105389. * objects that have the camera as parent should actually have the rig cameras as a parent.
  105390. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  105391. * the second will not show it correctly.
  105392. *
  105393. * To solve this - each object that has the camera as parent will be added to a protected array.
  105394. * When the rig camera renders, it will take this array and set all of those to be its children.
  105395. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  105396. * Amazing!
  105397. */
  105398. scene.onBeforeCameraRenderObservable.add(function (camera) {
  105399. if (camera.parent === _this && _this.rigParenting) {
  105400. _this._descendants = _this.getDescendants(true, function (n) {
  105401. // don't take the cameras or the controllers!
  105402. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  105403. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  105404. return !isController && !isRigCamera;
  105405. });
  105406. _this._descendants.forEach(function (node) {
  105407. node.parent = camera;
  105408. });
  105409. }
  105410. });
  105411. scene.onAfterCameraRenderObservable.add(function (camera) {
  105412. if (camera.parent === _this && _this.rigParenting) {
  105413. _this._descendants.forEach(function (node) {
  105414. node.parent = _this;
  105415. });
  105416. }
  105417. });
  105418. return _this;
  105419. }
  105420. /**
  105421. * Gets the device distance from the ground in meters.
  105422. * @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.
  105423. */
  105424. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  105425. if (this._standingMatrix) {
  105426. // Add standing matrix offset to get real offset from ground in room
  105427. this._standingMatrix.getTranslationToRef(this._workingVector);
  105428. return this._deviceRoomPosition.y + this._workingVector.y;
  105429. }
  105430. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  105431. return this._defaultHeight || 0;
  105432. };
  105433. /**
  105434. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105435. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  105436. */
  105437. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  105438. var _this = this;
  105439. if (callback === void 0) { callback = function (bool) { }; }
  105440. // Use standing matrix if available
  105441. this.getEngine().initWebVRAsync().then(function (result) {
  105442. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  105443. callback(false);
  105444. }
  105445. else {
  105446. _this._standingMatrix = new BABYLON.Matrix();
  105447. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  105448. if (!_this.getScene().useRightHandedSystem) {
  105449. if (_this._standingMatrix) {
  105450. _this._standingMatrix.toggleModelMatrixHandInPlace();
  105451. }
  105452. }
  105453. callback(true);
  105454. }
  105455. });
  105456. };
  105457. /**
  105458. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105459. * @returns A promise with a boolean set to if the standing matrix is supported.
  105460. */
  105461. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  105462. var _this = this;
  105463. return new Promise(function (res, rej) {
  105464. _this.useStandingMatrix(function (supported) {
  105465. res(supported);
  105466. });
  105467. });
  105468. };
  105469. /**
  105470. * Disposes the camera
  105471. */
  105472. WebVRFreeCamera.prototype.dispose = function () {
  105473. this._detachIfAttached();
  105474. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  105475. if (this._updateCacheWhenTrackingDisabledObserver) {
  105476. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  105477. }
  105478. _super.prototype.dispose.call(this);
  105479. };
  105480. /**
  105481. * Gets a vrController by name.
  105482. * @param name The name of the controller to retreive
  105483. * @returns the controller matching the name specified or null if not found
  105484. */
  105485. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  105486. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  105487. var gp = _a[_i];
  105488. if (gp.hand === name) {
  105489. return gp;
  105490. }
  105491. }
  105492. return null;
  105493. };
  105494. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  105495. /**
  105496. * The controller corrisponding to the users left hand.
  105497. */
  105498. get: function () {
  105499. if (!this._leftController) {
  105500. this._leftController = this.getControllerByName("left");
  105501. }
  105502. return this._leftController;
  105503. },
  105504. enumerable: true,
  105505. configurable: true
  105506. });
  105507. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  105508. /**
  105509. * The controller corrisponding to the users right hand.
  105510. */
  105511. get: function () {
  105512. if (!this._rightController) {
  105513. this._rightController = this.getControllerByName("right");
  105514. }
  105515. return this._rightController;
  105516. },
  105517. enumerable: true,
  105518. configurable: true
  105519. });
  105520. /**
  105521. * Casts a ray forward from the vrCamera's gaze.
  105522. * @param length Length of the ray (default: 100)
  105523. * @returns the ray corrisponding to the gaze
  105524. */
  105525. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  105526. if (length === void 0) { length = 100; }
  105527. if (this.leftCamera) {
  105528. // Use left eye to avoid computation to compute center on every call
  105529. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  105530. }
  105531. else {
  105532. return _super.prototype.getForwardRay.call(this, length);
  105533. }
  105534. };
  105535. /**
  105536. * @hidden
  105537. * Updates the camera based on device's frame data
  105538. */
  105539. WebVRFreeCamera.prototype._checkInputs = function () {
  105540. if (this._vrDevice && this._vrDevice.isPresenting) {
  105541. this._vrDevice.getFrameData(this._frameData);
  105542. this.updateFromDevice(this._frameData.pose);
  105543. }
  105544. _super.prototype._checkInputs.call(this);
  105545. };
  105546. /**
  105547. * Updates the poseControlled values based on the input device pose.
  105548. * @param poseData Pose coming from the device
  105549. */
  105550. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  105551. if (poseData && poseData.orientation) {
  105552. this.rawPose = poseData;
  105553. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  105554. if (this.getScene().useRightHandedSystem) {
  105555. this._deviceRoomRotationQuaternion.z *= -1;
  105556. this._deviceRoomRotationQuaternion.w *= -1;
  105557. }
  105558. if (this.webVROptions.trackPosition && this.rawPose.position) {
  105559. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  105560. if (this.getScene().useRightHandedSystem) {
  105561. this._deviceRoomPosition.z *= -1;
  105562. }
  105563. }
  105564. this._poseSet = true;
  105565. }
  105566. };
  105567. /**
  105568. * WebVR's attach control will start broadcasting frames to the device.
  105569. * Note that in certain browsers (chrome for example) this function must be called
  105570. * within a user-interaction callback. Example:
  105571. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  105572. *
  105573. * @param element html element to attach the vrDevice to
  105574. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  105575. */
  105576. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  105577. _super.prototype.attachControl.call(this, element, noPreventDefault);
  105578. this._attached = true;
  105579. this._htmlElementAttached = element;
  105580. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  105581. if (this._vrDevice) {
  105582. this.getEngine().enableVR();
  105583. }
  105584. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105585. };
  105586. /**
  105587. * Detaches the camera from the html element and disables VR
  105588. *
  105589. * @param element html element to detach from
  105590. */
  105591. WebVRFreeCamera.prototype.detachControl = function (element) {
  105592. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  105593. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  105594. _super.prototype.detachControl.call(this, element);
  105595. this._attached = false;
  105596. this.getEngine().disableVR();
  105597. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105598. };
  105599. /**
  105600. * @returns the name of this class
  105601. */
  105602. WebVRFreeCamera.prototype.getClassName = function () {
  105603. return "WebVRFreeCamera";
  105604. };
  105605. /**
  105606. * Calls resetPose on the vrDisplay
  105607. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  105608. */
  105609. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  105610. //uses the vrDisplay's "resetPose()".
  105611. //pitch and roll won't be affected.
  105612. this._vrDevice.resetPose();
  105613. };
  105614. /**
  105615. * @hidden
  105616. * Updates the rig cameras (left and right eye)
  105617. */
  105618. WebVRFreeCamera.prototype._updateRigCameras = function () {
  105619. var camLeft = this._rigCameras[0];
  105620. var camRight = this._rigCameras[1];
  105621. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105622. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105623. camLeft.position.copyFrom(this._deviceRoomPosition);
  105624. camRight.position.copyFrom(this._deviceRoomPosition);
  105625. };
  105626. // Remove translation from 6dof headset if trackposition is set to false
  105627. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  105628. if (isViewMatrix === void 0) { isViewMatrix = false; }
  105629. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  105630. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  105631. if (!isViewMatrix) {
  105632. this._tmpMatrix.invert();
  105633. }
  105634. this._tmpMatrix.multiplyToRef(matrix, matrix);
  105635. }
  105636. };
  105637. /**
  105638. * @hidden
  105639. * Updates the cached values of the camera
  105640. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  105641. */
  105642. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  105643. var _this = this;
  105644. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  105645. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  105646. if (!this.updateCacheCalled) {
  105647. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  105648. this.updateCacheCalled = true;
  105649. this.update();
  105650. }
  105651. // Set working vector to the device position in room space rotated by the new rotation
  105652. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  105653. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  105654. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  105655. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  105656. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  105657. // Add translation from anchor position
  105658. this._deviceToWorld.getTranslationToRef(this._workingVector);
  105659. this._workingVector.addInPlace(this.position);
  105660. this._workingVector.subtractInPlace(this._cache.position);
  105661. this._deviceToWorld.setTranslation(this._workingVector);
  105662. // Set an inverted matrix to be used when updating the camera
  105663. this._deviceToWorld.invertToRef(this._worldToDevice);
  105664. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  105665. this.controllers.forEach(function (controller) {
  105666. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  105667. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  105668. controller.update();
  105669. });
  105670. }
  105671. if (!ignoreParentClass) {
  105672. _super.prototype._updateCache.call(this);
  105673. }
  105674. this.updateCacheCalled = false;
  105675. };
  105676. /**
  105677. * @hidden
  105678. * Get current device position in babylon world
  105679. */
  105680. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  105681. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  105682. };
  105683. /**
  105684. * Updates the current device position and rotation in the babylon world
  105685. */
  105686. WebVRFreeCamera.prototype.update = function () {
  105687. this._computeDevicePosition();
  105688. // Get current device rotation in babylon world
  105689. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  105690. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  105691. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  105692. if (this._poseSet) {
  105693. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  105694. }
  105695. _super.prototype.update.call(this);
  105696. };
  105697. /**
  105698. * @hidden
  105699. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  105700. * @returns an identity matrix
  105701. */
  105702. WebVRFreeCamera.prototype._getViewMatrix = function () {
  105703. return BABYLON.Matrix.Identity();
  105704. };
  105705. /**
  105706. * This function is called by the two RIG cameras.
  105707. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  105708. */
  105709. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  105710. // Update the parent camera prior to using a child camera to avoid desynchronization
  105711. var parentCamera = this._cameraRigParams["parentCamera"];
  105712. parentCamera._updateCache();
  105713. //WebVR 1.1
  105714. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  105715. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  105716. if (!this.getScene().useRightHandedSystem) {
  105717. this._webvrViewMatrix.toggleModelMatrixHandInPlace();
  105718. }
  105719. // update the camera rotation matrix
  105720. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  105721. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  105722. // Computing target and final matrix
  105723. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  105724. // should the view matrix be updated with scale and position offset?
  105725. if (parentCamera.deviceScaleFactor !== 1) {
  105726. this._webvrViewMatrix.invert();
  105727. // scale the position, if set
  105728. if (parentCamera.deviceScaleFactor) {
  105729. this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);
  105730. this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);
  105731. this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);
  105732. }
  105733. this._webvrViewMatrix.invert();
  105734. }
  105735. // Remove translation from 6dof headset if trackposition is set to false
  105736. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  105737. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  105738. // Compute global position
  105739. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  105740. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  105741. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  105742. this._workingMatrix.getTranslationToRef(this._globalPosition);
  105743. this._markSyncedWithParent();
  105744. return this._webvrViewMatrix;
  105745. };
  105746. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  105747. var parentCamera = this.parent;
  105748. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  105749. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  105750. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  105751. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  105752. //babylon compatible matrix
  105753. if (!this.getScene().useRightHandedSystem) {
  105754. this._projectionMatrix.toggleProjectionMatrixHandInPlace();
  105755. }
  105756. return this._projectionMatrix;
  105757. };
  105758. /**
  105759. * Initializes the controllers and their meshes
  105760. */
  105761. WebVRFreeCamera.prototype.initControllers = function () {
  105762. var _this = this;
  105763. this.controllers = [];
  105764. var manager = this.getScene().gamepadManager;
  105765. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  105766. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105767. var webVrController = gamepad;
  105768. if (webVrController.defaultModel) {
  105769. webVrController.defaultModel.setEnabled(false);
  105770. }
  105771. if (webVrController.hand === "right") {
  105772. _this._rightController = null;
  105773. }
  105774. if (webVrController.hand === "left") {
  105775. _this._leftController = null;
  105776. }
  105777. var controllerIndex = _this.controllers.indexOf(webVrController);
  105778. if (controllerIndex !== -1) {
  105779. _this.controllers.splice(controllerIndex, 1);
  105780. }
  105781. }
  105782. });
  105783. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  105784. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105785. var webVrController_1 = gamepad;
  105786. if (!_this.webVROptions.trackPosition) {
  105787. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  105788. // Cache must be updated before rendering controllers to avoid them being one frame behind
  105789. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  105790. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  105791. _this._updateCache();
  105792. });
  105793. }
  105794. }
  105795. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  105796. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  105797. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  105798. if (_this.webVROptions.controllerMeshes) {
  105799. if (webVrController_1.defaultModel) {
  105800. webVrController_1.defaultModel.setEnabled(true);
  105801. }
  105802. else {
  105803. // Load the meshes
  105804. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  105805. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  105806. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  105807. if (_this.webVROptions.defaultLightingOnControllers) {
  105808. if (!_this._lightOnControllers) {
  105809. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  105810. }
  105811. var activateLightOnSubMeshes_1 = function (mesh, light) {
  105812. var children = mesh.getChildren();
  105813. if (children && children.length !== 0) {
  105814. children.forEach(function (mesh) {
  105815. light.includedOnlyMeshes.push(mesh);
  105816. activateLightOnSubMeshes_1(mesh, light);
  105817. });
  105818. }
  105819. };
  105820. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  105821. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  105822. }
  105823. });
  105824. }
  105825. }
  105826. webVrController_1.attachToPoseControlledCamera(_this);
  105827. // since this is async - sanity check. Is the controller already stored?
  105828. if (_this.controllers.indexOf(webVrController_1) === -1) {
  105829. //add to the controllers array
  105830. _this.controllers.push(webVrController_1);
  105831. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  105832. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  105833. // So we're overriding setting left & right manually to be sure
  105834. var firstViveWandDetected = false;
  105835. for (var i = 0; i < _this.controllers.length; i++) {
  105836. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  105837. if (!firstViveWandDetected) {
  105838. firstViveWandDetected = true;
  105839. _this.controllers[i].hand = "left";
  105840. }
  105841. else {
  105842. _this.controllers[i].hand = "right";
  105843. }
  105844. }
  105845. }
  105846. //did we find enough controllers? Great! let the developer know.
  105847. if (_this.controllers.length >= 2) {
  105848. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  105849. }
  105850. }
  105851. }
  105852. });
  105853. };
  105854. return WebVRFreeCamera;
  105855. }(BABYLON.FreeCamera));
  105856. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  105857. })(BABYLON || (BABYLON = {}));
  105858. //# sourceMappingURL=babylon.webVRCamera.js.map
  105859. var BABYLON;
  105860. (function (BABYLON) {
  105861. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  105862. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  105863. });
  105864. // We're mainly based on the logic defined into the FreeCamera code
  105865. /**
  105866. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  105867. * being tilted forward or back and left or right.
  105868. */
  105869. var DeviceOrientationCamera = /** @class */ (function (_super) {
  105870. __extends(DeviceOrientationCamera, _super);
  105871. /**
  105872. * Creates a new device orientation camera
  105873. * @param name The name of the camera
  105874. * @param position The start position camera
  105875. * @param scene The scene the camera belongs to
  105876. */
  105877. function DeviceOrientationCamera(name, position, scene) {
  105878. var _this = _super.call(this, name, position, scene) || this;
  105879. _this._quaternionCache = new BABYLON.Quaternion();
  105880. _this.inputs.addDeviceOrientation();
  105881. return _this;
  105882. }
  105883. /**
  105884. * Gets the current instance class name ("DeviceOrientationCamera").
  105885. * This helps avoiding instanceof at run time.
  105886. * @returns the class name
  105887. */
  105888. DeviceOrientationCamera.prototype.getClassName = function () {
  105889. return "DeviceOrientationCamera";
  105890. };
  105891. /**
  105892. * @hidden
  105893. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  105894. */
  105895. DeviceOrientationCamera.prototype._checkInputs = function () {
  105896. _super.prototype._checkInputs.call(this);
  105897. this._quaternionCache.copyFrom(this.rotationQuaternion);
  105898. if (this._initialQuaternion) {
  105899. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  105900. }
  105901. };
  105902. /**
  105903. * Reset the camera to its default orientation on the specified axis only.
  105904. * @param axis The axis to reset
  105905. */
  105906. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  105907. var _this = this;
  105908. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  105909. //can only work if this camera has a rotation quaternion already.
  105910. if (!this.rotationQuaternion) {
  105911. return;
  105912. }
  105913. if (!this._initialQuaternion) {
  105914. this._initialQuaternion = new BABYLON.Quaternion();
  105915. }
  105916. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  105917. ['x', 'y', 'z'].forEach(function (axisName) {
  105918. if (!axis[axisName]) {
  105919. _this._initialQuaternion[axisName] = 0;
  105920. }
  105921. else {
  105922. _this._initialQuaternion[axisName] *= -1;
  105923. }
  105924. });
  105925. this._initialQuaternion.normalize();
  105926. //force rotation update
  105927. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  105928. };
  105929. return DeviceOrientationCamera;
  105930. }(BABYLON.FreeCamera));
  105931. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  105932. })(BABYLON || (BABYLON = {}));
  105933. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  105934. var BABYLON;
  105935. (function (BABYLON) {
  105936. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  105937. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105938. });
  105939. /**
  105940. * Camera used to simulate VR rendering (based on FreeCamera)
  105941. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105942. */
  105943. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  105944. __extends(VRDeviceOrientationFreeCamera, _super);
  105945. /**
  105946. * Creates a new VRDeviceOrientationFreeCamera
  105947. * @param name defines camera name
  105948. * @param position defines the start position of the camera
  105949. * @param scene defines the scene the camera belongs to
  105950. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105951. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105952. */
  105953. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  105954. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105955. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105956. var _this = _super.call(this, name, position, scene) || this;
  105957. vrCameraMetrics.compensateDistortion = compensateDistortion;
  105958. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  105959. return _this;
  105960. }
  105961. /**
  105962. * Gets camera class name
  105963. * @returns VRDeviceOrientationFreeCamera
  105964. */
  105965. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  105966. return "VRDeviceOrientationFreeCamera";
  105967. };
  105968. return VRDeviceOrientationFreeCamera;
  105969. }(BABYLON.DeviceOrientationCamera));
  105970. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  105971. })(BABYLON || (BABYLON = {}));
  105972. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  105973. var BABYLON;
  105974. (function (BABYLON) {
  105975. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  105976. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  105977. });
  105978. /**
  105979. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  105980. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105981. */
  105982. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  105983. __extends(VRDeviceOrientationArcRotateCamera, _super);
  105984. /**
  105985. * Creates a new VRDeviceOrientationArcRotateCamera
  105986. * @param name defines camera name
  105987. * @param alpha defines the camera rotation along the logitudinal axis
  105988. * @param beta defines the camera rotation along the latitudinal axis
  105989. * @param radius defines the camera distance from its target
  105990. * @param target defines the camera target
  105991. * @param scene defines the scene the camera belongs to
  105992. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105993. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105994. */
  105995. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  105996. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105997. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105998. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105999. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106000. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106001. _this.inputs.addVRDeviceOrientation();
  106002. return _this;
  106003. }
  106004. /**
  106005. * Gets camera class name
  106006. * @returns VRDeviceOrientationArcRotateCamera
  106007. */
  106008. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  106009. return "VRDeviceOrientationArcRotateCamera";
  106010. };
  106011. return VRDeviceOrientationArcRotateCamera;
  106012. }(BABYLON.ArcRotateCamera));
  106013. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  106014. })(BABYLON || (BABYLON = {}));
  106015. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  106016. var BABYLON;
  106017. (function (BABYLON) {
  106018. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  106019. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  106020. });
  106021. /**
  106022. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  106023. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106024. */
  106025. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  106026. __extends(VRDeviceOrientationGamepadCamera, _super);
  106027. /**
  106028. * Creates a new VRDeviceOrientationGamepadCamera
  106029. * @param name defines camera name
  106030. * @param position defines the start position of the camera
  106031. * @param scene defines the scene the camera belongs to
  106032. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106033. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106034. */
  106035. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106036. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106037. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106038. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  106039. _this.inputs.addGamepad();
  106040. return _this;
  106041. }
  106042. /**
  106043. * Gets camera class name
  106044. * @returns VRDeviceOrientationGamepadCamera
  106045. */
  106046. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  106047. return "VRDeviceOrientationGamepadCamera";
  106048. };
  106049. return VRDeviceOrientationGamepadCamera;
  106050. }(BABYLON.VRDeviceOrientationFreeCamera));
  106051. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  106052. })(BABYLON || (BABYLON = {}));
  106053. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  106054. var BABYLON;
  106055. (function (BABYLON) {
  106056. var VRExperienceHelperGazer = /** @class */ (function () {
  106057. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  106058. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  106059. this.scene = scene;
  106060. /** @hidden */
  106061. this._pointerDownOnMeshAsked = false;
  106062. /** @hidden */
  106063. this._isActionableMesh = false;
  106064. /** @hidden */
  106065. this._teleportationRequestInitiated = false;
  106066. /** @hidden */
  106067. this._teleportationBackRequestInitiated = false;
  106068. /** @hidden */
  106069. this._rotationRightAsked = false;
  106070. /** @hidden */
  106071. this._rotationLeftAsked = false;
  106072. /** @hidden */
  106073. this._dpadPressed = true;
  106074. /** @hidden */
  106075. this._activePointer = false;
  106076. this._id = VRExperienceHelperGazer._idCounter++;
  106077. // Gaze tracker
  106078. if (!gazeTrackerToClone) {
  106079. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  106080. this._gazeTracker.bakeCurrentTransformIntoVertices();
  106081. this._gazeTracker.isPickable = false;
  106082. this._gazeTracker.isVisible = false;
  106083. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  106084. targetMat.specularColor = BABYLON.Color3.Black();
  106085. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106086. targetMat.backFaceCulling = false;
  106087. this._gazeTracker.material = targetMat;
  106088. }
  106089. else {
  106090. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  106091. }
  106092. }
  106093. /** @hidden */
  106094. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  106095. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  106096. };
  106097. /** @hidden */
  106098. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  106099. this._pointerDownOnMeshAsked = true;
  106100. if (this._currentHit) {
  106101. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  106102. }
  106103. };
  106104. /** @hidden */
  106105. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  106106. if (this._currentHit) {
  106107. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  106108. }
  106109. this._pointerDownOnMeshAsked = false;
  106110. };
  106111. /** @hidden */
  106112. VRExperienceHelperGazer.prototype._activatePointer = function () {
  106113. this._activePointer = true;
  106114. };
  106115. /** @hidden */
  106116. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  106117. this._activePointer = false;
  106118. };
  106119. /** @hidden */
  106120. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  106121. if (distance === void 0) { distance = 100; }
  106122. };
  106123. VRExperienceHelperGazer.prototype.dispose = function () {
  106124. this._interactionsEnabled = false;
  106125. this._teleportationEnabled = false;
  106126. if (this._gazeTracker) {
  106127. this._gazeTracker.dispose();
  106128. }
  106129. };
  106130. VRExperienceHelperGazer._idCounter = 0;
  106131. return VRExperienceHelperGazer;
  106132. }());
  106133. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  106134. __extends(VRExperienceHelperControllerGazer, _super);
  106135. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  106136. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  106137. _this.webVRController = webVRController;
  106138. // Laser pointer
  106139. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  106140. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  106141. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106142. laserPointerMaterial.alpha = 0.6;
  106143. _this._laserPointer.material = laserPointerMaterial;
  106144. _this._laserPointer.rotation.x = Math.PI / 2;
  106145. _this._laserPointer.position.z = -0.5;
  106146. _this._laserPointer.isVisible = false;
  106147. _this._laserPointer.isPickable = false;
  106148. if (!webVRController.mesh) {
  106149. // Create an empty mesh that is used prior to loading the high quality model
  106150. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  106151. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  106152. preloadPointerPose.rotation.x = -0.7;
  106153. preloadMesh.addChild(preloadPointerPose);
  106154. webVRController.attachToMesh(preloadMesh);
  106155. }
  106156. _this._setLaserPointerParent(webVRController.mesh);
  106157. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  106158. _this._setLaserPointerParent(mesh);
  106159. });
  106160. return _this;
  106161. }
  106162. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  106163. return this.webVRController.getForwardRay(length);
  106164. };
  106165. /** @hidden */
  106166. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  106167. _super.prototype._activatePointer.call(this);
  106168. this._laserPointer.isVisible = true;
  106169. };
  106170. /** @hidden */
  106171. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  106172. _super.prototype._deactivatePointer.call(this);
  106173. this._laserPointer.isVisible = false;
  106174. };
  106175. /** @hidden */
  106176. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  106177. this._laserPointer.material.emissiveColor = color;
  106178. };
  106179. /** @hidden */
  106180. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  106181. var makeNotPick = function (root) {
  106182. root.isPickable = false;
  106183. root.getChildMeshes().forEach(function (c) {
  106184. makeNotPick(c);
  106185. });
  106186. };
  106187. makeNotPick(mesh);
  106188. var childMeshes = mesh.getChildMeshes();
  106189. this.webVRController._pointingPoseNode = null;
  106190. for (var i = 0; i < childMeshes.length; i++) {
  106191. if (childMeshes[i].name && childMeshes[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  106192. mesh = childMeshes[i];
  106193. this.webVRController._pointingPoseNode = mesh;
  106194. break;
  106195. }
  106196. }
  106197. this._laserPointer.parent = mesh;
  106198. };
  106199. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  106200. if (distance === void 0) { distance = 100; }
  106201. this._laserPointer.scaling.y = distance;
  106202. this._laserPointer.position.z = -distance / 2;
  106203. };
  106204. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  106205. _super.prototype.dispose.call(this);
  106206. this._laserPointer.dispose();
  106207. if (this._meshAttachedObserver) {
  106208. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  106209. }
  106210. };
  106211. return VRExperienceHelperControllerGazer;
  106212. }(VRExperienceHelperGazer));
  106213. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  106214. __extends(VRExperienceHelperCameraGazer, _super);
  106215. function VRExperienceHelperCameraGazer(getCamera, scene) {
  106216. var _this = _super.call(this, scene) || this;
  106217. _this.getCamera = getCamera;
  106218. return _this;
  106219. }
  106220. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  106221. var camera = this.getCamera();
  106222. if (camera) {
  106223. return camera.getForwardRay(length);
  106224. }
  106225. else {
  106226. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  106227. }
  106228. };
  106229. return VRExperienceHelperCameraGazer;
  106230. }(VRExperienceHelperGazer));
  106231. /**
  106232. * Helps to quickly add VR support to an existing scene.
  106233. * See http://doc.babylonjs.com/how_to/webvr_helper
  106234. */
  106235. var VRExperienceHelper = /** @class */ (function () {
  106236. /**
  106237. * Instantiates a VRExperienceHelper.
  106238. * Helps to quickly add VR support to an existing scene.
  106239. * @param scene The scene the VRExperienceHelper belongs to.
  106240. * @param webVROptions Options to modify the vr experience helper's behavior.
  106241. */
  106242. function VRExperienceHelper(scene,
  106243. /** Options to modify the vr experience helper's behavior. */
  106244. webVROptions) {
  106245. if (webVROptions === void 0) { webVROptions = {}; }
  106246. var _this = this;
  106247. this.webVROptions = webVROptions;
  106248. // Can the system support WebVR, even if a headset isn't plugged in?
  106249. this._webVRsupported = false;
  106250. // If WebVR is supported, is a headset plugged in and are we ready to present?
  106251. this._webVRready = false;
  106252. // Are we waiting for the requestPresent callback to complete?
  106253. this._webVRrequesting = false;
  106254. // Are we presenting to the headset right now? (this is the vrDevice state)
  106255. this._webVRpresenting = false;
  106256. // Are we presenting in the fullscreen fallback?
  106257. this._fullscreenVRpresenting = false;
  106258. /**
  106259. * Observable raised when entering VR.
  106260. */
  106261. this.onEnteringVRObservable = new BABYLON.Observable();
  106262. /**
  106263. * Observable raised when exiting VR.
  106264. */
  106265. this.onExitingVRObservable = new BABYLON.Observable();
  106266. /**
  106267. * Observable raised when controller mesh is loaded.
  106268. */
  106269. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106270. this._useCustomVRButton = false;
  106271. this._teleportationRequested = false;
  106272. this._teleportActive = false;
  106273. this._floorMeshesCollection = [];
  106274. this._rotationAllowed = true;
  106275. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  106276. this._isDefaultTeleportationTarget = true;
  106277. this._teleportationFillColor = "#444444";
  106278. this._teleportationBorderColor = "#FFFFFF";
  106279. this._rotationAngle = 0;
  106280. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  106281. this._padSensibilityUp = 0.65;
  106282. this._padSensibilityDown = 0.35;
  106283. this._leftController = null;
  106284. this._rightController = null;
  106285. /**
  106286. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106287. */
  106288. this.onNewMeshSelected = new BABYLON.Observable();
  106289. /**
  106290. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106291. */
  106292. this.onNewMeshPicked = new BABYLON.Observable();
  106293. /**
  106294. * Observable raised before camera teleportation
  106295. */
  106296. this.onBeforeCameraTeleport = new BABYLON.Observable();
  106297. /**
  106298. * Observable raised after camera teleportation
  106299. */
  106300. this.onAfterCameraTeleport = new BABYLON.Observable();
  106301. /**
  106302. * Observable raised when current selected mesh gets unselected
  106303. */
  106304. this.onSelectedMeshUnselected = new BABYLON.Observable();
  106305. /**
  106306. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106307. */
  106308. this.teleportationEnabled = true;
  106309. this._teleportationInitialized = false;
  106310. this._interactionsEnabled = false;
  106311. this._interactionsRequested = false;
  106312. this._displayGaze = true;
  106313. this._displayLaserPointer = true;
  106314. /**
  106315. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106316. */
  106317. this.updateGazeTrackerScale = true;
  106318. this._onResize = function () {
  106319. _this.moveButtonToBottomRight();
  106320. if (_this._fullscreenVRpresenting && _this._webVRready) {
  106321. _this.exitVR();
  106322. }
  106323. };
  106324. this._onFullscreenChange = function () {
  106325. if (document.fullscreen !== undefined) {
  106326. _this._fullscreenVRpresenting = document.fullscreen;
  106327. }
  106328. else if (document.mozFullScreen !== undefined) {
  106329. _this._fullscreenVRpresenting = document.mozFullScreen;
  106330. }
  106331. else if (document.webkitIsFullScreen !== undefined) {
  106332. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  106333. }
  106334. else if (document.msIsFullScreen !== undefined) {
  106335. _this._fullscreenVRpresenting = document.msIsFullScreen;
  106336. }
  106337. else if (document.msFullscreenElement !== undefined) {
  106338. _this._fullscreenVRpresenting = document.msFullscreenElement;
  106339. }
  106340. if (!_this._fullscreenVRpresenting && _this._canvas) {
  106341. _this.exitVR();
  106342. if (!_this._useCustomVRButton) {
  106343. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  106344. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  106345. }
  106346. }
  106347. };
  106348. this.beforeRender = function () {
  106349. if (_this._leftController && _this._leftController._activePointer) {
  106350. _this._castRayAndSelectObject(_this._leftController);
  106351. }
  106352. if (_this._rightController && _this._rightController._activePointer) {
  106353. _this._castRayAndSelectObject(_this._rightController);
  106354. }
  106355. if (_this._noControllerIsActive) {
  106356. _this._castRayAndSelectObject(_this._cameraGazer);
  106357. }
  106358. else {
  106359. _this._cameraGazer._gazeTracker.isVisible = false;
  106360. }
  106361. };
  106362. this._onNewGamepadConnected = function (gamepad) {
  106363. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  106364. if (gamepad.leftStick) {
  106365. gamepad.onleftstickchanged(function (stickValues) {
  106366. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  106367. // Listening to classic/xbox gamepad only if no VR controller is active
  106368. if ((!_this._leftController && !_this._rightController) ||
  106369. ((_this._leftController && !_this._leftController._activePointer) &&
  106370. (_this._rightController && !_this._rightController._activePointer))) {
  106371. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  106372. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  106373. }
  106374. }
  106375. });
  106376. }
  106377. if (gamepad.rightStick) {
  106378. gamepad.onrightstickchanged(function (stickValues) {
  106379. if (_this._teleportationInitialized) {
  106380. _this._checkRotate(stickValues, _this._cameraGazer);
  106381. }
  106382. });
  106383. }
  106384. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  106385. gamepad.onbuttondown(function (buttonPressed) {
  106386. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106387. _this._cameraGazer._selectionPointerDown();
  106388. }
  106389. });
  106390. gamepad.onbuttonup(function (buttonPressed) {
  106391. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106392. _this._cameraGazer._selectionPointerUp();
  106393. }
  106394. });
  106395. }
  106396. }
  106397. else {
  106398. var webVRController = gamepad;
  106399. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  106400. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  106401. _this._rightController = controller;
  106402. }
  106403. else {
  106404. _this._leftController = controller;
  106405. }
  106406. _this._tryEnableInteractionOnController(controller);
  106407. }
  106408. };
  106409. // 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
  106410. this._tryEnableInteractionOnController = function (controller) {
  106411. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  106412. _this._enableInteractionOnController(controller);
  106413. }
  106414. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  106415. _this._enableTeleportationOnController(controller);
  106416. }
  106417. };
  106418. this._onNewGamepadDisconnected = function (gamepad) {
  106419. if (gamepad instanceof BABYLON.WebVRController) {
  106420. if (gamepad.hand === "left" && _this._leftController != null) {
  106421. _this._leftController.dispose();
  106422. _this._leftController = null;
  106423. }
  106424. if (gamepad.hand === "right" && _this._rightController != null) {
  106425. _this._rightController.dispose();
  106426. _this._rightController = null;
  106427. }
  106428. }
  106429. };
  106430. this._workingVector = BABYLON.Vector3.Zero();
  106431. this._workingQuaternion = BABYLON.Quaternion.Identity();
  106432. this._workingMatrix = BABYLON.Matrix.Identity();
  106433. this._scene = scene;
  106434. this._canvas = scene.getEngine().getRenderingCanvas();
  106435. // Parse options
  106436. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  106437. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  106438. }
  106439. if (webVROptions.createDeviceOrientationCamera === undefined) {
  106440. webVROptions.createDeviceOrientationCamera = true;
  106441. }
  106442. if (webVROptions.laserToggle === undefined) {
  106443. webVROptions.laserToggle = true;
  106444. }
  106445. if (webVROptions.defaultHeight === undefined) {
  106446. webVROptions.defaultHeight = 1.7;
  106447. }
  106448. if (webVROptions.useCustomVRButton) {
  106449. this._useCustomVRButton = true;
  106450. if (webVROptions.customVRButton) {
  106451. this._btnVR = webVROptions.customVRButton;
  106452. }
  106453. }
  106454. if (webVROptions.rayLength) {
  106455. this._rayLength = webVROptions.rayLength;
  106456. }
  106457. this._defaultHeight = webVROptions.defaultHeight;
  106458. if (webVROptions.positionScale) {
  106459. this._rayLength *= webVROptions.positionScale;
  106460. this._defaultHeight *= webVROptions.positionScale;
  106461. }
  106462. this._hasEnteredVR = false;
  106463. // Set position
  106464. if (this._scene.activeCamera) {
  106465. this._position = this._scene.activeCamera.position.clone();
  106466. }
  106467. else {
  106468. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  106469. }
  106470. // Set non-vr camera
  106471. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  106472. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  106473. // Copy data from existing camera
  106474. if (this._scene.activeCamera) {
  106475. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106476. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  106477. // Set rotation from previous camera
  106478. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  106479. var targetCamera = this._scene.activeCamera;
  106480. if (targetCamera.rotationQuaternion) {
  106481. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  106482. }
  106483. else {
  106484. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  106485. }
  106486. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  106487. }
  106488. }
  106489. this._scene.activeCamera = this._deviceOrientationCamera;
  106490. if (this._canvas) {
  106491. this._scene.activeCamera.attachControl(this._canvas);
  106492. }
  106493. }
  106494. else {
  106495. this._existingCamera = this._scene.activeCamera;
  106496. }
  106497. // Create VR cameras
  106498. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106499. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  106500. }
  106501. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  106502. this._webVRCamera.useStandingMatrix();
  106503. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  106504. // Create default button
  106505. if (!this._useCustomVRButton) {
  106506. this._btnVR = document.createElement("BUTTON");
  106507. this._btnVR.className = "babylonVRicon";
  106508. this._btnVR.id = "babylonVRiconbtn";
  106509. this._btnVR.title = "Click to switch to VR";
  106510. 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) }";
  106511. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  106512. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  106513. // css += ".babylonVRicon.vrdisplaysupported { }";
  106514. // css += ".babylonVRicon.vrdisplayready { }";
  106515. // css += ".babylonVRicon.vrdisplayrequesting { }";
  106516. var style = document.createElement('style');
  106517. style.appendChild(document.createTextNode(css));
  106518. document.getElementsByTagName('head')[0].appendChild(style);
  106519. this.moveButtonToBottomRight();
  106520. }
  106521. // VR button click event
  106522. if (this._btnVR) {
  106523. this._btnVR.addEventListener("click", function () {
  106524. if (!_this.isInVRMode) {
  106525. _this.enterVR();
  106526. }
  106527. else {
  106528. _this.exitVR();
  106529. }
  106530. });
  106531. }
  106532. // Window events
  106533. window.addEventListener("resize", this._onResize);
  106534. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  106535. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  106536. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  106537. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  106538. document.onmsfullscreenchange = this._onFullscreenChange;
  106539. // Display vr button when headset is connected
  106540. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106541. this.displayVRButton();
  106542. }
  106543. else {
  106544. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  106545. if (e.vrDisplay) {
  106546. _this.displayVRButton();
  106547. }
  106548. });
  106549. }
  106550. // Exiting VR mode using 'ESC' key on desktop
  106551. this._onKeyDown = function (event) {
  106552. if (event.keyCode === 27 && _this.isInVRMode) {
  106553. _this.exitVR();
  106554. }
  106555. };
  106556. document.addEventListener("keydown", this._onKeyDown);
  106557. // Exiting VR mode double tapping the touch screen
  106558. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  106559. if (_this.isInVRMode) {
  106560. _this.exitVR();
  106561. if (_this._fullscreenVRpresenting) {
  106562. _this._scene.getEngine().switchFullscreen(true);
  106563. }
  106564. }
  106565. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  106566. // Listen for WebVR display changes
  106567. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  106568. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  106569. this._onVRRequestPresentStart = function () {
  106570. _this._webVRrequesting = true;
  106571. _this.updateButtonVisibility();
  106572. };
  106573. this._onVRRequestPresentComplete = function (success) {
  106574. _this._webVRrequesting = false;
  106575. _this.updateButtonVisibility();
  106576. };
  106577. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  106578. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  106579. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  106580. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  106581. scene.onDisposeObservable.add(function () {
  106582. _this.dispose();
  106583. });
  106584. // Gamepad connection events
  106585. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  106586. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  106587. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  106588. this.updateButtonVisibility();
  106589. //create easing functions
  106590. this._circleEase = new BABYLON.CircleEase();
  106591. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  106592. if (this.webVROptions.floorMeshes) {
  106593. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  106594. }
  106595. }
  106596. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  106597. /** Return this.onEnteringVRObservable
  106598. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106599. */
  106600. get: function () {
  106601. return this.onEnteringVRObservable;
  106602. },
  106603. enumerable: true,
  106604. configurable: true
  106605. });
  106606. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  106607. /** Return this.onExitingVRObservable
  106608. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106609. */
  106610. get: function () {
  106611. return this.onExitingVRObservable;
  106612. },
  106613. enumerable: true,
  106614. configurable: true
  106615. });
  106616. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  106617. /** Return this.onControllerMeshLoadedObservable
  106618. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106619. */
  106620. get: function () {
  106621. return this.onControllerMeshLoadedObservable;
  106622. },
  106623. enumerable: true,
  106624. configurable: true
  106625. });
  106626. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  106627. /**
  106628. * The mesh used to display where the user is going to teleport.
  106629. */
  106630. get: function () {
  106631. return this._teleportationTarget;
  106632. },
  106633. /**
  106634. * Sets the mesh to be used to display where the user is going to teleport.
  106635. */
  106636. set: function (value) {
  106637. if (value) {
  106638. value.name = "teleportationTarget";
  106639. this._isDefaultTeleportationTarget = false;
  106640. this._teleportationTarget = value;
  106641. }
  106642. },
  106643. enumerable: true,
  106644. configurable: true
  106645. });
  106646. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  106647. /**
  106648. * 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
  106649. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  106650. * See http://doc.babylonjs.com/resources/baking_transformations
  106651. */
  106652. get: function () {
  106653. return this._cameraGazer._gazeTracker;
  106654. },
  106655. set: function (value) {
  106656. if (value) {
  106657. // Dispose of existing meshes
  106658. if (this._cameraGazer._gazeTracker) {
  106659. this._cameraGazer._gazeTracker.dispose();
  106660. }
  106661. if (this._leftController && this._leftController._gazeTracker) {
  106662. this._leftController._gazeTracker.dispose();
  106663. }
  106664. if (this._rightController && this._rightController._gazeTracker) {
  106665. this._rightController._gazeTracker.dispose();
  106666. }
  106667. // Set and create gaze trackers on head and controllers
  106668. this._cameraGazer._gazeTracker = value;
  106669. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  106670. this._cameraGazer._gazeTracker.isPickable = false;
  106671. this._cameraGazer._gazeTracker.isVisible = false;
  106672. this._cameraGazer._gazeTracker.name = "gazeTracker";
  106673. if (this._leftController) {
  106674. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106675. }
  106676. if (this._rightController) {
  106677. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106678. }
  106679. }
  106680. },
  106681. enumerable: true,
  106682. configurable: true
  106683. });
  106684. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  106685. /**
  106686. * The gaze tracking mesh corresponding to the left controller
  106687. */
  106688. get: function () {
  106689. if (this._leftController) {
  106690. return this._leftController._gazeTracker;
  106691. }
  106692. return null;
  106693. },
  106694. enumerable: true,
  106695. configurable: true
  106696. });
  106697. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  106698. /**
  106699. * The gaze tracking mesh corresponding to the right controller
  106700. */
  106701. get: function () {
  106702. if (this._rightController) {
  106703. return this._rightController._gazeTracker;
  106704. }
  106705. return null;
  106706. },
  106707. enumerable: true,
  106708. configurable: true
  106709. });
  106710. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  106711. /**
  106712. * If the ray of the gaze should be displayed.
  106713. */
  106714. get: function () {
  106715. return this._displayGaze;
  106716. },
  106717. /**
  106718. * Sets if the ray of the gaze should be displayed.
  106719. */
  106720. set: function (value) {
  106721. this._displayGaze = value;
  106722. if (!value) {
  106723. this._cameraGazer._gazeTracker.isVisible = false;
  106724. if (this._leftController) {
  106725. this._leftController._gazeTracker.isVisible = false;
  106726. }
  106727. if (this._rightController) {
  106728. this._rightController._gazeTracker.isVisible = false;
  106729. }
  106730. }
  106731. },
  106732. enumerable: true,
  106733. configurable: true
  106734. });
  106735. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  106736. /**
  106737. * If the ray of the LaserPointer should be displayed.
  106738. */
  106739. get: function () {
  106740. return this._displayLaserPointer;
  106741. },
  106742. /**
  106743. * Sets if the ray of the LaserPointer should be displayed.
  106744. */
  106745. set: function (value) {
  106746. this._displayLaserPointer = value;
  106747. if (!value) {
  106748. if (this._rightController) {
  106749. this._rightController._deactivatePointer();
  106750. this._rightController._gazeTracker.isVisible = false;
  106751. }
  106752. if (this._leftController) {
  106753. this._leftController._deactivatePointer();
  106754. this._leftController._gazeTracker.isVisible = false;
  106755. }
  106756. }
  106757. else {
  106758. if (this._rightController) {
  106759. this._rightController._activatePointer();
  106760. }
  106761. if (this._leftController) {
  106762. this._leftController._activatePointer();
  106763. }
  106764. }
  106765. },
  106766. enumerable: true,
  106767. configurable: true
  106768. });
  106769. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  106770. /**
  106771. * The deviceOrientationCamera used as the camera when not in VR.
  106772. */
  106773. get: function () {
  106774. return this._deviceOrientationCamera;
  106775. },
  106776. enumerable: true,
  106777. configurable: true
  106778. });
  106779. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  106780. /**
  106781. * Based on the current WebVR support, returns the current VR camera used.
  106782. */
  106783. get: function () {
  106784. if (this._webVRready) {
  106785. return this._webVRCamera;
  106786. }
  106787. else {
  106788. return this._scene.activeCamera;
  106789. }
  106790. },
  106791. enumerable: true,
  106792. configurable: true
  106793. });
  106794. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  106795. /**
  106796. * The webVRCamera which is used when in VR.
  106797. */
  106798. get: function () {
  106799. return this._webVRCamera;
  106800. },
  106801. enumerable: true,
  106802. configurable: true
  106803. });
  106804. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  106805. /**
  106806. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  106807. */
  106808. get: function () {
  106809. return this._vrDeviceOrientationCamera;
  106810. },
  106811. enumerable: true,
  106812. configurable: true
  106813. });
  106814. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  106815. get: function () {
  106816. var result = this._cameraGazer._teleportationRequestInitiated
  106817. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  106818. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  106819. return result;
  106820. },
  106821. enumerable: true,
  106822. configurable: true
  106823. });
  106824. // Raised when one of the controller has loaded successfully its associated default mesh
  106825. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  106826. if (this._leftController && this._leftController.webVRController == webVRController) {
  106827. if (webVRController.mesh) {
  106828. this._leftController._setLaserPointerParent(webVRController.mesh);
  106829. }
  106830. }
  106831. if (this._rightController && this._rightController.webVRController == webVRController) {
  106832. if (webVRController.mesh) {
  106833. this._rightController._setLaserPointerParent(webVRController.mesh);
  106834. }
  106835. }
  106836. try {
  106837. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  106838. }
  106839. catch (err) {
  106840. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  106841. }
  106842. };
  106843. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  106844. /**
  106845. * Gets a value indicating if we are currently in VR mode.
  106846. */
  106847. get: function () {
  106848. return this._webVRpresenting || this._fullscreenVRpresenting;
  106849. },
  106850. enumerable: true,
  106851. configurable: true
  106852. });
  106853. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  106854. var vrDisplay = this._scene.getEngine().getVRDevice();
  106855. if (vrDisplay) {
  106856. var wasPresenting = this._webVRpresenting;
  106857. this._webVRpresenting = vrDisplay.isPresenting;
  106858. if (wasPresenting && !this._webVRpresenting) {
  106859. this.exitVR();
  106860. }
  106861. }
  106862. else {
  106863. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  106864. }
  106865. this.updateButtonVisibility();
  106866. };
  106867. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  106868. this._webVRsupported = eventArgs.vrSupported;
  106869. this._webVRready = !!eventArgs.vrDisplay;
  106870. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  106871. this.updateButtonVisibility();
  106872. };
  106873. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  106874. if (this._canvas && !this._useCustomVRButton) {
  106875. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  106876. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  106877. }
  106878. };
  106879. VRExperienceHelper.prototype.displayVRButton = function () {
  106880. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  106881. document.body.appendChild(this._btnVR);
  106882. this._btnVRDisplayed = true;
  106883. }
  106884. };
  106885. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  106886. if (!this._btnVR || this._useCustomVRButton) {
  106887. return;
  106888. }
  106889. this._btnVR.className = "babylonVRicon";
  106890. if (this.isInVRMode) {
  106891. this._btnVR.className += " vrdisplaypresenting";
  106892. }
  106893. else {
  106894. if (this._webVRready) {
  106895. this._btnVR.className += " vrdisplayready";
  106896. }
  106897. if (this._webVRsupported) {
  106898. this._btnVR.className += " vrdisplaysupported";
  106899. }
  106900. if (this._webVRrequesting) {
  106901. this._btnVR.className += " vrdisplayrequesting";
  106902. }
  106903. }
  106904. };
  106905. /**
  106906. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  106907. * Otherwise, will use the fullscreen API.
  106908. */
  106909. VRExperienceHelper.prototype.enterVR = function () {
  106910. if (this.onEnteringVRObservable) {
  106911. try {
  106912. this.onEnteringVRObservable.notifyObservers(this);
  106913. }
  106914. catch (err) {
  106915. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  106916. }
  106917. }
  106918. if (this._scene.activeCamera) {
  106919. this._position = this._scene.activeCamera.position.clone();
  106920. if (this.vrDeviceOrientationCamera) {
  106921. this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
  106922. }
  106923. if (this.webVRCamera) {
  106924. var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
  106925. var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
  106926. var delta = desiredYRotation - currentYRotation;
  106927. var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
  106928. this.webVRCamera.rotationQuaternion = BABYLON.Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);
  106929. }
  106930. // make sure that we return to the last active camera
  106931. this._existingCamera = this._scene.activeCamera;
  106932. }
  106933. if (this._webVRrequesting) {
  106934. return;
  106935. }
  106936. // If WebVR is supported and a headset is connected
  106937. if (this._webVRready) {
  106938. if (!this._webVRpresenting) {
  106939. this._webVRCamera.position = this._position;
  106940. this._scene.activeCamera = this._webVRCamera;
  106941. }
  106942. }
  106943. else if (this._vrDeviceOrientationCamera) {
  106944. this._vrDeviceOrientationCamera.position = this._position;
  106945. if (this._scene.activeCamera) {
  106946. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106947. }
  106948. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  106949. this._scene.getEngine().switchFullscreen(true);
  106950. this.updateButtonVisibility();
  106951. }
  106952. if (this._scene.activeCamera && this._canvas) {
  106953. this._scene.activeCamera.attachControl(this._canvas);
  106954. }
  106955. if (this._interactionsEnabled) {
  106956. this._scene.registerBeforeRender(this.beforeRender);
  106957. }
  106958. this._hasEnteredVR = true;
  106959. };
  106960. /**
  106961. * Attempt to exit VR, or fullscreen.
  106962. */
  106963. VRExperienceHelper.prototype.exitVR = function () {
  106964. if (this._hasEnteredVR) {
  106965. if (this.onExitingVRObservable) {
  106966. try {
  106967. this.onExitingVRObservable.notifyObservers(this);
  106968. }
  106969. catch (err) {
  106970. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  106971. }
  106972. }
  106973. if (this._webVRpresenting) {
  106974. this._scene.getEngine().disableVR();
  106975. }
  106976. if (this._scene.activeCamera) {
  106977. this._position = this._scene.activeCamera.position.clone();
  106978. }
  106979. if (this._deviceOrientationCamera) {
  106980. this._deviceOrientationCamera.position = this._position;
  106981. this._scene.activeCamera = this._deviceOrientationCamera;
  106982. if (this._canvas) {
  106983. this._scene.activeCamera.attachControl(this._canvas);
  106984. }
  106985. }
  106986. else if (this._existingCamera) {
  106987. this._existingCamera.position = this._position;
  106988. this._scene.activeCamera = this._existingCamera;
  106989. }
  106990. this.updateButtonVisibility();
  106991. if (this._interactionsEnabled) {
  106992. this._scene.unregisterBeforeRender(this.beforeRender);
  106993. this._cameraGazer._gazeTracker.isVisible = false;
  106994. if (this._leftController) {
  106995. this._leftController._gazeTracker.isVisible = false;
  106996. }
  106997. if (this._rightController) {
  106998. this._rightController._gazeTracker.isVisible = false;
  106999. }
  107000. }
  107001. // resize to update width and height when exiting vr exits fullscreen
  107002. this._scene.getEngine().resize();
  107003. this._hasEnteredVR = false;
  107004. }
  107005. };
  107006. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  107007. /**
  107008. * The position of the vr experience helper.
  107009. */
  107010. get: function () {
  107011. return this._position;
  107012. },
  107013. /**
  107014. * Sets the position of the vr experience helper.
  107015. */
  107016. set: function (value) {
  107017. this._position = value;
  107018. if (this._scene.activeCamera) {
  107019. this._scene.activeCamera.position = value;
  107020. }
  107021. },
  107022. enumerable: true,
  107023. configurable: true
  107024. });
  107025. /**
  107026. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  107027. */
  107028. VRExperienceHelper.prototype.enableInteractions = function () {
  107029. var _this = this;
  107030. if (!this._interactionsEnabled) {
  107031. this._interactionsRequested = true;
  107032. if (this._leftController) {
  107033. this._enableInteractionOnController(this._leftController);
  107034. }
  107035. if (this._rightController) {
  107036. this._enableInteractionOnController(this._rightController);
  107037. }
  107038. this.raySelectionPredicate = function (mesh) {
  107039. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  107040. };
  107041. this.meshSelectionPredicate = function (mesh) {
  107042. return true;
  107043. };
  107044. this._raySelectionPredicate = function (mesh) {
  107045. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  107046. && mesh.name.indexOf("teleportationTarget") === -1
  107047. && mesh.name.indexOf("torusTeleportation") === -1)) {
  107048. return _this.raySelectionPredicate(mesh);
  107049. }
  107050. return false;
  107051. };
  107052. this._interactionsEnabled = true;
  107053. }
  107054. };
  107055. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  107056. get: function () {
  107057. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  107058. },
  107059. enumerable: true,
  107060. configurable: true
  107061. });
  107062. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  107063. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  107064. if (this._floorMeshesCollection[i].id === mesh.id) {
  107065. return true;
  107066. }
  107067. }
  107068. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  107069. return true;
  107070. }
  107071. return false;
  107072. };
  107073. /**
  107074. * Adds a floor mesh to be used for teleportation.
  107075. * @param floorMesh the mesh to be used for teleportation.
  107076. */
  107077. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  107078. if (!this._floorMeshesCollection) {
  107079. return;
  107080. }
  107081. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  107082. return;
  107083. }
  107084. this._floorMeshesCollection.push(floorMesh);
  107085. };
  107086. /**
  107087. * Removes a floor mesh from being used for teleportation.
  107088. * @param floorMesh the mesh to be removed.
  107089. */
  107090. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  107091. if (!this._floorMeshesCollection) {
  107092. return;
  107093. }
  107094. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  107095. if (meshIndex !== -1) {
  107096. this._floorMeshesCollection.splice(meshIndex, 1);
  107097. }
  107098. };
  107099. /**
  107100. * Enables interactions and teleportation using the VR controllers and gaze.
  107101. * @param vrTeleportationOptions options to modify teleportation behavior.
  107102. */
  107103. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  107104. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  107105. if (!this._teleportationInitialized) {
  107106. this._teleportationRequested = true;
  107107. this.enableInteractions();
  107108. if (vrTeleportationOptions.floorMeshName) {
  107109. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  107110. }
  107111. if (vrTeleportationOptions.floorMeshes) {
  107112. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  107113. }
  107114. if (this._leftController != null) {
  107115. this._enableTeleportationOnController(this._leftController);
  107116. }
  107117. if (this._rightController != null) {
  107118. this._enableTeleportationOnController(this._rightController);
  107119. }
  107120. // Creates an image processing post process for the vignette not relying
  107121. // on the main scene configuration for image processing to reduce setup and spaces
  107122. // (gamma/linear) conflicts.
  107123. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  107124. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  107125. imageProcessingConfiguration.vignetteEnabled = true;
  107126. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  107127. this._webVRCamera.detachPostProcess(this._postProcessMove);
  107128. this._teleportationInitialized = true;
  107129. if (this._isDefaultTeleportationTarget) {
  107130. this._createTeleportationCircles();
  107131. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  107132. }
  107133. }
  107134. };
  107135. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  107136. var _this = this;
  107137. var controllerMesh = controller.webVRController.mesh;
  107138. if (controllerMesh) {
  107139. controller._interactionsEnabled = true;
  107140. controller._activatePointer();
  107141. if (this.webVROptions.laserToggle) {
  107142. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  107143. // Enabling / disabling laserPointer
  107144. if (_this._displayLaserPointer && stateObject.value === 1) {
  107145. if (controller._activePointer) {
  107146. controller._deactivatePointer();
  107147. }
  107148. else {
  107149. controller._activatePointer();
  107150. }
  107151. if (_this.displayGaze) {
  107152. controller._gazeTracker.isVisible = controller._activePointer;
  107153. }
  107154. }
  107155. });
  107156. }
  107157. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  107158. var gazer = controller;
  107159. if (_this._noControllerIsActive) {
  107160. gazer = _this._cameraGazer;
  107161. }
  107162. if (!gazer._pointerDownOnMeshAsked) {
  107163. if (stateObject.value > _this._padSensibilityUp) {
  107164. gazer._selectionPointerDown();
  107165. }
  107166. }
  107167. else if (stateObject.value < _this._padSensibilityDown) {
  107168. gazer._selectionPointerUp();
  107169. }
  107170. });
  107171. }
  107172. };
  107173. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  107174. // Dont teleport if another gaze already requested teleportation
  107175. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  107176. return;
  107177. }
  107178. if (!gazer._teleportationRequestInitiated) {
  107179. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  107180. gazer._activatePointer();
  107181. gazer._teleportationRequestInitiated = true;
  107182. }
  107183. }
  107184. else {
  107185. // Listening to the proper controller values changes to confirm teleportation
  107186. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  107187. if (this._teleportActive) {
  107188. this.teleportCamera(this._haloCenter);
  107189. }
  107190. gazer._teleportationRequestInitiated = false;
  107191. }
  107192. }
  107193. };
  107194. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  107195. // Only rotate when user is not currently selecting a teleportation location
  107196. if (gazer._teleportationRequestInitiated) {
  107197. return;
  107198. }
  107199. if (!gazer._rotationLeftAsked) {
  107200. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  107201. gazer._rotationLeftAsked = true;
  107202. if (this._rotationAllowed) {
  107203. this._rotateCamera(false);
  107204. }
  107205. }
  107206. }
  107207. else {
  107208. if (stateObject.x > -this._padSensibilityDown) {
  107209. gazer._rotationLeftAsked = false;
  107210. }
  107211. }
  107212. if (!gazer._rotationRightAsked) {
  107213. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  107214. gazer._rotationRightAsked = true;
  107215. if (this._rotationAllowed) {
  107216. this._rotateCamera(true);
  107217. }
  107218. }
  107219. }
  107220. else {
  107221. if (stateObject.x < this._padSensibilityDown) {
  107222. gazer._rotationRightAsked = false;
  107223. }
  107224. }
  107225. };
  107226. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  107227. // Only teleport backwards when user is not currently selecting a teleportation location
  107228. if (gazer._teleportationRequestInitiated) {
  107229. return;
  107230. }
  107231. // Teleport backwards
  107232. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  107233. if (!gazer._teleportationBackRequestInitiated) {
  107234. if (!this.currentVRCamera) {
  107235. return;
  107236. }
  107237. // Get rotation and position of the current camera
  107238. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  107239. var position = this.currentVRCamera.position;
  107240. // If the camera has device position, use that instead
  107241. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  107242. rotation = this.currentVRCamera.deviceRotationQuaternion;
  107243. position = this.currentVRCamera.devicePosition;
  107244. }
  107245. // Get matrix with only the y rotation of the device rotation
  107246. rotation.toEulerAnglesToRef(this._workingVector);
  107247. this._workingVector.z = 0;
  107248. this._workingVector.x = 0;
  107249. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  107250. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  107251. // Rotate backwards ray by device rotation to cast at the ground behind the user
  107252. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  107253. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  107254. var ray = new BABYLON.Ray(position, this._workingVector);
  107255. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107256. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  107257. this.teleportCamera(hit.pickedPoint);
  107258. }
  107259. gazer._teleportationBackRequestInitiated = true;
  107260. }
  107261. }
  107262. else {
  107263. gazer._teleportationBackRequestInitiated = false;
  107264. }
  107265. };
  107266. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  107267. var _this = this;
  107268. var controllerMesh = controller.webVRController.mesh;
  107269. if (controllerMesh) {
  107270. if (!controller._interactionsEnabled) {
  107271. this._enableInteractionOnController(controller);
  107272. }
  107273. controller._interactionsEnabled = true;
  107274. controller._teleportationEnabled = true;
  107275. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107276. controller._dpadPressed = false;
  107277. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  107278. controller._dpadPressed = stateObject.pressed;
  107279. if (!controller._dpadPressed) {
  107280. controller._rotationLeftAsked = false;
  107281. controller._rotationRightAsked = false;
  107282. controller._teleportationBackRequestInitiated = false;
  107283. }
  107284. });
  107285. }
  107286. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  107287. if (_this.teleportationEnabled) {
  107288. _this._checkTeleportBackwards(stateObject, controller);
  107289. _this._checkTeleportWithRay(stateObject, controller);
  107290. }
  107291. _this._checkRotate(stateObject, controller);
  107292. });
  107293. }
  107294. };
  107295. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  107296. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  107297. this._teleportationTarget.isPickable = false;
  107298. var length = 512;
  107299. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  107300. dynamicTexture.hasAlpha = true;
  107301. var context = dynamicTexture.getContext();
  107302. var centerX = length / 2;
  107303. var centerY = length / 2;
  107304. var radius = 200;
  107305. context.beginPath();
  107306. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  107307. context.fillStyle = this._teleportationFillColor;
  107308. context.fill();
  107309. context.lineWidth = 10;
  107310. context.strokeStyle = this._teleportationBorderColor;
  107311. context.stroke();
  107312. context.closePath();
  107313. dynamicTexture.update();
  107314. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  107315. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  107316. this._teleportationTarget.material = teleportationCircleMaterial;
  107317. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  107318. torus.isPickable = false;
  107319. torus.parent = this._teleportationTarget;
  107320. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  107321. var keys = [];
  107322. keys.push({
  107323. frame: 0,
  107324. value: 0
  107325. });
  107326. keys.push({
  107327. frame: 30,
  107328. value: 0.4
  107329. });
  107330. keys.push({
  107331. frame: 60,
  107332. value: 0
  107333. });
  107334. animationInnerCircle.setKeys(keys);
  107335. var easingFunction = new BABYLON.SineEase();
  107336. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  107337. animationInnerCircle.setEasingFunction(easingFunction);
  107338. torus.animations = [];
  107339. torus.animations.push(animationInnerCircle);
  107340. this._scene.beginAnimation(torus, 0, 60, true);
  107341. this._hideTeleportationTarget();
  107342. };
  107343. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  107344. this._teleportActive = true;
  107345. if (this._teleportationInitialized) {
  107346. this._teleportationTarget.isVisible = true;
  107347. if (this._isDefaultTeleportationTarget) {
  107348. this._teleportationTarget.getChildren()[0].isVisible = true;
  107349. }
  107350. }
  107351. };
  107352. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  107353. this._teleportActive = false;
  107354. if (this._teleportationInitialized) {
  107355. this._teleportationTarget.isVisible = false;
  107356. if (this._isDefaultTeleportationTarget) {
  107357. this._teleportationTarget.getChildren()[0].isVisible = false;
  107358. }
  107359. }
  107360. };
  107361. VRExperienceHelper.prototype._rotateCamera = function (right) {
  107362. var _this = this;
  107363. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107364. return;
  107365. }
  107366. if (right) {
  107367. this._rotationAngle++;
  107368. }
  107369. else {
  107370. this._rotationAngle--;
  107371. }
  107372. this.currentVRCamera.animations = [];
  107373. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  107374. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107375. var animationRotationKeys = [];
  107376. animationRotationKeys.push({
  107377. frame: 0,
  107378. value: this.currentVRCamera.rotationQuaternion
  107379. });
  107380. animationRotationKeys.push({
  107381. frame: 6,
  107382. value: target
  107383. });
  107384. animationRotation.setKeys(animationRotationKeys);
  107385. animationRotation.setEasingFunction(this._circleEase);
  107386. this.currentVRCamera.animations.push(animationRotation);
  107387. this._postProcessMove.animations = [];
  107388. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107389. var vignetteWeightKeys = [];
  107390. vignetteWeightKeys.push({
  107391. frame: 0,
  107392. value: 0
  107393. });
  107394. vignetteWeightKeys.push({
  107395. frame: 3,
  107396. value: 4
  107397. });
  107398. vignetteWeightKeys.push({
  107399. frame: 6,
  107400. value: 0
  107401. });
  107402. animationPP.setKeys(vignetteWeightKeys);
  107403. animationPP.setEasingFunction(this._circleEase);
  107404. this._postProcessMove.animations.push(animationPP);
  107405. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107406. var vignetteStretchKeys = [];
  107407. vignetteStretchKeys.push({
  107408. frame: 0,
  107409. value: 0
  107410. });
  107411. vignetteStretchKeys.push({
  107412. frame: 3,
  107413. value: 10
  107414. });
  107415. vignetteStretchKeys.push({
  107416. frame: 6,
  107417. value: 0
  107418. });
  107419. animationPP2.setKeys(vignetteStretchKeys);
  107420. animationPP2.setEasingFunction(this._circleEase);
  107421. this._postProcessMove.animations.push(animationPP2);
  107422. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107423. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107424. this._postProcessMove.samples = 4;
  107425. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107426. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  107427. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107428. });
  107429. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  107430. };
  107431. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  107432. if (hit.pickedPoint) {
  107433. if (gazer._teleportationRequestInitiated) {
  107434. this._displayTeleportationTarget();
  107435. this._haloCenter.copyFrom(hit.pickedPoint);
  107436. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  107437. }
  107438. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  107439. if (pickNormal) {
  107440. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107441. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107442. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  107443. }
  107444. this._teleportationTarget.position.y += 0.1;
  107445. }
  107446. };
  107447. /**
  107448. * Teleports the users feet to the desired location
  107449. * @param location The location where the user's feet should be placed
  107450. */
  107451. VRExperienceHelper.prototype.teleportCamera = function (location) {
  107452. var _this = this;
  107453. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107454. return;
  107455. }
  107456. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  107457. // offset of the headset from the anchor.
  107458. if (this.webVRCamera.leftCamera) {
  107459. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  107460. this._workingVector.subtractInPlace(this.webVRCamera.position);
  107461. location.subtractToRef(this._workingVector, this._workingVector);
  107462. }
  107463. else {
  107464. this._workingVector.copyFrom(location);
  107465. }
  107466. // Add height to account for user's height offset
  107467. if (this.isInVRMode) {
  107468. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  107469. }
  107470. else {
  107471. this._workingVector.y += this._defaultHeight;
  107472. }
  107473. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  107474. // Create animation from the camera's position to the new location
  107475. this.currentVRCamera.animations = [];
  107476. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107477. var animationCameraTeleportationKeys = [{
  107478. frame: 0,
  107479. value: this.currentVRCamera.position
  107480. },
  107481. {
  107482. frame: 11,
  107483. value: this._workingVector
  107484. }
  107485. ];
  107486. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  107487. animationCameraTeleportation.setEasingFunction(this._circleEase);
  107488. this.currentVRCamera.animations.push(animationCameraTeleportation);
  107489. this._postProcessMove.animations = [];
  107490. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107491. var vignetteWeightKeys = [];
  107492. vignetteWeightKeys.push({
  107493. frame: 0,
  107494. value: 0
  107495. });
  107496. vignetteWeightKeys.push({
  107497. frame: 5,
  107498. value: 8
  107499. });
  107500. vignetteWeightKeys.push({
  107501. frame: 11,
  107502. value: 0
  107503. });
  107504. animationPP.setKeys(vignetteWeightKeys);
  107505. this._postProcessMove.animations.push(animationPP);
  107506. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107507. var vignetteStretchKeys = [];
  107508. vignetteStretchKeys.push({
  107509. frame: 0,
  107510. value: 0
  107511. });
  107512. vignetteStretchKeys.push({
  107513. frame: 5,
  107514. value: 10
  107515. });
  107516. vignetteStretchKeys.push({
  107517. frame: 11,
  107518. value: 0
  107519. });
  107520. animationPP2.setKeys(vignetteStretchKeys);
  107521. this._postProcessMove.animations.push(animationPP2);
  107522. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107523. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107524. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107525. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  107526. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107527. });
  107528. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  107529. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  107530. });
  107531. this._hideTeleportationTarget();
  107532. };
  107533. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  107534. if (normal) {
  107535. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  107536. if (angle < Math.PI / 2) {
  107537. normal.scaleInPlace(-1);
  107538. }
  107539. }
  107540. return normal;
  107541. };
  107542. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  107543. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107544. return;
  107545. }
  107546. var ray = gazer._getForwardRay(this._rayLength);
  107547. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107548. if (hit) {
  107549. // Populate the contrllers mesh that can be used for drag/drop
  107550. if (gazer._laserPointer) {
  107551. hit.originMesh = gazer._laserPointer.parent;
  107552. }
  107553. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  107554. }
  107555. gazer._currentHit = hit;
  107556. // Moving the gazeTracker on the mesh face targetted
  107557. if (hit && hit.pickedPoint) {
  107558. if (this._displayGaze) {
  107559. var multiplier = 1;
  107560. gazer._gazeTracker.isVisible = true;
  107561. if (gazer._isActionableMesh) {
  107562. multiplier = 3;
  107563. }
  107564. if (this.updateGazeTrackerScale) {
  107565. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  107566. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  107567. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  107568. }
  107569. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  107570. // To avoid z-fighting
  107571. var deltaFighting = 0.002;
  107572. if (pickNormal) {
  107573. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107574. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107575. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  107576. }
  107577. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  107578. if (gazer._gazeTracker.position.x < 0) {
  107579. gazer._gazeTracker.position.x += deltaFighting;
  107580. }
  107581. else {
  107582. gazer._gazeTracker.position.x -= deltaFighting;
  107583. }
  107584. if (gazer._gazeTracker.position.y < 0) {
  107585. gazer._gazeTracker.position.y += deltaFighting;
  107586. }
  107587. else {
  107588. gazer._gazeTracker.position.y -= deltaFighting;
  107589. }
  107590. if (gazer._gazeTracker.position.z < 0) {
  107591. gazer._gazeTracker.position.z += deltaFighting;
  107592. }
  107593. else {
  107594. gazer._gazeTracker.position.z -= deltaFighting;
  107595. }
  107596. }
  107597. // Changing the size of the laser pointer based on the distance from the targetted point
  107598. gazer._updatePointerDistance(hit.distance);
  107599. }
  107600. else {
  107601. gazer._updatePointerDistance();
  107602. gazer._gazeTracker.isVisible = false;
  107603. }
  107604. if (hit && hit.pickedMesh) {
  107605. // The object selected is the floor, we're in a teleportation scenario
  107606. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  107607. // Moving the teleportation area to this targetted point
  107608. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  107609. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  107610. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107611. }
  107612. gazer._currentMeshSelected = null;
  107613. if (gazer._teleportationRequestInitiated) {
  107614. this._moveTeleportationSelectorTo(hit, gazer, ray);
  107615. }
  107616. return;
  107617. }
  107618. // If not, we're in a selection scenario
  107619. //this._teleportationAllowed = false;
  107620. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  107621. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  107622. this.onNewMeshPicked.notifyObservers(hit);
  107623. gazer._currentMeshSelected = hit.pickedMesh;
  107624. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  107625. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  107626. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  107627. gazer._isActionableMesh = true;
  107628. }
  107629. else {
  107630. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107631. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107632. gazer._isActionableMesh = false;
  107633. }
  107634. try {
  107635. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  107636. }
  107637. catch (err) {
  107638. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  107639. }
  107640. }
  107641. else {
  107642. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107643. gazer._currentMeshSelected = null;
  107644. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107645. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107646. }
  107647. }
  107648. }
  107649. else {
  107650. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107651. gazer._currentMeshSelected = null;
  107652. //this._teleportationAllowed = false;
  107653. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107654. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107655. }
  107656. };
  107657. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  107658. if (mesh) {
  107659. this.onSelectedMeshUnselected.notifyObservers(mesh);
  107660. }
  107661. };
  107662. /**
  107663. * Sets the color of the laser ray from the vr controllers.
  107664. * @param color new color for the ray.
  107665. */
  107666. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  107667. if (this._leftController) {
  107668. this._leftController._setLaserPointerColor(color);
  107669. }
  107670. if (this._rightController) {
  107671. this._rightController._setLaserPointerColor(color);
  107672. }
  107673. };
  107674. /**
  107675. * Sets the color of the ray from the vr headsets gaze.
  107676. * @param color new color for the ray.
  107677. */
  107678. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  107679. if (!this._cameraGazer._gazeTracker.material) {
  107680. return;
  107681. }
  107682. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  107683. if (this._leftController) {
  107684. this._leftController._gazeTracker.material.emissiveColor = color;
  107685. }
  107686. if (this._rightController) {
  107687. this._rightController._gazeTracker.material.emissiveColor = color;
  107688. }
  107689. };
  107690. /**
  107691. * Exits VR and disposes of the vr experience helper
  107692. */
  107693. VRExperienceHelper.prototype.dispose = function () {
  107694. if (this.isInVRMode) {
  107695. this.exitVR();
  107696. }
  107697. if (this._postProcessMove) {
  107698. this._postProcessMove.dispose();
  107699. }
  107700. if (this._webVRCamera) {
  107701. this._webVRCamera.dispose();
  107702. }
  107703. if (this._vrDeviceOrientationCamera) {
  107704. this._vrDeviceOrientationCamera.dispose();
  107705. }
  107706. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  107707. document.body.removeChild(this._btnVR);
  107708. }
  107709. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  107710. this._deviceOrientationCamera.dispose();
  107711. }
  107712. if (this._cameraGazer) {
  107713. this._cameraGazer.dispose();
  107714. }
  107715. if (this._leftController) {
  107716. this._leftController.dispose();
  107717. }
  107718. if (this._rightController) {
  107719. this._rightController.dispose();
  107720. }
  107721. if (this._teleportationTarget) {
  107722. this._teleportationTarget.dispose();
  107723. }
  107724. this._floorMeshesCollection = [];
  107725. document.removeEventListener("keydown", this._onKeyDown);
  107726. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107727. window.removeEventListener("resize", this._onResize);
  107728. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  107729. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  107730. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  107731. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  107732. document.onmsfullscreenchange = null;
  107733. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  107734. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  107735. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  107736. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107737. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  107738. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  107739. this._scene.unregisterBeforeRender(this.beforeRender);
  107740. };
  107741. /**
  107742. * Gets the name of the VRExperienceHelper class
  107743. * @returns "VRExperienceHelper"
  107744. */
  107745. VRExperienceHelper.prototype.getClassName = function () {
  107746. return "VRExperienceHelper";
  107747. };
  107748. return VRExperienceHelper;
  107749. }());
  107750. BABYLON.VRExperienceHelper = VRExperienceHelper;
  107751. })(BABYLON || (BABYLON = {}));
  107752. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  107753. var BABYLON;
  107754. (function (BABYLON) {
  107755. /**
  107756. * WebXR Camera which holds the views for the xrSession
  107757. * @see https://doc.babylonjs.com/how_to/webxr
  107758. */
  107759. var WebXRCamera = /** @class */ (function (_super) {
  107760. __extends(WebXRCamera, _super);
  107761. /**
  107762. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  107763. * @param name the name of the camera
  107764. * @param scene the scene to add the camera to
  107765. */
  107766. function WebXRCamera(name, scene) {
  107767. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  107768. // Initial camera configuration
  107769. _this.minZ = 0;
  107770. _this.rotationQuaternion = new BABYLON.Quaternion();
  107771. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  107772. _this.updateUpVectorFromRotation = true;
  107773. _this._updateNumberOfRigCameras(1);
  107774. return _this;
  107775. }
  107776. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  107777. if (viewCount === void 0) { viewCount = 1; }
  107778. while (this.rigCameras.length < viewCount) {
  107779. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  107780. newCamera.minZ = 0;
  107781. newCamera.parent = this;
  107782. newCamera.rotationQuaternion = new BABYLON.Quaternion();
  107783. this.rigCameras.push(newCamera);
  107784. }
  107785. while (this.rigCameras.length > viewCount) {
  107786. var removedCamera = this.rigCameras.pop();
  107787. if (removedCamera) {
  107788. removedCamera.dispose();
  107789. }
  107790. }
  107791. };
  107792. /** @hidden */
  107793. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  107794. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  107795. // Create initial camera rigs
  107796. this._updateNumberOfRigCameras(2);
  107797. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  107798. this.rigCameras[0].position.x = -pupilDistance / 2;
  107799. this.rigCameras[0].outputRenderTarget = null;
  107800. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  107801. this.rigCameras[1].position.x = pupilDistance / 2;
  107802. this.rigCameras[1].outputRenderTarget = null;
  107803. };
  107804. /**
  107805. * Updates the cameras position from the current pose information of the XR session
  107806. * @param xrSessionManager the session containing pose information
  107807. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  107808. */
  107809. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  107810. var _this = this;
  107811. // Ensure all frame data is available
  107812. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  107813. return false;
  107814. }
  107815. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  107816. if (!pose || !pose.poseModelMatrix) {
  107817. return false;
  107818. }
  107819. // Update the parent cameras matrix
  107820. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  107821. if (!this._scene.useRightHandedSystem) {
  107822. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  107823. }
  107824. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  107825. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  107826. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  107827. this.computeWorldMatrix();
  107828. // Update camera rigs
  107829. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  107830. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  107831. // Update view/projection matrix
  107832. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  107833. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  107834. if (!_this._scene.useRightHandedSystem) {
  107835. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  107836. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  107837. }
  107838. // Update viewport
  107839. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  107840. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  107841. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  107842. _this.rigCameras[i].viewport.width = viewport.width / width;
  107843. _this.rigCameras[i].viewport.height = viewport.height / height;
  107844. _this.rigCameras[i].viewport.x = viewport.x / width;
  107845. _this.rigCameras[i].viewport.y = viewport.y / height;
  107846. // Set cameras to render to the session's render target
  107847. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  107848. });
  107849. return true;
  107850. };
  107851. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  107852. return WebXRCamera;
  107853. }(BABYLON.FreeCamera));
  107854. BABYLON.WebXRCamera = WebXRCamera;
  107855. })(BABYLON || (BABYLON = {}));
  107856. //# sourceMappingURL=babylon.webXRCamera.js.map
  107857. var BABYLON;
  107858. (function (BABYLON) {
  107859. /**
  107860. * Manages an XRSession
  107861. * @see https://doc.babylonjs.com/how_to/webxr
  107862. */
  107863. var WebXRSessionManager = /** @class */ (function () {
  107864. /**
  107865. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  107866. * @param scene The scene which the session should be created for
  107867. */
  107868. function WebXRSessionManager(scene) {
  107869. this.scene = scene;
  107870. /**
  107871. * Fires every time a new xrFrame arrives which can be used to update the camera
  107872. */
  107873. this.onXRFrameObservable = new BABYLON.Observable();
  107874. /**
  107875. * Fires when the xr session is ended either by the device or manually done
  107876. */
  107877. this.onXRSessionEnded = new BABYLON.Observable();
  107878. /** @hidden */
  107879. this._sessionRenderTargetTexture = null;
  107880. this._tmpMatrix = new BABYLON.Matrix();
  107881. }
  107882. /**
  107883. * Initializes the manager
  107884. * After initialization enterXR can be called to start an XR session
  107885. * @returns Promise which resolves after it is initialized
  107886. */
  107887. WebXRSessionManager.prototype.initializeAsync = function () {
  107888. var _this = this;
  107889. // Check if the browser supports webXR
  107890. this._xrNavigator = navigator;
  107891. if (!this._xrNavigator.xr) {
  107892. return Promise.reject("webXR not supported by this browser");
  107893. }
  107894. // Request the webXR device
  107895. return this._xrNavigator.xr.requestDevice().then(function (device) {
  107896. _this._xrDevice = device;
  107897. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  107898. });
  107899. };
  107900. /**
  107901. * Enters XR with the desired XR session options, this must be done with a user action (eg. button click event)
  107902. * @param sessionCreationOptions xr options to create the session with
  107903. * @param frameOfReferenceType option to configure how the xr pose is expressed
  107904. * @returns Promise which resolves after it enters XR
  107905. */
  107906. WebXRSessionManager.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReferenceType) {
  107907. var _this = this;
  107908. // initialize session
  107909. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  107910. _this._xrSession = session;
  107911. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  107912. _this._xrSession.addEventListener("end", function () {
  107913. // Remove render target texture and notify frame obervers
  107914. _this._sessionRenderTargetTexture = null;
  107915. // Restore frame buffer to avoid clear on xr framebuffer after session end
  107916. _this.scene.getEngine().restoreDefaultFramebuffer();
  107917. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  107918. _this.scene.getEngine().customAnimationFrameRequester = null;
  107919. _this.onXRSessionEnded.notifyObservers(null);
  107920. _this.scene.getEngine()._renderLoop();
  107921. }, { once: true });
  107922. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  107923. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  107924. }).then(function (frameOfRef) {
  107925. _this._frameOfReference = frameOfRef;
  107926. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  107927. _this.scene.getEngine().customAnimationFrameRequester = {
  107928. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  107929. renderFunction: function (timestamp, xrFrame) {
  107930. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  107931. _this._currentXRFrame = xrFrame;
  107932. _this.onXRFrameObservable.notifyObservers(null);
  107933. _this.scene.getEngine()._renderLoop();
  107934. }
  107935. };
  107936. // Create render target texture from xr's webgl render target
  107937. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  107938. // Stop window's animation frame and trigger sessions animation frame
  107939. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  107940. _this.scene.getEngine()._renderLoop();
  107941. });
  107942. };
  107943. /**
  107944. * Stops the xrSession and restores the renderloop
  107945. * @returns Promise which resolves after it exits XR
  107946. */
  107947. WebXRSessionManager.prototype.exitXRAsync = function () {
  107948. return this._xrSession.end();
  107949. };
  107950. /**
  107951. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  107952. * @param ray ray to cast into the environment
  107953. * @returns Promise which resolves with a collision point in the environment if it exists
  107954. */
  107955. WebXRSessionManager.prototype.environmentPointHitTestAsync = function (ray) {
  107956. var _this = this;
  107957. return new Promise(function (res, rej) {
  107958. // Compute left handed inputs to request hit test
  107959. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  107960. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  107961. if (!_this.scene.useRightHandedSystem) {
  107962. origin[2] *= -1;
  107963. direction[2] *= -1;
  107964. }
  107965. // Fire hittest
  107966. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  107967. .then(function (hits) {
  107968. if (hits.length > 0) {
  107969. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  107970. var hitPoint = _this._tmpMatrix.getTranslation();
  107971. if (!_this.scene.useRightHandedSystem) {
  107972. hitPoint.z *= -1;
  107973. }
  107974. res(hitPoint);
  107975. }
  107976. else {
  107977. res(null);
  107978. }
  107979. }).catch(function (e) {
  107980. res(null);
  107981. });
  107982. });
  107983. };
  107984. /**
  107985. * Checks if a session would be supported for the creation options specified
  107986. * @param options creation options to check if they are supported
  107987. * @returns true if supported
  107988. */
  107989. WebXRSessionManager.prototype.supportsSessionAsync = function (options) {
  107990. return this._xrDevice.supportsSession(options).then(function () {
  107991. return true;
  107992. }).catch(function (e) {
  107993. return false;
  107994. });
  107995. };
  107996. /**
  107997. * @hidden
  107998. * Converts the render layer of xrSession to a render target
  107999. * @param session session to create render target for
  108000. * @param scene scene the new render target should be created for
  108001. */
  108002. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  108003. // Create internal texture
  108004. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  108005. internalTexture.width = session.baseLayer.framebufferWidth;
  108006. internalTexture.height = session.baseLayer.framebufferHeight;
  108007. internalTexture._framebuffer = session.baseLayer.framebuffer;
  108008. // Create render target texture from the internal texture
  108009. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  108010. renderTargetTexture._texture = internalTexture;
  108011. return renderTargetTexture;
  108012. };
  108013. /**
  108014. * Disposes of the session manager
  108015. */
  108016. WebXRSessionManager.prototype.dispose = function () {
  108017. this.onXRFrameObservable.clear();
  108018. this.onXRSessionEnded.clear();
  108019. };
  108020. return WebXRSessionManager;
  108021. }());
  108022. BABYLON.WebXRSessionManager = WebXRSessionManager;
  108023. })(BABYLON || (BABYLON = {}));
  108024. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  108025. var BABYLON;
  108026. (function (BABYLON) {
  108027. /**
  108028. * States of the webXR experience
  108029. */
  108030. var WebXRState;
  108031. (function (WebXRState) {
  108032. /**
  108033. * Transitioning to being in XR mode
  108034. */
  108035. WebXRState[WebXRState["ENTERING_XR"] = 0] = "ENTERING_XR";
  108036. /**
  108037. * Transitioning to non XR mode
  108038. */
  108039. WebXRState[WebXRState["EXITING_XR"] = 1] = "EXITING_XR";
  108040. /**
  108041. * In XR mode and presenting
  108042. */
  108043. WebXRState[WebXRState["IN_XR"] = 2] = "IN_XR";
  108044. /**
  108045. * Not entered XR mode
  108046. */
  108047. WebXRState[WebXRState["NOT_IN_XR"] = 3] = "NOT_IN_XR";
  108048. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  108049. /**
  108050. * Helper class used to enable XR
  108051. * @see https://doc.babylonjs.com/how_to/webxr
  108052. */
  108053. var WebXRExperienceHelper = /** @class */ (function () {
  108054. /**
  108055. * Creates a WebXRExperienceHelper
  108056. * @param scene The scene the helper should be created in
  108057. */
  108058. function WebXRExperienceHelper(scene) {
  108059. this.scene = scene;
  108060. /**
  108061. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  108062. */
  108063. this.state = WebXRState.NOT_IN_XR;
  108064. /**
  108065. * Fires when the state of the experience helper has changed
  108066. */
  108067. this.onStateChangedObservable = new BABYLON.Observable();
  108068. this._nonVRCamera = null;
  108069. this._originalSceneAutoClear = true;
  108070. this._supported = false;
  108071. this.camera = new BABYLON.WebXRCamera("", scene);
  108072. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  108073. this.container = new BABYLON.AbstractMesh("", scene);
  108074. this.camera.parent = this.container;
  108075. }
  108076. WebXRExperienceHelper.prototype._setState = function (val) {
  108077. this.state = val;
  108078. this.onStateChangedObservable.notifyObservers(this.state);
  108079. };
  108080. /**
  108081. * Creates the experience helper
  108082. * @param scene the scene to attach the experience helper to
  108083. * @returns a promise for the experience helper
  108084. */
  108085. WebXRExperienceHelper.CreateAsync = function (scene) {
  108086. var helper = new WebXRExperienceHelper(scene);
  108087. return helper._sessionManager.initializeAsync().then(function () {
  108088. helper._supported = true;
  108089. return helper;
  108090. }).catch(function () {
  108091. return helper;
  108092. });
  108093. };
  108094. /**
  108095. * Exits XR mode and returns the scene to its original state
  108096. * @returns promise that resolves after xr mode has exited
  108097. */
  108098. WebXRExperienceHelper.prototype.exitXRAsync = function () {
  108099. this._setState(WebXRState.EXITING_XR);
  108100. return this._sessionManager.exitXRAsync();
  108101. };
  108102. /**
  108103. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  108104. * @param sessionCreationOptions options for the XR session
  108105. * @param frameOfReference frame of reference of the XR session
  108106. * @returns promise that resolves after xr mode has entered
  108107. */
  108108. WebXRExperienceHelper.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReference) {
  108109. var _this = this;
  108110. this._setState(WebXRState.ENTERING_XR);
  108111. return this._sessionManager.enterXRAsync(sessionCreationOptions, frameOfReference).then(function () {
  108112. // Cache pre xr scene settings
  108113. _this._originalSceneAutoClear = _this.scene.autoClear;
  108114. _this._nonVRCamera = _this.scene.activeCamera;
  108115. // Overwrite current scene settings
  108116. _this.scene.autoClear = false;
  108117. _this.scene.activeCamera = _this.camera;
  108118. _this._sessionManager.onXRFrameObservable.add(function () {
  108119. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  108120. });
  108121. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  108122. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  108123. _this.camera.rigCameras.forEach(function (c) {
  108124. c.outputRenderTarget = null;
  108125. });
  108126. // Restore scene settings
  108127. _this.scene.autoClear = _this._originalSceneAutoClear;
  108128. _this.scene.activeCamera = _this._nonVRCamera;
  108129. _this._sessionManager.onXRFrameObservable.clear();
  108130. _this._setState(WebXRState.NOT_IN_XR);
  108131. });
  108132. _this._setState(WebXRState.IN_XR);
  108133. });
  108134. };
  108135. /**
  108136. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108137. * @param ray ray to cast into the environment
  108138. * @returns Promise which resolves with a collision point in the environment if it exists
  108139. */
  108140. WebXRExperienceHelper.prototype.environmentPointHitTestAsync = function (ray) {
  108141. return this._sessionManager.environmentPointHitTestAsync(ray);
  108142. };
  108143. /**
  108144. * Updates the global position of the camera by moving the camera's container
  108145. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  108146. * @param position The desired global position of the camera
  108147. */
  108148. WebXRExperienceHelper.prototype.setPositionOfCameraUsingContainer = function (position) {
  108149. this.camera.globalPosition.subtractToRef(position, WebXRExperienceHelper._TmpVector);
  108150. this.container.position.subtractInPlace(WebXRExperienceHelper._TmpVector);
  108151. };
  108152. /**
  108153. * Rotates the xr camera by rotating the camera's container around the camera's position
  108154. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  108155. * @param rotation the desired quaternion rotation to apply to the camera
  108156. */
  108157. WebXRExperienceHelper.prototype.rotateCameraByQuaternionUsingContainer = function (rotation) {
  108158. if (!this.container.rotationQuaternion) {
  108159. this.container.rotationQuaternion = BABYLON.Quaternion.FromEulerVector(this.container.rotation);
  108160. }
  108161. this.container.rotationQuaternion.multiplyInPlace(rotation);
  108162. this.container.position.rotateByQuaternionAroundPointToRef(rotation, this.camera.globalPosition, this.container.position);
  108163. };
  108164. /**
  108165. * Checks if the creation options are supported by the xr session
  108166. * @param options creation options
  108167. * @returns true if supported
  108168. */
  108169. WebXRExperienceHelper.prototype.supportsSessionAsync = function (options) {
  108170. if (!this._supported) {
  108171. return Promise.resolve(false);
  108172. }
  108173. return this._sessionManager.supportsSessionAsync(options);
  108174. };
  108175. /**
  108176. * Disposes of the experience helper
  108177. */
  108178. WebXRExperienceHelper.prototype.dispose = function () {
  108179. this.camera.dispose();
  108180. this.container.dispose();
  108181. this.onStateChangedObservable.clear();
  108182. this._sessionManager.dispose();
  108183. };
  108184. WebXRExperienceHelper._TmpVector = new BABYLON.Vector3();
  108185. return WebXRExperienceHelper;
  108186. }());
  108187. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  108188. })(BABYLON || (BABYLON = {}));
  108189. //# sourceMappingURL=babylon.webXRExperienceHelper.js.map
  108190. var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
  108191. return new (P || (P = Promise))(function (resolve, reject) {
  108192. function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
  108193. function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
  108194. function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
  108195. step((generator = generator.apply(thisArg, _arguments || [])).next());
  108196. });
  108197. };
  108198. var __generator = (this && this.__generator) || function (thisArg, body) {
  108199. var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
  108200. return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
  108201. function verb(n) { return function (v) { return step([n, v]); }; }
  108202. function step(op) {
  108203. if (f) throw new TypeError("Generator is already executing.");
  108204. while (_) try {
  108205. 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;
  108206. if (y = 0, t) op = [op[0] & 2, t.value];
  108207. switch (op[0]) {
  108208. case 0: case 1: t = op; break;
  108209. case 4: _.label++; return { value: op[1], done: false };
  108210. case 5: _.label++; y = op[1]; op = [0]; continue;
  108211. case 7: op = _.ops.pop(); _.trys.pop(); continue;
  108212. default:
  108213. if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
  108214. if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
  108215. if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
  108216. if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
  108217. if (t[2]) _.ops.pop();
  108218. _.trys.pop(); continue;
  108219. }
  108220. op = body.call(thisArg, _);
  108221. } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
  108222. if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
  108223. }
  108224. };
  108225. var BABYLON;
  108226. (function (BABYLON) {
  108227. /**
  108228. * Button which can be used to enter a different mode of XR
  108229. */
  108230. var WebXREnterExitUIButton = /** @class */ (function () {
  108231. /**
  108232. * Creates a WebXREnterExitUIButton
  108233. * @param element button element
  108234. * @param initializationOptions XR initialization options for the button
  108235. */
  108236. function WebXREnterExitUIButton(
  108237. /** button element */
  108238. element,
  108239. /** XR initialization options for the button */
  108240. initializationOptions) {
  108241. this.element = element;
  108242. this.initializationOptions = initializationOptions;
  108243. }
  108244. /**
  108245. * Overwritable function which can be used to update the button's visuals when the state changes
  108246. * @param activeButton the current active button in the UI
  108247. */
  108248. WebXREnterExitUIButton.prototype.update = function (activeButton) {
  108249. };
  108250. return WebXREnterExitUIButton;
  108251. }());
  108252. BABYLON.WebXREnterExitUIButton = WebXREnterExitUIButton;
  108253. /**
  108254. * Options to create the webXR UI
  108255. */
  108256. var WebXREnterExitUIOptions = /** @class */ (function () {
  108257. function WebXREnterExitUIOptions() {
  108258. }
  108259. return WebXREnterExitUIOptions;
  108260. }());
  108261. BABYLON.WebXREnterExitUIOptions = WebXREnterExitUIOptions;
  108262. /**
  108263. * UI to allow the user to enter/exit XR mode
  108264. */
  108265. var WebXREnterExitUI = /** @class */ (function () {
  108266. function WebXREnterExitUI(scene, options) {
  108267. var _this = this;
  108268. this.scene = scene;
  108269. this._buttons = [];
  108270. this._activeButton = null;
  108271. /**
  108272. * Fired every time the active button is changed.
  108273. *
  108274. * When xr is entered via a button that launches xr that button will be the callback parameter
  108275. *
  108276. * When exiting xr the callback parameter will be null)
  108277. */
  108278. this.activeButtonChangedObservable = new BABYLON.Observable();
  108279. this._overlay = document.createElement("div");
  108280. this._overlay.style.cssText = "z-index:11;position: absolute; right: 20px;bottom: 50px;";
  108281. if (options.customButtons) {
  108282. this._buttons = options.customButtons;
  108283. }
  108284. else {
  108285. var hmdBtn = document.createElement("button");
  108286. 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;";
  108287. hmdBtn.innerText = "HMD";
  108288. this._buttons.push(new WebXREnterExitUIButton(hmdBtn, { immersive: true, outputContext: options.outputCanvasContext }));
  108289. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108290. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108291. this.element.innerText = activeButton === this ? "EXIT" : "HMD";
  108292. };
  108293. var windowBtn = document.createElement("button");
  108294. windowBtn.style.cssText = hmdBtn.style.cssText;
  108295. windowBtn.innerText = "Window";
  108296. this._buttons.push(new WebXREnterExitUIButton(windowBtn, { immersive: false, environmentIntegration: true, outputContext: options.outputCanvasContext }));
  108297. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108298. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108299. this.element.innerText = activeButton === this ? "EXIT" : "Window";
  108300. };
  108301. this._updateButtons(null);
  108302. }
  108303. var renderCanvas = scene.getEngine().getRenderingCanvas();
  108304. if (renderCanvas && renderCanvas.parentNode) {
  108305. renderCanvas.parentNode.appendChild(this._overlay);
  108306. scene.onDisposeObservable.addOnce(function () {
  108307. _this.dispose();
  108308. });
  108309. }
  108310. }
  108311. /**
  108312. * Creates UI to allow the user to enter/exit XR mode
  108313. * @param scene the scene to add the ui to
  108314. * @param helper the xr experience helper to enter/exit xr with
  108315. * @param options options to configure the UI
  108316. * @returns the created ui
  108317. */
  108318. WebXREnterExitUI.CreateAsync = function (scene, helper, options) {
  108319. var _this = this;
  108320. var ui = new WebXREnterExitUI(scene, options);
  108321. var supportedPromises = ui._buttons.map(function (btn) {
  108322. return helper.supportsSessionAsync(btn.initializationOptions);
  108323. });
  108324. helper.onStateChangedObservable.add(function (state) {
  108325. if (state == BABYLON.WebXRState.NOT_IN_XR) {
  108326. ui._updateButtons(null);
  108327. }
  108328. });
  108329. return Promise.all(supportedPromises).then(function (results) {
  108330. results.forEach(function (supported, i) {
  108331. if (supported) {
  108332. ui._overlay.appendChild(ui._buttons[i].element);
  108333. ui._buttons[i].element.onclick = function () { return __awaiter(_this, void 0, void 0, function () {
  108334. return __generator(this, function (_a) {
  108335. switch (_a.label) {
  108336. case 0:
  108337. if (!(helper.state == BABYLON.WebXRState.IN_XR)) return [3 /*break*/, 2];
  108338. ui._updateButtons(null);
  108339. return [4 /*yield*/, helper.exitXRAsync()];
  108340. case 1:
  108341. _a.sent();
  108342. return [2 /*return*/];
  108343. case 2:
  108344. if (!(helper.state == BABYLON.WebXRState.NOT_IN_XR)) return [3 /*break*/, 4];
  108345. ui._updateButtons(ui._buttons[i]);
  108346. return [4 /*yield*/, helper.enterXRAsync(ui._buttons[i].initializationOptions, "eye-level")];
  108347. case 3:
  108348. _a.sent();
  108349. _a.label = 4;
  108350. case 4: return [2 /*return*/];
  108351. }
  108352. });
  108353. }); };
  108354. }
  108355. });
  108356. return ui;
  108357. });
  108358. };
  108359. WebXREnterExitUI.prototype._updateButtons = function (activeButton) {
  108360. var _this = this;
  108361. this._activeButton = activeButton;
  108362. this._buttons.forEach(function (b) {
  108363. b.update(_this._activeButton);
  108364. });
  108365. this.activeButtonChangedObservable.notifyObservers(this._activeButton);
  108366. };
  108367. /**
  108368. * Disposes of the object
  108369. */
  108370. WebXREnterExitUI.prototype.dispose = function () {
  108371. var renderCanvas = this.scene.getEngine().getRenderingCanvas();
  108372. if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {
  108373. renderCanvas.parentNode.removeChild(this._overlay);
  108374. }
  108375. this.activeButtonChangedObservable.clear();
  108376. };
  108377. return WebXREnterExitUI;
  108378. }());
  108379. BABYLON.WebXREnterExitUI = WebXREnterExitUI;
  108380. })(BABYLON || (BABYLON = {}));
  108381. //# sourceMappingURL=babylon.webXREnterExitUI.js.map
  108382. var BABYLON;
  108383. (function (BABYLON) {
  108384. /**
  108385. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  108386. */
  108387. var WebXRManagedOutputCanvas = /** @class */ (function () {
  108388. /**
  108389. * Initializes the canvas to be added/removed upon entering/exiting xr
  108390. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  108391. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  108392. */
  108393. function WebXRManagedOutputCanvas(helper, canvas) {
  108394. var _this = this;
  108395. this._canvas = null;
  108396. /**
  108397. * xrpresent context of the canvas which can be used to display/mirror xr content
  108398. */
  108399. this.canvasContext = null;
  108400. if (!canvas) {
  108401. canvas = document.createElement('canvas');
  108402. canvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #000000;";
  108403. }
  108404. this._setManagedOutputCanvas(canvas);
  108405. helper.onStateChangedObservable.add(function (stateInfo) {
  108406. if (stateInfo == BABYLON.WebXRState.ENTERING_XR) {
  108407. // 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
  108408. _this._addCanvas();
  108409. }
  108410. else if (helper.state == BABYLON.WebXRState.NOT_IN_XR) {
  108411. _this._removeCanvas();
  108412. }
  108413. });
  108414. }
  108415. /**
  108416. * Disposes of the object
  108417. */
  108418. WebXRManagedOutputCanvas.prototype.dispose = function () {
  108419. this._removeCanvas();
  108420. this._setManagedOutputCanvas(null);
  108421. };
  108422. WebXRManagedOutputCanvas.prototype._setManagedOutputCanvas = function (canvas) {
  108423. this._removeCanvas();
  108424. if (!canvas) {
  108425. this._canvas = null;
  108426. this.canvasContext = null;
  108427. }
  108428. else {
  108429. this._canvas = canvas;
  108430. this.canvasContext = this._canvas.getContext('xrpresent');
  108431. }
  108432. };
  108433. WebXRManagedOutputCanvas.prototype._addCanvas = function () {
  108434. if (this._canvas) {
  108435. document.body.appendChild(this._canvas);
  108436. }
  108437. };
  108438. WebXRManagedOutputCanvas.prototype._removeCanvas = function () {
  108439. if (this._canvas && document.body.contains(this._canvas)) {
  108440. document.body.removeChild(this._canvas);
  108441. }
  108442. };
  108443. return WebXRManagedOutputCanvas;
  108444. }());
  108445. BABYLON.WebXRManagedOutputCanvas = WebXRManagedOutputCanvas;
  108446. })(BABYLON || (BABYLON = {}));
  108447. //# sourceMappingURL=babylon.webXRManagedOutputCanvas.js.map
  108448. var BABYLON;
  108449. (function (BABYLON) {
  108450. /**
  108451. * Represents an XR input
  108452. */
  108453. var WebXRController = /** @class */ (function () {
  108454. /**
  108455. * Creates the controller
  108456. * @see https://doc.babylonjs.com/how_to/webxr
  108457. * @param scene the scene which the controller should be associated to
  108458. */
  108459. function WebXRController(scene) {
  108460. this.pointer = new BABYLON.AbstractMesh("controllerPointer", scene);
  108461. }
  108462. /**
  108463. * Disposes of the object
  108464. */
  108465. WebXRController.prototype.dispose = function () {
  108466. if (this.grip) {
  108467. this.grip.dispose();
  108468. }
  108469. this.pointer.dispose();
  108470. };
  108471. return WebXRController;
  108472. }());
  108473. BABYLON.WebXRController = WebXRController;
  108474. /**
  108475. * XR input used to track XR inputs such as controllers/rays
  108476. */
  108477. var WebXRInput = /** @class */ (function () {
  108478. /**
  108479. * Initializes the WebXRInput
  108480. * @param helper experience helper which the input should be created for
  108481. */
  108482. function WebXRInput(helper) {
  108483. var _this = this;
  108484. this.helper = helper;
  108485. /**
  108486. * XR controllers being tracked
  108487. */
  108488. this.controllers = [];
  108489. this._tmpMatrix = new BABYLON.Matrix();
  108490. this._frameObserver = helper._sessionManager.onXRFrameObservable.add(function () {
  108491. if (!helper._sessionManager._currentXRFrame || !helper._sessionManager._currentXRFrame.getDevicePose) {
  108492. return;
  108493. }
  108494. var xrFrame = helper._sessionManager._currentXRFrame;
  108495. var inputSources = helper._sessionManager._xrSession.getInputSources();
  108496. inputSources.forEach(function (input, i) {
  108497. var inputPose = xrFrame.getInputPose(input, helper._sessionManager._frameOfReference);
  108498. if (inputPose) {
  108499. if (_this.controllers.length <= i) {
  108500. _this.controllers.push(new WebXRController(helper.container.getScene()));
  108501. }
  108502. var controller = _this.controllers[i];
  108503. // Manage the grip if it exists
  108504. if (inputPose.gripMatrix) {
  108505. if (!controller.grip) {
  108506. controller.grip = new BABYLON.AbstractMesh("controllerGrip", helper.container.getScene());
  108507. }
  108508. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.gripMatrix, 0, 1, _this._tmpMatrix);
  108509. if (!controller.grip.getScene().useRightHandedSystem) {
  108510. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  108511. }
  108512. if (!controller.grip.rotationQuaternion) {
  108513. controller.grip.rotationQuaternion = new BABYLON.Quaternion();
  108514. }
  108515. _this._tmpMatrix.decompose(controller.grip.scaling, controller.grip.rotationQuaternion, controller.grip.position);
  108516. }
  108517. // Manager pointer of controller
  108518. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.targetRay.transformMatrix, 0, 1, _this._tmpMatrix);
  108519. if (!controller.pointer.getScene().useRightHandedSystem) {
  108520. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  108521. }
  108522. if (!controller.pointer.rotationQuaternion) {
  108523. controller.pointer.rotationQuaternion = new BABYLON.Quaternion();
  108524. }
  108525. _this._tmpMatrix.decompose(controller.pointer.scaling, controller.pointer.rotationQuaternion, controller.pointer.position);
  108526. }
  108527. });
  108528. });
  108529. }
  108530. /**
  108531. * Disposes of the object
  108532. */
  108533. WebXRInput.prototype.dispose = function () {
  108534. this.controllers.forEach(function (c) {
  108535. c.dispose();
  108536. });
  108537. this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
  108538. };
  108539. return WebXRInput;
  108540. }());
  108541. BABYLON.WebXRInput = WebXRInput;
  108542. })(BABYLON || (BABYLON = {}));
  108543. //# sourceMappingURL=babylon.webXRInput.js.map
  108544. // Mainly based on these 2 articles :
  108545. // 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
  108546. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  108547. var BABYLON;
  108548. (function (BABYLON) {
  108549. /**
  108550. * Defines the potential axis of a Joystick
  108551. */
  108552. var JoystickAxis;
  108553. (function (JoystickAxis) {
  108554. /** X axis */
  108555. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  108556. /** Y axis */
  108557. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  108558. /** Z axis */
  108559. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  108560. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  108561. /**
  108562. * Class used to define virtual joystick (used in touch mode)
  108563. */
  108564. var VirtualJoystick = /** @class */ (function () {
  108565. /**
  108566. * Creates a new virtual joystick
  108567. * @param leftJoystick defines that the joystick is for left hand (false by default)
  108568. */
  108569. function VirtualJoystick(leftJoystick) {
  108570. var _this = this;
  108571. if (leftJoystick) {
  108572. this._leftJoystick = true;
  108573. }
  108574. else {
  108575. this._leftJoystick = false;
  108576. }
  108577. VirtualJoystick._globalJoystickIndex++;
  108578. // By default left & right arrow keys are moving the X
  108579. // and up & down keys are moving the Y
  108580. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  108581. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  108582. this.reverseLeftRight = false;
  108583. this.reverseUpDown = false;
  108584. // collections of pointers
  108585. this._touches = new BABYLON.StringDictionary();
  108586. this.deltaPosition = BABYLON.Vector3.Zero();
  108587. this._joystickSensibility = 25;
  108588. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  108589. this._onResize = function (evt) {
  108590. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  108591. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  108592. if (VirtualJoystick.vjCanvas) {
  108593. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  108594. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  108595. }
  108596. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  108597. };
  108598. // injecting a canvas element on top of the canvas 3D game
  108599. if (!VirtualJoystick.vjCanvas) {
  108600. window.addEventListener("resize", this._onResize, false);
  108601. VirtualJoystick.vjCanvas = document.createElement("canvas");
  108602. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  108603. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  108604. VirtualJoystick.vjCanvas.width = window.innerWidth;
  108605. VirtualJoystick.vjCanvas.height = window.innerHeight;
  108606. VirtualJoystick.vjCanvas.style.width = "100%";
  108607. VirtualJoystick.vjCanvas.style.height = "100%";
  108608. VirtualJoystick.vjCanvas.style.position = "absolute";
  108609. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  108610. VirtualJoystick.vjCanvas.style.top = "0px";
  108611. VirtualJoystick.vjCanvas.style.left = "0px";
  108612. VirtualJoystick.vjCanvas.style.zIndex = "5";
  108613. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  108614. // Support for jQuery PEP polyfill
  108615. VirtualJoystick.vjCanvas.setAttribute("touch-action", "none");
  108616. var context = VirtualJoystick.vjCanvas.getContext('2d');
  108617. if (!context) {
  108618. throw new Error("Unable to create canvas for virtual joystick");
  108619. }
  108620. VirtualJoystick.vjCanvasContext = context;
  108621. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  108622. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  108623. document.body.appendChild(VirtualJoystick.vjCanvas);
  108624. }
  108625. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  108626. this.pressed = false;
  108627. // default joystick color
  108628. this._joystickColor = "cyan";
  108629. this._joystickPointerID = -1;
  108630. // current joystick position
  108631. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  108632. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  108633. // origin joystick position
  108634. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  108635. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  108636. this._onPointerDownHandlerRef = function (evt) {
  108637. _this._onPointerDown(evt);
  108638. };
  108639. this._onPointerMoveHandlerRef = function (evt) {
  108640. _this._onPointerMove(evt);
  108641. };
  108642. this._onPointerUpHandlerRef = function (evt) {
  108643. _this._onPointerUp(evt);
  108644. };
  108645. VirtualJoystick.vjCanvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  108646. VirtualJoystick.vjCanvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  108647. VirtualJoystick.vjCanvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  108648. VirtualJoystick.vjCanvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  108649. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  108650. evt.preventDefault(); // Disables system menu
  108651. }, false);
  108652. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  108653. }
  108654. /**
  108655. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  108656. * @param newJoystickSensibility defines the new sensibility
  108657. */
  108658. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  108659. this._joystickSensibility = newJoystickSensibility;
  108660. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  108661. };
  108662. VirtualJoystick.prototype._onPointerDown = function (e) {
  108663. var positionOnScreenCondition;
  108664. e.preventDefault();
  108665. if (this._leftJoystick === true) {
  108666. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  108667. }
  108668. else {
  108669. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  108670. }
  108671. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  108672. // First contact will be dedicated to the virtual joystick
  108673. this._joystickPointerID = e.pointerId;
  108674. this._joystickPointerStartPos.x = e.clientX;
  108675. this._joystickPointerStartPos.y = e.clientY;
  108676. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  108677. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  108678. this._deltaJoystickVector.x = 0;
  108679. this._deltaJoystickVector.y = 0;
  108680. this.pressed = true;
  108681. this._touches.add(e.pointerId.toString(), e);
  108682. }
  108683. else {
  108684. // You can only trigger the action buttons with a joystick declared
  108685. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  108686. this._action();
  108687. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  108688. }
  108689. }
  108690. };
  108691. VirtualJoystick.prototype._onPointerMove = function (e) {
  108692. // If the current pointer is the one associated to the joystick (first touch contact)
  108693. if (this._joystickPointerID == e.pointerId) {
  108694. this._joystickPointerPos.x = e.clientX;
  108695. this._joystickPointerPos.y = e.clientY;
  108696. this._deltaJoystickVector = this._joystickPointerPos.clone();
  108697. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  108698. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  108699. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  108700. switch (this._axisTargetedByLeftAndRight) {
  108701. case JoystickAxis.X:
  108702. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  108703. break;
  108704. case JoystickAxis.Y:
  108705. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  108706. break;
  108707. case JoystickAxis.Z:
  108708. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  108709. break;
  108710. }
  108711. var directionUpDown = this.reverseUpDown ? 1 : -1;
  108712. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  108713. switch (this._axisTargetedByUpAndDown) {
  108714. case JoystickAxis.X:
  108715. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  108716. break;
  108717. case JoystickAxis.Y:
  108718. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  108719. break;
  108720. case JoystickAxis.Z:
  108721. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  108722. break;
  108723. }
  108724. }
  108725. else {
  108726. var data = this._touches.get(e.pointerId.toString());
  108727. if (data) {
  108728. data.x = e.clientX;
  108729. data.y = e.clientY;
  108730. }
  108731. }
  108732. };
  108733. VirtualJoystick.prototype._onPointerUp = function (e) {
  108734. if (this._joystickPointerID == e.pointerId) {
  108735. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  108736. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  108737. this._joystickPointerID = -1;
  108738. this.pressed = false;
  108739. }
  108740. else {
  108741. var touch = this._touches.get(e.pointerId.toString());
  108742. if (touch) {
  108743. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  108744. }
  108745. }
  108746. this._deltaJoystickVector.x = 0;
  108747. this._deltaJoystickVector.y = 0;
  108748. this._touches.remove(e.pointerId.toString());
  108749. };
  108750. /**
  108751. * Change the color of the virtual joystick
  108752. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  108753. */
  108754. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  108755. this._joystickColor = newColor;
  108756. };
  108757. /**
  108758. * Defines a callback to call when the joystick is touched
  108759. * @param action defines the callback
  108760. */
  108761. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  108762. this._action = action;
  108763. };
  108764. /**
  108765. * Defines which axis you'd like to control for left & right
  108766. * @param axis defines the axis to use
  108767. */
  108768. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  108769. switch (axis) {
  108770. case JoystickAxis.X:
  108771. case JoystickAxis.Y:
  108772. case JoystickAxis.Z:
  108773. this._axisTargetedByLeftAndRight = axis;
  108774. break;
  108775. default:
  108776. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  108777. break;
  108778. }
  108779. };
  108780. /**
  108781. * Defines which axis you'd like to control for up & down
  108782. * @param axis defines the axis to use
  108783. */
  108784. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  108785. switch (axis) {
  108786. case JoystickAxis.X:
  108787. case JoystickAxis.Y:
  108788. case JoystickAxis.Z:
  108789. this._axisTargetedByUpAndDown = axis;
  108790. break;
  108791. default:
  108792. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  108793. break;
  108794. }
  108795. };
  108796. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  108797. var _this = this;
  108798. if (this.pressed) {
  108799. this._touches.forEach(function (key, touch) {
  108800. if (touch.pointerId === _this._joystickPointerID) {
  108801. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  108802. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  108803. VirtualJoystick.vjCanvasContext.beginPath();
  108804. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  108805. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  108806. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  108807. VirtualJoystick.vjCanvasContext.stroke();
  108808. VirtualJoystick.vjCanvasContext.closePath();
  108809. VirtualJoystick.vjCanvasContext.beginPath();
  108810. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  108811. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  108812. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  108813. VirtualJoystick.vjCanvasContext.stroke();
  108814. VirtualJoystick.vjCanvasContext.closePath();
  108815. VirtualJoystick.vjCanvasContext.beginPath();
  108816. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  108817. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  108818. VirtualJoystick.vjCanvasContext.stroke();
  108819. VirtualJoystick.vjCanvasContext.closePath();
  108820. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  108821. }
  108822. else {
  108823. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  108824. VirtualJoystick.vjCanvasContext.beginPath();
  108825. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  108826. VirtualJoystick.vjCanvasContext.beginPath();
  108827. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  108828. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  108829. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  108830. VirtualJoystick.vjCanvasContext.stroke();
  108831. VirtualJoystick.vjCanvasContext.closePath();
  108832. touch.prevX = touch.x;
  108833. touch.prevY = touch.y;
  108834. }
  108835. });
  108836. }
  108837. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  108838. };
  108839. /**
  108840. * Release internal HTML canvas
  108841. */
  108842. VirtualJoystick.prototype.releaseCanvas = function () {
  108843. if (VirtualJoystick.vjCanvas) {
  108844. VirtualJoystick.vjCanvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  108845. VirtualJoystick.vjCanvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  108846. VirtualJoystick.vjCanvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  108847. VirtualJoystick.vjCanvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  108848. window.removeEventListener("resize", this._onResize);
  108849. document.body.removeChild(VirtualJoystick.vjCanvas);
  108850. VirtualJoystick.vjCanvas = null;
  108851. }
  108852. };
  108853. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  108854. VirtualJoystick._globalJoystickIndex = 0;
  108855. return VirtualJoystick;
  108856. }());
  108857. BABYLON.VirtualJoystick = VirtualJoystick;
  108858. })(BABYLON || (BABYLON = {}));
  108859. //# sourceMappingURL=babylon.virtualJoystick.js.map
  108860. var BABYLON;
  108861. (function (BABYLON) {
  108862. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  108863. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  108864. });
  108865. /**
  108866. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  108867. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108868. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108869. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108870. */
  108871. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  108872. __extends(VirtualJoysticksCamera, _super);
  108873. /**
  108874. * Intantiates a VirtualJoysticksCamera. It can be usefull in First Person Shooter game for instance.
  108875. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108876. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108877. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108878. * @param name Define the name of the camera in the scene
  108879. * @param position Define the start position of the camera in the scene
  108880. * @param scene Define the scene the camera belongs to
  108881. */
  108882. function VirtualJoysticksCamera(name, position, scene) {
  108883. var _this = _super.call(this, name, position, scene) || this;
  108884. _this.inputs.addVirtualJoystick();
  108885. return _this;
  108886. }
  108887. /**
  108888. * Gets the current object class name.
  108889. * @return the class name
  108890. */
  108891. VirtualJoysticksCamera.prototype.getClassName = function () {
  108892. return "VirtualJoysticksCamera";
  108893. };
  108894. return VirtualJoysticksCamera;
  108895. }(BABYLON.FreeCamera));
  108896. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  108897. })(BABYLON || (BABYLON = {}));
  108898. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  108899. var BABYLON;
  108900. (function (BABYLON) {
  108901. /**
  108902. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  108903. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  108904. */
  108905. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  108906. function FreeCameraVirtualJoystickInput() {
  108907. }
  108908. /**
  108909. * Gets the left stick of the virtual joystick.
  108910. * @returns The virtual Joystick
  108911. */
  108912. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  108913. return this._leftjoystick;
  108914. };
  108915. /**
  108916. * Gets the right stick of the virtual joystick.
  108917. * @returns The virtual Joystick
  108918. */
  108919. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  108920. return this._rightjoystick;
  108921. };
  108922. /**
  108923. * Update the current camera state depending on the inputs that have been used this frame.
  108924. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  108925. */
  108926. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  108927. if (this._leftjoystick) {
  108928. var camera = this.camera;
  108929. var speed = camera._computeLocalCameraSpeed() * 50;
  108930. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  108931. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  108932. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  108933. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  108934. if (!this._leftjoystick.pressed) {
  108935. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  108936. }
  108937. if (!this._rightjoystick.pressed) {
  108938. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  108939. }
  108940. }
  108941. };
  108942. /**
  108943. * Attach the input controls to a specific dom element to get the input from.
  108944. * @param element Defines the element the controls should be listened from
  108945. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  108946. */
  108947. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  108948. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  108949. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  108950. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  108951. this._leftjoystick.setJoystickSensibility(0.15);
  108952. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  108953. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  108954. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  108955. this._rightjoystick.reverseUpDown = true;
  108956. this._rightjoystick.setJoystickSensibility(0.05);
  108957. this._rightjoystick.setJoystickColor("yellow");
  108958. };
  108959. /**
  108960. * Detach the current controls from the specified dom element.
  108961. * @param element Defines the element to stop listening the inputs from
  108962. */
  108963. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  108964. this._leftjoystick.releaseCanvas();
  108965. this._rightjoystick.releaseCanvas();
  108966. };
  108967. /**
  108968. * Gets the class name of the current intput.
  108969. * @returns the class name
  108970. */
  108971. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  108972. return "FreeCameraVirtualJoystickInput";
  108973. };
  108974. /**
  108975. * Get the friendly name associated with the input class.
  108976. * @returns the input friendly name
  108977. */
  108978. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  108979. return "virtualJoystick";
  108980. };
  108981. return FreeCameraVirtualJoystickInput;
  108982. }());
  108983. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  108984. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  108985. })(BABYLON || (BABYLON = {}));
  108986. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  108987. var BABYLON;
  108988. (function (BABYLON) {
  108989. /**
  108990. * Class used to specify simplification options
  108991. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  108992. */
  108993. var SimplificationSettings = /** @class */ (function () {
  108994. /**
  108995. * Creates a SimplificationSettings
  108996. * @param quality expected quality
  108997. * @param distance distance when this optimized version should be used
  108998. * @param optimizeMesh already optimized mesh
  108999. */
  109000. function SimplificationSettings(
  109001. /** expected quality */
  109002. quality,
  109003. /** distance when this optimized version should be used */
  109004. distance,
  109005. /** already optimized mesh */
  109006. optimizeMesh) {
  109007. this.quality = quality;
  109008. this.distance = distance;
  109009. this.optimizeMesh = optimizeMesh;
  109010. }
  109011. return SimplificationSettings;
  109012. }());
  109013. BABYLON.SimplificationSettings = SimplificationSettings;
  109014. /**
  109015. * Queue used to order the simplification tasks
  109016. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109017. */
  109018. var SimplificationQueue = /** @class */ (function () {
  109019. /**
  109020. * Creates a new queue
  109021. */
  109022. function SimplificationQueue() {
  109023. this.running = false;
  109024. this._simplificationArray = [];
  109025. }
  109026. /**
  109027. * Adds a new simplification task
  109028. * @param task defines a task to add
  109029. */
  109030. SimplificationQueue.prototype.addTask = function (task) {
  109031. this._simplificationArray.push(task);
  109032. };
  109033. /**
  109034. * Execute next task
  109035. */
  109036. SimplificationQueue.prototype.executeNext = function () {
  109037. var task = this._simplificationArray.pop();
  109038. if (task) {
  109039. this.running = true;
  109040. this.runSimplification(task);
  109041. }
  109042. else {
  109043. this.running = false;
  109044. }
  109045. };
  109046. /**
  109047. * Execute a simplification task
  109048. * @param task defines the task to run
  109049. */
  109050. SimplificationQueue.prototype.runSimplification = function (task) {
  109051. var _this = this;
  109052. if (task.parallelProcessing) {
  109053. //parallel simplifier
  109054. task.settings.forEach(function (setting) {
  109055. var simplifier = _this.getSimplifier(task);
  109056. simplifier.simplify(setting, function (newMesh) {
  109057. task.mesh.addLODLevel(setting.distance, newMesh);
  109058. newMesh.isVisible = true;
  109059. //check if it is the last
  109060. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  109061. //all done, run the success callback.
  109062. task.successCallback();
  109063. }
  109064. _this.executeNext();
  109065. });
  109066. });
  109067. }
  109068. else {
  109069. //single simplifier.
  109070. var simplifier = this.getSimplifier(task);
  109071. var runDecimation = function (setting, callback) {
  109072. simplifier.simplify(setting, function (newMesh) {
  109073. task.mesh.addLODLevel(setting.distance, newMesh);
  109074. newMesh.isVisible = true;
  109075. //run the next quality level
  109076. callback();
  109077. });
  109078. };
  109079. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  109080. runDecimation(task.settings[loop.index], function () {
  109081. loop.executeNext();
  109082. });
  109083. }, function () {
  109084. //execution ended, run the success callback.
  109085. if (task.successCallback) {
  109086. task.successCallback();
  109087. }
  109088. _this.executeNext();
  109089. });
  109090. }
  109091. };
  109092. SimplificationQueue.prototype.getSimplifier = function (task) {
  109093. switch (task.simplificationType) {
  109094. case SimplificationType.QUADRATIC:
  109095. default:
  109096. return new QuadraticErrorSimplification(task.mesh);
  109097. }
  109098. };
  109099. return SimplificationQueue;
  109100. }());
  109101. BABYLON.SimplificationQueue = SimplificationQueue;
  109102. /**
  109103. * The implemented types of simplification
  109104. * At the moment only Quadratic Error Decimation is implemented
  109105. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109106. */
  109107. var SimplificationType;
  109108. (function (SimplificationType) {
  109109. /** Quadratic error decimation */
  109110. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  109111. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  109112. var DecimationTriangle = /** @class */ (function () {
  109113. function DecimationTriangle(vertices) {
  109114. this.vertices = vertices;
  109115. this.error = new Array(4);
  109116. this.deleted = false;
  109117. this.isDirty = false;
  109118. this.deletePending = false;
  109119. this.borderFactor = 0;
  109120. }
  109121. return DecimationTriangle;
  109122. }());
  109123. var DecimationVertex = /** @class */ (function () {
  109124. function DecimationVertex(position, id) {
  109125. this.position = position;
  109126. this.id = id;
  109127. this.isBorder = true;
  109128. this.q = new QuadraticMatrix();
  109129. this.triangleCount = 0;
  109130. this.triangleStart = 0;
  109131. this.originalOffsets = [];
  109132. }
  109133. DecimationVertex.prototype.updatePosition = function (newPosition) {
  109134. this.position.copyFrom(newPosition);
  109135. };
  109136. return DecimationVertex;
  109137. }());
  109138. var QuadraticMatrix = /** @class */ (function () {
  109139. function QuadraticMatrix(data) {
  109140. this.data = new Array(10);
  109141. for (var i = 0; i < 10; ++i) {
  109142. if (data && data[i]) {
  109143. this.data[i] = data[i];
  109144. }
  109145. else {
  109146. this.data[i] = 0;
  109147. }
  109148. }
  109149. }
  109150. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  109151. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  109152. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  109153. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  109154. return det;
  109155. };
  109156. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  109157. for (var i = 0; i < 10; ++i) {
  109158. this.data[i] += matrix.data[i];
  109159. }
  109160. };
  109161. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  109162. for (var i = 0; i < 10; ++i) {
  109163. this.data[i] += data[i];
  109164. }
  109165. };
  109166. QuadraticMatrix.prototype.add = function (matrix) {
  109167. var m = new QuadraticMatrix();
  109168. for (var i = 0; i < 10; ++i) {
  109169. m.data[i] = this.data[i] + matrix.data[i];
  109170. }
  109171. return m;
  109172. };
  109173. QuadraticMatrix.FromData = function (a, b, c, d) {
  109174. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  109175. };
  109176. //returning an array to avoid garbage collection
  109177. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  109178. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  109179. };
  109180. return QuadraticMatrix;
  109181. }());
  109182. var Reference = /** @class */ (function () {
  109183. function Reference(vertexId, triangleId) {
  109184. this.vertexId = vertexId;
  109185. this.triangleId = triangleId;
  109186. }
  109187. return Reference;
  109188. }());
  109189. /**
  109190. * An implementation of the Quadratic Error simplification algorithm.
  109191. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  109192. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  109193. * @author RaananW
  109194. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109195. */
  109196. var QuadraticErrorSimplification = /** @class */ (function () {
  109197. function QuadraticErrorSimplification(_mesh) {
  109198. this._mesh = _mesh;
  109199. this.syncIterations = 5000;
  109200. this.aggressiveness = 7;
  109201. this.decimationIterations = 100;
  109202. this.boundingBoxEpsilon = BABYLON.Epsilon;
  109203. }
  109204. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  109205. var _this = this;
  109206. this.initDecimatedMesh();
  109207. //iterating through the submeshes array, one after the other.
  109208. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  109209. _this.initWithMesh(loop.index, function () {
  109210. _this.runDecimation(settings, loop.index, function () {
  109211. loop.executeNext();
  109212. });
  109213. }, settings.optimizeMesh);
  109214. }, function () {
  109215. setTimeout(function () {
  109216. successCallback(_this._reconstructedMesh);
  109217. }, 0);
  109218. });
  109219. };
  109220. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  109221. var _this = this;
  109222. var targetCount = ~~(this.triangles.length * settings.quality);
  109223. var deletedTriangles = 0;
  109224. var triangleCount = this.triangles.length;
  109225. var iterationFunction = function (iteration, callback) {
  109226. setTimeout(function () {
  109227. if (iteration % 5 === 0) {
  109228. _this.updateMesh(iteration === 0);
  109229. }
  109230. for (var i = 0; i < _this.triangles.length; ++i) {
  109231. _this.triangles[i].isDirty = false;
  109232. }
  109233. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  109234. var trianglesIterator = function (i) {
  109235. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  109236. var t = _this.triangles[tIdx];
  109237. if (!t) {
  109238. return;
  109239. }
  109240. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  109241. return;
  109242. }
  109243. for (var j = 0; j < 3; ++j) {
  109244. if (t.error[j] < threshold) {
  109245. var deleted0 = [];
  109246. var deleted1 = [];
  109247. var v0 = t.vertices[j];
  109248. var v1 = t.vertices[(j + 1) % 3];
  109249. if (v0.isBorder || v1.isBorder) {
  109250. continue;
  109251. }
  109252. var p = BABYLON.Vector3.Zero();
  109253. var n = BABYLON.Vector3.Zero();
  109254. var uv = BABYLON.Vector2.Zero();
  109255. var color = new BABYLON.Color4(0, 0, 0, 1);
  109256. _this.calculateError(v0, v1, p, n, uv, color);
  109257. var delTr = new Array();
  109258. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  109259. continue;
  109260. }
  109261. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  109262. continue;
  109263. }
  109264. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  109265. continue;
  109266. }
  109267. var uniqueArray = new Array();
  109268. delTr.forEach(function (deletedT) {
  109269. if (uniqueArray.indexOf(deletedT) === -1) {
  109270. deletedT.deletePending = true;
  109271. uniqueArray.push(deletedT);
  109272. }
  109273. });
  109274. if (uniqueArray.length % 2 !== 0) {
  109275. continue;
  109276. }
  109277. v0.q = v1.q.add(v0.q);
  109278. v0.updatePosition(p);
  109279. var tStart = _this.references.length;
  109280. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  109281. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  109282. var tCount = _this.references.length - tStart;
  109283. if (tCount <= v0.triangleCount) {
  109284. if (tCount) {
  109285. for (var c = 0; c < tCount; c++) {
  109286. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  109287. }
  109288. }
  109289. }
  109290. else {
  109291. v0.triangleStart = tStart;
  109292. }
  109293. v0.triangleCount = tCount;
  109294. break;
  109295. }
  109296. }
  109297. };
  109298. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  109299. }, 0);
  109300. };
  109301. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  109302. if (triangleCount - deletedTriangles <= targetCount) {
  109303. loop.breakLoop();
  109304. }
  109305. else {
  109306. iterationFunction(loop.index, function () {
  109307. loop.executeNext();
  109308. });
  109309. }
  109310. }, function () {
  109311. setTimeout(function () {
  109312. //reconstruct this part of the mesh
  109313. _this.reconstructMesh(submeshIndex);
  109314. successCallback();
  109315. }, 0);
  109316. });
  109317. };
  109318. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  109319. var _this = this;
  109320. this.vertices = [];
  109321. this.triangles = [];
  109322. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  109323. var indices = this._mesh.getIndices();
  109324. var submesh = this._mesh.subMeshes[submeshIndex];
  109325. var findInVertices = function (positionToSearch) {
  109326. if (optimizeMesh) {
  109327. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  109328. if (_this.vertices[ii].position.equals(positionToSearch)) {
  109329. return _this.vertices[ii];
  109330. }
  109331. }
  109332. }
  109333. return null;
  109334. };
  109335. var vertexReferences = [];
  109336. var vertexInit = function (i) {
  109337. if (!positionData) {
  109338. return;
  109339. }
  109340. var offset = i + submesh.verticesStart;
  109341. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  109342. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  109343. vertex.originalOffsets.push(offset);
  109344. if (vertex.id === _this.vertices.length) {
  109345. _this.vertices.push(vertex);
  109346. }
  109347. vertexReferences.push(vertex.id);
  109348. };
  109349. //var totalVertices = mesh.getTotalVertices();
  109350. var totalVertices = submesh.verticesCount;
  109351. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  109352. var indicesInit = function (i) {
  109353. if (!indices) {
  109354. return;
  109355. }
  109356. var offset = (submesh.indexStart / 3) + i;
  109357. var pos = (offset * 3);
  109358. var i0 = indices[pos + 0];
  109359. var i1 = indices[pos + 1];
  109360. var i2 = indices[pos + 2];
  109361. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  109362. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  109363. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  109364. var triangle = new DecimationTriangle([v0, v1, v2]);
  109365. triangle.originalOffset = pos;
  109366. _this.triangles.push(triangle);
  109367. };
  109368. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  109369. _this.init(callback);
  109370. });
  109371. });
  109372. };
  109373. QuadraticErrorSimplification.prototype.init = function (callback) {
  109374. var _this = this;
  109375. var triangleInit1 = function (i) {
  109376. var t = _this.triangles[i];
  109377. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  109378. for (var j = 0; j < 3; j++) {
  109379. 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))));
  109380. }
  109381. };
  109382. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  109383. var triangleInit2 = function (i) {
  109384. var t = _this.triangles[i];
  109385. for (var j = 0; j < 3; ++j) {
  109386. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  109387. }
  109388. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  109389. };
  109390. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  109391. callback();
  109392. });
  109393. });
  109394. };
  109395. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  109396. var newTriangles = [];
  109397. var i;
  109398. for (i = 0; i < this.vertices.length; ++i) {
  109399. this.vertices[i].triangleCount = 0;
  109400. }
  109401. var t;
  109402. var j;
  109403. for (i = 0; i < this.triangles.length; ++i) {
  109404. if (!this.triangles[i].deleted) {
  109405. t = this.triangles[i];
  109406. for (j = 0; j < 3; ++j) {
  109407. t.vertices[j].triangleCount = 1;
  109408. }
  109409. newTriangles.push(t);
  109410. }
  109411. }
  109412. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  109413. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  109414. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  109415. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  109416. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  109417. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  109418. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  109419. var vertexCount = 0;
  109420. for (i = 0; i < this.vertices.length; ++i) {
  109421. var vertex = this.vertices[i];
  109422. vertex.id = vertexCount;
  109423. if (vertex.triangleCount) {
  109424. vertex.originalOffsets.forEach(function (originalOffset) {
  109425. if (!normalData) {
  109426. return;
  109427. }
  109428. newPositionData.push(vertex.position.x);
  109429. newPositionData.push(vertex.position.y);
  109430. newPositionData.push(vertex.position.z);
  109431. newNormalData.push(normalData[originalOffset * 3]);
  109432. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  109433. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  109434. if (uvs && uvs.length) {
  109435. newUVsData.push(uvs[(originalOffset * 2)]);
  109436. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  109437. }
  109438. else if (colorsData && colorsData.length) {
  109439. newColorsData.push(colorsData[(originalOffset * 4)]);
  109440. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  109441. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  109442. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  109443. }
  109444. ++vertexCount;
  109445. });
  109446. }
  109447. }
  109448. var startingIndex = this._reconstructedMesh.getTotalIndices();
  109449. var startingVertex = this._reconstructedMesh.getTotalVertices();
  109450. var submeshesArray = this._reconstructedMesh.subMeshes;
  109451. this._reconstructedMesh.subMeshes = [];
  109452. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  109453. var originalIndices = this._mesh.getIndices();
  109454. for (i = 0; i < newTriangles.length; ++i) {
  109455. t = newTriangles[i]; //now get the new referencing point for each vertex
  109456. [0, 1, 2].forEach(function (idx) {
  109457. var id = originalIndices[t.originalOffset + idx];
  109458. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  109459. if (offset < 0) {
  109460. offset = 0;
  109461. }
  109462. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  109463. });
  109464. }
  109465. //overwriting the old vertex buffers and indices.
  109466. this._reconstructedMesh.setIndices(newIndicesArray);
  109467. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  109468. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  109469. if (newUVsData.length > 0) {
  109470. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  109471. }
  109472. if (newColorsData.length > 0) {
  109473. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  109474. }
  109475. //create submesh
  109476. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  109477. if (submeshIndex > 0) {
  109478. this._reconstructedMesh.subMeshes = [];
  109479. submeshesArray.forEach(function (submesh) {
  109480. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  109481. });
  109482. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  109483. }
  109484. };
  109485. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  109486. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  109487. this._reconstructedMesh.material = this._mesh.material;
  109488. this._reconstructedMesh.parent = this._mesh.parent;
  109489. this._reconstructedMesh.isVisible = false;
  109490. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  109491. };
  109492. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  109493. for (var i = 0; i < vertex1.triangleCount; ++i) {
  109494. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  109495. if (t.deleted) {
  109496. continue;
  109497. }
  109498. var s = this.references[vertex1.triangleStart + i].vertexId;
  109499. var v1 = t.vertices[(s + 1) % 3];
  109500. var v2 = t.vertices[(s + 2) % 3];
  109501. if ((v1 === vertex2 || v2 === vertex2)) {
  109502. deletedArray[i] = true;
  109503. delTr.push(t);
  109504. continue;
  109505. }
  109506. var d1 = v1.position.subtract(point);
  109507. d1 = d1.normalize();
  109508. var d2 = v2.position.subtract(point);
  109509. d2 = d2.normalize();
  109510. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  109511. return true;
  109512. }
  109513. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  109514. deletedArray[i] = false;
  109515. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  109516. return true;
  109517. }
  109518. }
  109519. return false;
  109520. };
  109521. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  109522. var newDeleted = deletedTriangles;
  109523. for (var i = 0; i < vertex.triangleCount; ++i) {
  109524. var ref = this.references[vertex.triangleStart + i];
  109525. var t = this.triangles[ref.triangleId];
  109526. if (t.deleted) {
  109527. continue;
  109528. }
  109529. if (deletedArray[i] && t.deletePending) {
  109530. t.deleted = true;
  109531. newDeleted++;
  109532. continue;
  109533. }
  109534. t.vertices[ref.vertexId] = origVertex;
  109535. t.isDirty = true;
  109536. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  109537. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  109538. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  109539. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  109540. this.references.push(ref);
  109541. }
  109542. return newDeleted;
  109543. };
  109544. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  109545. for (var i = 0; i < this.vertices.length; ++i) {
  109546. var vCount = [];
  109547. var vId = [];
  109548. var v = this.vertices[i];
  109549. var j;
  109550. for (j = 0; j < v.triangleCount; ++j) {
  109551. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  109552. for (var ii = 0; ii < 3; ii++) {
  109553. var ofs = 0;
  109554. var vv = triangle.vertices[ii];
  109555. while (ofs < vCount.length) {
  109556. if (vId[ofs] === vv.id) {
  109557. break;
  109558. }
  109559. ++ofs;
  109560. }
  109561. if (ofs === vCount.length) {
  109562. vCount.push(1);
  109563. vId.push(vv.id);
  109564. }
  109565. else {
  109566. vCount[ofs]++;
  109567. }
  109568. }
  109569. }
  109570. for (j = 0; j < vCount.length; ++j) {
  109571. if (vCount[j] === 1) {
  109572. this.vertices[vId[j]].isBorder = true;
  109573. }
  109574. else {
  109575. this.vertices[vId[j]].isBorder = false;
  109576. }
  109577. }
  109578. }
  109579. };
  109580. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  109581. if (identifyBorders === void 0) { identifyBorders = false; }
  109582. var i;
  109583. if (!identifyBorders) {
  109584. var newTrianglesVector = [];
  109585. for (i = 0; i < this.triangles.length; ++i) {
  109586. if (!this.triangles[i].deleted) {
  109587. newTrianglesVector.push(this.triangles[i]);
  109588. }
  109589. }
  109590. this.triangles = newTrianglesVector;
  109591. }
  109592. for (i = 0; i < this.vertices.length; ++i) {
  109593. this.vertices[i].triangleCount = 0;
  109594. this.vertices[i].triangleStart = 0;
  109595. }
  109596. var t;
  109597. var j;
  109598. var v;
  109599. for (i = 0; i < this.triangles.length; ++i) {
  109600. t = this.triangles[i];
  109601. for (j = 0; j < 3; ++j) {
  109602. v = t.vertices[j];
  109603. v.triangleCount++;
  109604. }
  109605. }
  109606. var tStart = 0;
  109607. for (i = 0; i < this.vertices.length; ++i) {
  109608. this.vertices[i].triangleStart = tStart;
  109609. tStart += this.vertices[i].triangleCount;
  109610. this.vertices[i].triangleCount = 0;
  109611. }
  109612. var newReferences = new Array(this.triangles.length * 3);
  109613. for (i = 0; i < this.triangles.length; ++i) {
  109614. t = this.triangles[i];
  109615. for (j = 0; j < 3; ++j) {
  109616. v = t.vertices[j];
  109617. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  109618. v.triangleCount++;
  109619. }
  109620. }
  109621. this.references = newReferences;
  109622. if (identifyBorders) {
  109623. this.identifyBorder();
  109624. }
  109625. };
  109626. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  109627. var x = point.x;
  109628. var y = point.y;
  109629. var z = point.z;
  109630. 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
  109631. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  109632. };
  109633. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  109634. var q = vertex1.q.add(vertex2.q);
  109635. var border = vertex1.isBorder && vertex2.isBorder;
  109636. var error = 0;
  109637. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  109638. if (qDet !== 0 && !border) {
  109639. if (!pointResult) {
  109640. pointResult = BABYLON.Vector3.Zero();
  109641. }
  109642. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  109643. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  109644. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  109645. error = this.vertexError(q, pointResult);
  109646. }
  109647. else {
  109648. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  109649. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  109650. var error1 = this.vertexError(q, vertex1.position);
  109651. var error2 = this.vertexError(q, vertex2.position);
  109652. var error3 = this.vertexError(q, p3);
  109653. error = Math.min(error1, error2, error3);
  109654. if (error === error1) {
  109655. if (pointResult) {
  109656. pointResult.copyFrom(vertex1.position);
  109657. }
  109658. }
  109659. else if (error === error2) {
  109660. if (pointResult) {
  109661. pointResult.copyFrom(vertex2.position);
  109662. }
  109663. }
  109664. else {
  109665. if (pointResult) {
  109666. pointResult.copyFrom(p3);
  109667. }
  109668. }
  109669. }
  109670. return error;
  109671. };
  109672. return QuadraticErrorSimplification;
  109673. }());
  109674. })(BABYLON || (BABYLON = {}));
  109675. //# sourceMappingURL=babylon.meshSimplification.js.map
  109676. var BABYLON;
  109677. (function (BABYLON) {
  109678. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  109679. get: function () {
  109680. if (!this._simplificationQueue) {
  109681. this._simplificationQueue = new BABYLON.SimplificationQueue();
  109682. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  109683. if (!component) {
  109684. component = new SimplicationQueueSceneComponent(this);
  109685. this._addComponent(component);
  109686. }
  109687. }
  109688. return this._simplificationQueue;
  109689. },
  109690. set: function (value) {
  109691. this._simplificationQueue = value;
  109692. },
  109693. enumerable: true,
  109694. configurable: true
  109695. });
  109696. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  109697. if (parallelProcessing === void 0) { parallelProcessing = true; }
  109698. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  109699. this.getScene().simplificationQueue.addTask({
  109700. settings: settings,
  109701. parallelProcessing: parallelProcessing,
  109702. mesh: this,
  109703. simplificationType: simplificationType,
  109704. successCallback: successCallback
  109705. });
  109706. return this;
  109707. };
  109708. /**
  109709. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  109710. * created in a scene
  109711. */
  109712. var SimplicationQueueSceneComponent = /** @class */ (function () {
  109713. /**
  109714. * Creates a new instance of the component for the given scene
  109715. * @param scene Defines the scene to register the component in
  109716. */
  109717. function SimplicationQueueSceneComponent(scene) {
  109718. /**
  109719. * The component name helpfull to identify the component in the list of scene components.
  109720. */
  109721. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  109722. this.scene = scene;
  109723. }
  109724. /**
  109725. * Registers the component in a given scene
  109726. */
  109727. SimplicationQueueSceneComponent.prototype.register = function () {
  109728. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  109729. };
  109730. /**
  109731. * Rebuilds the elements related to this component in case of
  109732. * context lost for instance.
  109733. */
  109734. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  109735. // Nothing to do for this component
  109736. };
  109737. /**
  109738. * Disposes the component and the associated ressources
  109739. */
  109740. SimplicationQueueSceneComponent.prototype.dispose = function () {
  109741. // Nothing to do for this component
  109742. };
  109743. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  109744. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  109745. this.scene._simplificationQueue.executeNext();
  109746. }
  109747. };
  109748. return SimplicationQueueSceneComponent;
  109749. }());
  109750. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  109751. })(BABYLON || (BABYLON = {}));
  109752. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  109753. var BABYLON;
  109754. (function (BABYLON) {
  109755. /**
  109756. * Class used to represent a specific level of detail of a mesh
  109757. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  109758. */
  109759. var MeshLODLevel = /** @class */ (function () {
  109760. /**
  109761. * Creates a new LOD level
  109762. * @param distance defines the distance where this level should star being displayed
  109763. * @param mesh defines the mesh to use to render this level
  109764. */
  109765. function MeshLODLevel(
  109766. /** Defines the distance where this level should star being displayed */
  109767. distance,
  109768. /** Defines the mesh to use to render this level */
  109769. mesh) {
  109770. this.distance = distance;
  109771. this.mesh = mesh;
  109772. }
  109773. return MeshLODLevel;
  109774. }());
  109775. BABYLON.MeshLODLevel = MeshLODLevel;
  109776. })(BABYLON || (BABYLON = {}));
  109777. //# sourceMappingURL=babylon.meshLODLevel.js.map
  109778. var BABYLON;
  109779. (function (BABYLON) {
  109780. /**
  109781. * Defines the root class used to create scene optimization to use with SceneOptimizer
  109782. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109783. */
  109784. var SceneOptimization = /** @class */ (function () {
  109785. /**
  109786. * Creates the SceneOptimization object
  109787. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109788. * @param desc defines the description associated with the optimization
  109789. */
  109790. function SceneOptimization(
  109791. /**
  109792. * Defines the priority of this optimization (0 by default which means first in the list)
  109793. */
  109794. priority) {
  109795. if (priority === void 0) { priority = 0; }
  109796. this.priority = priority;
  109797. }
  109798. /**
  109799. * Gets a string describing the action executed by the current optimization
  109800. * @returns description string
  109801. */
  109802. SceneOptimization.prototype.getDescription = function () {
  109803. return "";
  109804. };
  109805. /**
  109806. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109807. * @param scene defines the current scene where to apply this optimization
  109808. * @param optimizer defines the current optimizer
  109809. * @returns true if everything that can be done was applied
  109810. */
  109811. SceneOptimization.prototype.apply = function (scene, optimizer) {
  109812. return true;
  109813. };
  109814. return SceneOptimization;
  109815. }());
  109816. BABYLON.SceneOptimization = SceneOptimization;
  109817. /**
  109818. * Defines an optimization used to reduce the size of render target textures
  109819. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109820. */
  109821. var TextureOptimization = /** @class */ (function (_super) {
  109822. __extends(TextureOptimization, _super);
  109823. /**
  109824. * Creates the TextureOptimization object
  109825. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109826. * @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
  109827. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  109828. */
  109829. function TextureOptimization(
  109830. /**
  109831. * Defines the priority of this optimization (0 by default which means first in the list)
  109832. */
  109833. priority,
  109834. /**
  109835. * 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
  109836. */
  109837. maximumSize,
  109838. /**
  109839. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  109840. */
  109841. step) {
  109842. if (priority === void 0) { priority = 0; }
  109843. if (maximumSize === void 0) { maximumSize = 1024; }
  109844. if (step === void 0) { step = 0.5; }
  109845. var _this = _super.call(this, priority) || this;
  109846. _this.priority = priority;
  109847. _this.maximumSize = maximumSize;
  109848. _this.step = step;
  109849. return _this;
  109850. }
  109851. /**
  109852. * Gets a string describing the action executed by the current optimization
  109853. * @returns description string
  109854. */
  109855. TextureOptimization.prototype.getDescription = function () {
  109856. return "Reducing render target texture size to " + this.maximumSize;
  109857. };
  109858. /**
  109859. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109860. * @param scene defines the current scene where to apply this optimization
  109861. * @param optimizer defines the current optimizer
  109862. * @returns true if everything that can be done was applied
  109863. */
  109864. TextureOptimization.prototype.apply = function (scene, optimizer) {
  109865. var allDone = true;
  109866. for (var index = 0; index < scene.textures.length; index++) {
  109867. var texture = scene.textures[index];
  109868. if (!texture.canRescale || texture.getContext) {
  109869. continue;
  109870. }
  109871. var currentSize = texture.getSize();
  109872. var maxDimension = Math.max(currentSize.width, currentSize.height);
  109873. if (maxDimension > this.maximumSize) {
  109874. texture.scale(this.step);
  109875. allDone = false;
  109876. }
  109877. }
  109878. return allDone;
  109879. };
  109880. return TextureOptimization;
  109881. }(SceneOptimization));
  109882. BABYLON.TextureOptimization = TextureOptimization;
  109883. /**
  109884. * Defines an optimization used to increase or decrease the rendering resolution
  109885. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109886. */
  109887. var HardwareScalingOptimization = /** @class */ (function (_super) {
  109888. __extends(HardwareScalingOptimization, _super);
  109889. /**
  109890. * Creates the HardwareScalingOptimization object
  109891. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109892. * @param maximumScale defines the maximum scale to use (2 by default)
  109893. * @param step defines the step to use between two passes (0.5 by default)
  109894. */
  109895. function HardwareScalingOptimization(
  109896. /**
  109897. * Defines the priority of this optimization (0 by default which means first in the list)
  109898. */
  109899. priority,
  109900. /**
  109901. * Defines the maximum scale to use (2 by default)
  109902. */
  109903. maximumScale,
  109904. /**
  109905. * Defines the step to use between two passes (0.5 by default)
  109906. */
  109907. step) {
  109908. if (priority === void 0) { priority = 0; }
  109909. if (maximumScale === void 0) { maximumScale = 2; }
  109910. if (step === void 0) { step = 0.25; }
  109911. var _this = _super.call(this, priority) || this;
  109912. _this.priority = priority;
  109913. _this.maximumScale = maximumScale;
  109914. _this.step = step;
  109915. _this._currentScale = -1;
  109916. _this._directionOffset = 1;
  109917. return _this;
  109918. }
  109919. /**
  109920. * Gets a string describing the action executed by the current optimization
  109921. * @return description string
  109922. */
  109923. HardwareScalingOptimization.prototype.getDescription = function () {
  109924. return "Setting hardware scaling level to " + this._currentScale;
  109925. };
  109926. /**
  109927. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109928. * @param scene defines the current scene where to apply this optimization
  109929. * @param optimizer defines the current optimizer
  109930. * @returns true if everything that can be done was applied
  109931. */
  109932. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  109933. if (this._currentScale === -1) {
  109934. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  109935. if (this._currentScale > this.maximumScale) {
  109936. this._directionOffset = -1;
  109937. }
  109938. }
  109939. this._currentScale += this._directionOffset * this.step;
  109940. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  109941. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  109942. };
  109943. return HardwareScalingOptimization;
  109944. }(SceneOptimization));
  109945. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  109946. /**
  109947. * Defines an optimization used to remove shadows
  109948. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109949. */
  109950. var ShadowsOptimization = /** @class */ (function (_super) {
  109951. __extends(ShadowsOptimization, _super);
  109952. function ShadowsOptimization() {
  109953. return _super !== null && _super.apply(this, arguments) || this;
  109954. }
  109955. /**
  109956. * Gets a string describing the action executed by the current optimization
  109957. * @return description string
  109958. */
  109959. ShadowsOptimization.prototype.getDescription = function () {
  109960. return "Turning shadows on/off";
  109961. };
  109962. /**
  109963. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109964. * @param scene defines the current scene where to apply this optimization
  109965. * @param optimizer defines the current optimizer
  109966. * @returns true if everything that can be done was applied
  109967. */
  109968. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  109969. scene.shadowsEnabled = optimizer.isInImprovementMode;
  109970. return true;
  109971. };
  109972. return ShadowsOptimization;
  109973. }(SceneOptimization));
  109974. BABYLON.ShadowsOptimization = ShadowsOptimization;
  109975. /**
  109976. * Defines an optimization used to turn post-processes off
  109977. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109978. */
  109979. var PostProcessesOptimization = /** @class */ (function (_super) {
  109980. __extends(PostProcessesOptimization, _super);
  109981. function PostProcessesOptimization() {
  109982. return _super !== null && _super.apply(this, arguments) || this;
  109983. }
  109984. /**
  109985. * Gets a string describing the action executed by the current optimization
  109986. * @return description string
  109987. */
  109988. PostProcessesOptimization.prototype.getDescription = function () {
  109989. return "Turning post-processes on/off";
  109990. };
  109991. /**
  109992. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109993. * @param scene defines the current scene where to apply this optimization
  109994. * @param optimizer defines the current optimizer
  109995. * @returns true if everything that can be done was applied
  109996. */
  109997. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  109998. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  109999. return true;
  110000. };
  110001. return PostProcessesOptimization;
  110002. }(SceneOptimization));
  110003. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  110004. /**
  110005. * Defines an optimization used to turn lens flares off
  110006. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110007. */
  110008. var LensFlaresOptimization = /** @class */ (function (_super) {
  110009. __extends(LensFlaresOptimization, _super);
  110010. function LensFlaresOptimization() {
  110011. return _super !== null && _super.apply(this, arguments) || this;
  110012. }
  110013. /**
  110014. * Gets a string describing the action executed by the current optimization
  110015. * @return description string
  110016. */
  110017. LensFlaresOptimization.prototype.getDescription = function () {
  110018. return "Turning lens flares on/off";
  110019. };
  110020. /**
  110021. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110022. * @param scene defines the current scene where to apply this optimization
  110023. * @param optimizer defines the current optimizer
  110024. * @returns true if everything that can be done was applied
  110025. */
  110026. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  110027. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  110028. return true;
  110029. };
  110030. return LensFlaresOptimization;
  110031. }(SceneOptimization));
  110032. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  110033. /**
  110034. * Defines an optimization based on user defined callback.
  110035. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110036. */
  110037. var CustomOptimization = /** @class */ (function (_super) {
  110038. __extends(CustomOptimization, _super);
  110039. function CustomOptimization() {
  110040. return _super !== null && _super.apply(this, arguments) || this;
  110041. }
  110042. /**
  110043. * Gets a string describing the action executed by the current optimization
  110044. * @returns description string
  110045. */
  110046. CustomOptimization.prototype.getDescription = function () {
  110047. if (this.onGetDescription) {
  110048. return this.onGetDescription();
  110049. }
  110050. return "Running user defined callback";
  110051. };
  110052. /**
  110053. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110054. * @param scene defines the current scene where to apply this optimization
  110055. * @param optimizer defines the current optimizer
  110056. * @returns true if everything that can be done was applied
  110057. */
  110058. CustomOptimization.prototype.apply = function (scene, optimizer) {
  110059. if (this.onApply) {
  110060. return this.onApply(scene, optimizer);
  110061. }
  110062. return true;
  110063. };
  110064. return CustomOptimization;
  110065. }(SceneOptimization));
  110066. BABYLON.CustomOptimization = CustomOptimization;
  110067. /**
  110068. * Defines an optimization used to turn particles off
  110069. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110070. */
  110071. var ParticlesOptimization = /** @class */ (function (_super) {
  110072. __extends(ParticlesOptimization, _super);
  110073. function ParticlesOptimization() {
  110074. return _super !== null && _super.apply(this, arguments) || this;
  110075. }
  110076. /**
  110077. * Gets a string describing the action executed by the current optimization
  110078. * @return description string
  110079. */
  110080. ParticlesOptimization.prototype.getDescription = function () {
  110081. return "Turning particles on/off";
  110082. };
  110083. /**
  110084. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110085. * @param scene defines the current scene where to apply this optimization
  110086. * @param optimizer defines the current optimizer
  110087. * @returns true if everything that can be done was applied
  110088. */
  110089. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  110090. scene.particlesEnabled = optimizer.isInImprovementMode;
  110091. return true;
  110092. };
  110093. return ParticlesOptimization;
  110094. }(SceneOptimization));
  110095. BABYLON.ParticlesOptimization = ParticlesOptimization;
  110096. /**
  110097. * Defines an optimization used to turn render targets off
  110098. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110099. */
  110100. var RenderTargetsOptimization = /** @class */ (function (_super) {
  110101. __extends(RenderTargetsOptimization, _super);
  110102. function RenderTargetsOptimization() {
  110103. return _super !== null && _super.apply(this, arguments) || this;
  110104. }
  110105. /**
  110106. * Gets a string describing the action executed by the current optimization
  110107. * @return description string
  110108. */
  110109. RenderTargetsOptimization.prototype.getDescription = function () {
  110110. return "Turning render targets off";
  110111. };
  110112. /**
  110113. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110114. * @param scene defines the current scene where to apply this optimization
  110115. * @param optimizer defines the current optimizer
  110116. * @returns true if everything that can be done was applied
  110117. */
  110118. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  110119. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  110120. return true;
  110121. };
  110122. return RenderTargetsOptimization;
  110123. }(SceneOptimization));
  110124. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  110125. /**
  110126. * Defines an optimization used to merge meshes with compatible materials
  110127. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110128. */
  110129. var MergeMeshesOptimization = /** @class */ (function (_super) {
  110130. __extends(MergeMeshesOptimization, _super);
  110131. function MergeMeshesOptimization() {
  110132. var _this = _super !== null && _super.apply(this, arguments) || this;
  110133. _this._canBeMerged = function (abstractMesh) {
  110134. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  110135. return false;
  110136. }
  110137. var mesh = abstractMesh;
  110138. if (mesh.isDisposed()) {
  110139. return false;
  110140. }
  110141. if (!mesh.isVisible || !mesh.isEnabled()) {
  110142. return false;
  110143. }
  110144. if (mesh.instances.length > 0) {
  110145. return false;
  110146. }
  110147. if (mesh.skeleton || mesh.hasLODLevels) {
  110148. return false;
  110149. }
  110150. return true;
  110151. };
  110152. return _this;
  110153. }
  110154. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  110155. /**
  110156. * Gets or sets a boolean which defines if optimization octree has to be updated
  110157. */
  110158. get: function () {
  110159. return MergeMeshesOptimization._UpdateSelectionTree;
  110160. },
  110161. /**
  110162. * Gets or sets a boolean which defines if optimization octree has to be updated
  110163. */
  110164. set: function (value) {
  110165. MergeMeshesOptimization._UpdateSelectionTree = value;
  110166. },
  110167. enumerable: true,
  110168. configurable: true
  110169. });
  110170. /**
  110171. * Gets a string describing the action executed by the current optimization
  110172. * @return description string
  110173. */
  110174. MergeMeshesOptimization.prototype.getDescription = function () {
  110175. return "Merging similar meshes together";
  110176. };
  110177. /**
  110178. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110179. * @param scene defines the current scene where to apply this optimization
  110180. * @param optimizer defines the current optimizer
  110181. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  110182. * @returns true if everything that can be done was applied
  110183. */
  110184. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  110185. var globalPool = scene.meshes.slice(0);
  110186. var globalLength = globalPool.length;
  110187. for (var index = 0; index < globalLength; index++) {
  110188. var currentPool = new Array();
  110189. var current = globalPool[index];
  110190. // Checks
  110191. if (!this._canBeMerged(current)) {
  110192. continue;
  110193. }
  110194. currentPool.push(current);
  110195. // Find compatible meshes
  110196. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  110197. var otherMesh = globalPool[subIndex];
  110198. if (!this._canBeMerged(otherMesh)) {
  110199. continue;
  110200. }
  110201. if (otherMesh.material !== current.material) {
  110202. continue;
  110203. }
  110204. if (otherMesh.checkCollisions !== current.checkCollisions) {
  110205. continue;
  110206. }
  110207. currentPool.push(otherMesh);
  110208. globalLength--;
  110209. globalPool.splice(subIndex, 1);
  110210. subIndex--;
  110211. }
  110212. if (currentPool.length < 2) {
  110213. continue;
  110214. }
  110215. // Merge meshes
  110216. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  110217. }
  110218. // Call the octree system optimization if it is defined.
  110219. var sceneAsAny = scene;
  110220. if (sceneAsAny.createOrUpdateSelectionOctree) {
  110221. if (updateSelectionTree != undefined) {
  110222. if (updateSelectionTree) {
  110223. sceneAsAny.createOrUpdateSelectionOctree();
  110224. }
  110225. }
  110226. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  110227. sceneAsAny.createOrUpdateSelectionOctree();
  110228. }
  110229. }
  110230. return true;
  110231. };
  110232. MergeMeshesOptimization._UpdateSelectionTree = false;
  110233. return MergeMeshesOptimization;
  110234. }(SceneOptimization));
  110235. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  110236. /**
  110237. * Defines a list of options used by SceneOptimizer
  110238. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110239. */
  110240. var SceneOptimizerOptions = /** @class */ (function () {
  110241. /**
  110242. * Creates a new list of options used by SceneOptimizer
  110243. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  110244. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  110245. */
  110246. function SceneOptimizerOptions(
  110247. /**
  110248. * Defines the target frame rate to reach (60 by default)
  110249. */
  110250. targetFrameRate,
  110251. /**
  110252. * Defines the interval between two checkes (2000ms by default)
  110253. */
  110254. trackerDuration) {
  110255. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  110256. if (trackerDuration === void 0) { trackerDuration = 2000; }
  110257. this.targetFrameRate = targetFrameRate;
  110258. this.trackerDuration = trackerDuration;
  110259. /**
  110260. * Gets the list of optimizations to apply
  110261. */
  110262. this.optimizations = new Array();
  110263. }
  110264. /**
  110265. * Add a new optimization
  110266. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  110267. * @returns the current SceneOptimizerOptions
  110268. */
  110269. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  110270. this.optimizations.push(optimization);
  110271. return this;
  110272. };
  110273. /**
  110274. * Add a new custom optimization
  110275. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  110276. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  110277. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110278. * @returns the current SceneOptimizerOptions
  110279. */
  110280. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  110281. if (priority === void 0) { priority = 0; }
  110282. var optimization = new CustomOptimization(priority);
  110283. optimization.onApply = onApply;
  110284. optimization.onGetDescription = onGetDescription;
  110285. this.optimizations.push(optimization);
  110286. return this;
  110287. };
  110288. /**
  110289. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  110290. * @param targetFrameRate defines the target frame rate (60 by default)
  110291. * @returns a SceneOptimizerOptions object
  110292. */
  110293. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  110294. var result = new SceneOptimizerOptions(targetFrameRate);
  110295. var priority = 0;
  110296. result.addOptimization(new MergeMeshesOptimization(priority));
  110297. result.addOptimization(new ShadowsOptimization(priority));
  110298. result.addOptimization(new LensFlaresOptimization(priority));
  110299. // Next priority
  110300. priority++;
  110301. result.addOptimization(new PostProcessesOptimization(priority));
  110302. result.addOptimization(new ParticlesOptimization(priority));
  110303. // Next priority
  110304. priority++;
  110305. result.addOptimization(new TextureOptimization(priority, 1024));
  110306. return result;
  110307. };
  110308. /**
  110309. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  110310. * @param targetFrameRate defines the target frame rate (60 by default)
  110311. * @returns a SceneOptimizerOptions object
  110312. */
  110313. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  110314. var result = new SceneOptimizerOptions(targetFrameRate);
  110315. var priority = 0;
  110316. result.addOptimization(new MergeMeshesOptimization(priority));
  110317. result.addOptimization(new ShadowsOptimization(priority));
  110318. result.addOptimization(new LensFlaresOptimization(priority));
  110319. // Next priority
  110320. priority++;
  110321. result.addOptimization(new PostProcessesOptimization(priority));
  110322. result.addOptimization(new ParticlesOptimization(priority));
  110323. // Next priority
  110324. priority++;
  110325. result.addOptimization(new TextureOptimization(priority, 512));
  110326. // Next priority
  110327. priority++;
  110328. result.addOptimization(new RenderTargetsOptimization(priority));
  110329. // Next priority
  110330. priority++;
  110331. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  110332. return result;
  110333. };
  110334. /**
  110335. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  110336. * @param targetFrameRate defines the target frame rate (60 by default)
  110337. * @returns a SceneOptimizerOptions object
  110338. */
  110339. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  110340. var result = new SceneOptimizerOptions(targetFrameRate);
  110341. var priority = 0;
  110342. result.addOptimization(new MergeMeshesOptimization(priority));
  110343. result.addOptimization(new ShadowsOptimization(priority));
  110344. result.addOptimization(new LensFlaresOptimization(priority));
  110345. // Next priority
  110346. priority++;
  110347. result.addOptimization(new PostProcessesOptimization(priority));
  110348. result.addOptimization(new ParticlesOptimization(priority));
  110349. // Next priority
  110350. priority++;
  110351. result.addOptimization(new TextureOptimization(priority, 256));
  110352. // Next priority
  110353. priority++;
  110354. result.addOptimization(new RenderTargetsOptimization(priority));
  110355. // Next priority
  110356. priority++;
  110357. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  110358. return result;
  110359. };
  110360. return SceneOptimizerOptions;
  110361. }());
  110362. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  110363. /**
  110364. * Class used to run optimizations in order to reach a target frame rate
  110365. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110366. */
  110367. var SceneOptimizer = /** @class */ (function () {
  110368. /**
  110369. * Creates a new SceneOptimizer
  110370. * @param scene defines the scene to work on
  110371. * @param options defines the options to use with the SceneOptimizer
  110372. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  110373. * @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)
  110374. */
  110375. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  110376. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  110377. if (improvementMode === void 0) { improvementMode = false; }
  110378. var _this = this;
  110379. this._isRunning = false;
  110380. this._currentPriorityLevel = 0;
  110381. this._targetFrameRate = 60;
  110382. this._trackerDuration = 2000;
  110383. this._currentFrameRate = 0;
  110384. this._improvementMode = false;
  110385. /**
  110386. * Defines an observable called when the optimizer reaches the target frame rate
  110387. */
  110388. this.onSuccessObservable = new BABYLON.Observable();
  110389. /**
  110390. * Defines an observable called when the optimizer enables an optimization
  110391. */
  110392. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  110393. /**
  110394. * Defines an observable called when the optimizer is not able to reach the target frame rate
  110395. */
  110396. this.onFailureObservable = new BABYLON.Observable();
  110397. if (!options) {
  110398. this._options = new SceneOptimizerOptions();
  110399. }
  110400. else {
  110401. this._options = options;
  110402. }
  110403. if (this._options.targetFrameRate) {
  110404. this._targetFrameRate = this._options.targetFrameRate;
  110405. }
  110406. if (this._options.trackerDuration) {
  110407. this._trackerDuration = this._options.trackerDuration;
  110408. }
  110409. if (autoGeneratePriorities) {
  110410. var priority = 0;
  110411. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  110412. var optim = _a[_i];
  110413. optim.priority = priority++;
  110414. }
  110415. }
  110416. this._improvementMode = improvementMode;
  110417. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  110418. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  110419. _this._sceneDisposeObserver = null;
  110420. _this.dispose();
  110421. });
  110422. }
  110423. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  110424. /**
  110425. * Gets a boolean indicating if the optimizer is in improvement mode
  110426. */
  110427. get: function () {
  110428. return this._improvementMode;
  110429. },
  110430. enumerable: true,
  110431. configurable: true
  110432. });
  110433. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  110434. /**
  110435. * Gets the current priority level (0 at start)
  110436. */
  110437. get: function () {
  110438. return this._currentPriorityLevel;
  110439. },
  110440. enumerable: true,
  110441. configurable: true
  110442. });
  110443. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  110444. /**
  110445. * Gets the current frame rate checked by the SceneOptimizer
  110446. */
  110447. get: function () {
  110448. return this._currentFrameRate;
  110449. },
  110450. enumerable: true,
  110451. configurable: true
  110452. });
  110453. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  110454. /**
  110455. * Gets or sets the current target frame rate (60 by default)
  110456. */
  110457. get: function () {
  110458. return this._targetFrameRate;
  110459. },
  110460. /**
  110461. * Gets or sets the current target frame rate (60 by default)
  110462. */
  110463. set: function (value) {
  110464. this._targetFrameRate = value;
  110465. },
  110466. enumerable: true,
  110467. configurable: true
  110468. });
  110469. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  110470. /**
  110471. * Gets or sets the current interval between two checks (every 2000ms by default)
  110472. */
  110473. get: function () {
  110474. return this._trackerDuration;
  110475. },
  110476. /**
  110477. * Gets or sets the current interval between two checks (every 2000ms by default)
  110478. */
  110479. set: function (value) {
  110480. this._trackerDuration = value;
  110481. },
  110482. enumerable: true,
  110483. configurable: true
  110484. });
  110485. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  110486. /**
  110487. * Gets the list of active optimizations
  110488. */
  110489. get: function () {
  110490. return this._options.optimizations;
  110491. },
  110492. enumerable: true,
  110493. configurable: true
  110494. });
  110495. /**
  110496. * Stops the current optimizer
  110497. */
  110498. SceneOptimizer.prototype.stop = function () {
  110499. this._isRunning = false;
  110500. };
  110501. /**
  110502. * Reset the optimizer to initial step (current priority level = 0)
  110503. */
  110504. SceneOptimizer.prototype.reset = function () {
  110505. this._currentPriorityLevel = 0;
  110506. };
  110507. /**
  110508. * Start the optimizer. By default it will try to reach a specific framerate
  110509. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  110510. */
  110511. SceneOptimizer.prototype.start = function () {
  110512. var _this = this;
  110513. if (this._isRunning) {
  110514. return;
  110515. }
  110516. this._isRunning = true;
  110517. // Let's wait for the scene to be ready before running our check
  110518. this._scene.executeWhenReady(function () {
  110519. setTimeout(function () {
  110520. _this._checkCurrentState();
  110521. }, _this._trackerDuration);
  110522. });
  110523. };
  110524. SceneOptimizer.prototype._checkCurrentState = function () {
  110525. var _this = this;
  110526. if (!this._isRunning) {
  110527. return;
  110528. }
  110529. var scene = this._scene;
  110530. var options = this._options;
  110531. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  110532. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  110533. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  110534. this._isRunning = false;
  110535. this.onSuccessObservable.notifyObservers(this);
  110536. return;
  110537. }
  110538. // Apply current level of optimizations
  110539. var allDone = true;
  110540. var noOptimizationApplied = true;
  110541. for (var index = 0; index < options.optimizations.length; index++) {
  110542. var optimization = options.optimizations[index];
  110543. if (optimization.priority === this._currentPriorityLevel) {
  110544. noOptimizationApplied = false;
  110545. allDone = allDone && optimization.apply(scene, this);
  110546. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  110547. }
  110548. }
  110549. // If no optimization was applied, this is a failure :(
  110550. if (noOptimizationApplied) {
  110551. this._isRunning = false;
  110552. this.onFailureObservable.notifyObservers(this);
  110553. return;
  110554. }
  110555. // If all optimizations were done, move to next level
  110556. if (allDone) {
  110557. this._currentPriorityLevel++;
  110558. }
  110559. // Let's the system running for a specific amount of time before checking FPS
  110560. scene.executeWhenReady(function () {
  110561. setTimeout(function () {
  110562. _this._checkCurrentState();
  110563. }, _this._trackerDuration);
  110564. });
  110565. };
  110566. /**
  110567. * Release all resources
  110568. */
  110569. SceneOptimizer.prototype.dispose = function () {
  110570. this.stop();
  110571. this.onSuccessObservable.clear();
  110572. this.onFailureObservable.clear();
  110573. this.onNewOptimizationAppliedObservable.clear();
  110574. if (this._sceneDisposeObserver) {
  110575. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  110576. }
  110577. };
  110578. /**
  110579. * Helper function to create a SceneOptimizer with one single line of code
  110580. * @param scene defines the scene to work on
  110581. * @param options defines the options to use with the SceneOptimizer
  110582. * @param onSuccess defines a callback to call on success
  110583. * @param onFailure defines a callback to call on failure
  110584. * @returns the new SceneOptimizer object
  110585. */
  110586. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  110587. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  110588. if (onSuccess) {
  110589. optimizer.onSuccessObservable.add(function () {
  110590. onSuccess();
  110591. });
  110592. }
  110593. if (onFailure) {
  110594. optimizer.onFailureObservable.add(function () {
  110595. onFailure();
  110596. });
  110597. }
  110598. optimizer.start();
  110599. return optimizer;
  110600. };
  110601. return SceneOptimizer;
  110602. }());
  110603. BABYLON.SceneOptimizer = SceneOptimizer;
  110604. })(BABYLON || (BABYLON = {}));
  110605. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  110606. var BABYLON;
  110607. (function (BABYLON) {
  110608. /**
  110609. * Gets the outline renderer associated with the scene
  110610. * @returns a OutlineRenderer
  110611. */
  110612. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  110613. if (!this._outlineRenderer) {
  110614. this._outlineRenderer = new OutlineRenderer(this);
  110615. }
  110616. return this._outlineRenderer;
  110617. };
  110618. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  110619. get: function () {
  110620. return this._renderOutline;
  110621. },
  110622. set: function (value) {
  110623. if (value) {
  110624. // Lazy Load the component.
  110625. this.getScene().getOutlineRenderer();
  110626. }
  110627. this._renderOutline = value;
  110628. },
  110629. enumerable: true,
  110630. configurable: true
  110631. });
  110632. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  110633. get: function () {
  110634. return this._renderOverlay;
  110635. },
  110636. set: function (value) {
  110637. if (value) {
  110638. // Lazy Load the component.
  110639. this.getScene().getOutlineRenderer();
  110640. }
  110641. this._renderOverlay = value;
  110642. },
  110643. enumerable: true,
  110644. configurable: true
  110645. });
  110646. /**
  110647. * This class is responsible to draw bothe outline/overlay of meshes.
  110648. * It should not be used directly but through the available method on mesh.
  110649. */
  110650. var OutlineRenderer = /** @class */ (function () {
  110651. /**
  110652. * Instantiates a new outline renderer. (There could be only one per scene).
  110653. * @param scene Defines the scene it belongs to
  110654. */
  110655. function OutlineRenderer(scene) {
  110656. /**
  110657. * The name of the component. Each component must have a unique name.
  110658. */
  110659. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  110660. /**
  110661. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  110662. */
  110663. this.zOffset = 1;
  110664. this.scene = scene;
  110665. this._engine = scene.getEngine();
  110666. this.scene._addComponent(this);
  110667. }
  110668. /**
  110669. * Register the component to one instance of a scene.
  110670. */
  110671. OutlineRenderer.prototype.register = function () {
  110672. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  110673. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  110674. };
  110675. /**
  110676. * Rebuilds the elements related to this component in case of
  110677. * context lost for instance.
  110678. */
  110679. OutlineRenderer.prototype.rebuild = function () {
  110680. // Nothing to do here.
  110681. };
  110682. /**
  110683. * Disposes the component and the associated ressources.
  110684. */
  110685. OutlineRenderer.prototype.dispose = function () {
  110686. // Nothing to do here.
  110687. };
  110688. /**
  110689. * Renders the outline in the canvas.
  110690. * @param subMesh Defines the sumesh to render
  110691. * @param batch Defines the batch of meshes in case of instances
  110692. * @param useOverlay Defines if the rendering is for the overlay or the outline
  110693. */
  110694. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  110695. var _this = this;
  110696. if (useOverlay === void 0) { useOverlay = false; }
  110697. var scene = this.scene;
  110698. var engine = scene.getEngine();
  110699. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  110700. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  110701. return;
  110702. }
  110703. var mesh = subMesh.getRenderingMesh();
  110704. var material = subMesh.getMaterial();
  110705. if (!material || !scene.activeCamera) {
  110706. return;
  110707. }
  110708. engine.enableEffect(this._effect);
  110709. // Logarithmic depth
  110710. if (material.useLogarithmicDepth) {
  110711. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  110712. }
  110713. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  110714. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  110715. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  110716. // Bones
  110717. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  110718. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  110719. }
  110720. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  110721. // Alpha test
  110722. if (material && material.needAlphaTesting()) {
  110723. var alphaTexture = material.getAlphaTestTexture();
  110724. if (alphaTexture) {
  110725. this._effect.setTexture("diffuseSampler", alphaTexture);
  110726. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  110727. }
  110728. }
  110729. engine.setZOffset(-this.zOffset);
  110730. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  110731. engine.setZOffset(0);
  110732. };
  110733. /**
  110734. * Returns whether or not the outline renderer is ready for a given submesh.
  110735. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  110736. * @param subMesh Defines the submesh to check readyness for
  110737. * @param useInstances Defines wheter wee are trying to render instances or not
  110738. * @returns true if ready otherwise false
  110739. */
  110740. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  110741. var defines = [];
  110742. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  110743. var mesh = subMesh.getMesh();
  110744. var material = subMesh.getMaterial();
  110745. if (material) {
  110746. // Alpha test
  110747. if (material.needAlphaTesting()) {
  110748. defines.push("#define ALPHATEST");
  110749. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  110750. attribs.push(BABYLON.VertexBuffer.UVKind);
  110751. defines.push("#define UV1");
  110752. }
  110753. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  110754. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  110755. defines.push("#define UV2");
  110756. }
  110757. }
  110758. //Logarithmic depth
  110759. if (material.useLogarithmicDepth) {
  110760. defines.push("#define LOGARITHMICDEPTH");
  110761. }
  110762. }
  110763. // Bones
  110764. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  110765. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  110766. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  110767. if (mesh.numBoneInfluencers > 4) {
  110768. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  110769. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  110770. }
  110771. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  110772. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  110773. }
  110774. else {
  110775. defines.push("#define NUM_BONE_INFLUENCERS 0");
  110776. }
  110777. // Instances
  110778. if (useInstances) {
  110779. defines.push("#define INSTANCES");
  110780. attribs.push("world0");
  110781. attribs.push("world1");
  110782. attribs.push("world2");
  110783. attribs.push("world3");
  110784. }
  110785. // Get correct effect
  110786. var join = defines.join("\n");
  110787. if (this._cachedDefines !== join) {
  110788. this._cachedDefines = join;
  110789. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  110790. }
  110791. return this._effect.isReady();
  110792. };
  110793. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  110794. // Outline - step 1
  110795. this._savedDepthWrite = this._engine.getDepthWrite();
  110796. if (mesh.renderOutline) {
  110797. this._engine.setDepthWrite(false);
  110798. this.render(subMesh, batch);
  110799. this._engine.setDepthWrite(this._savedDepthWrite);
  110800. }
  110801. };
  110802. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  110803. // Outline - step 2
  110804. if (mesh.renderOutline && this._savedDepthWrite) {
  110805. this._engine.setDepthWrite(true);
  110806. this._engine.setColorWrite(false);
  110807. this.render(subMesh, batch);
  110808. this._engine.setColorWrite(true);
  110809. }
  110810. // Overlay
  110811. if (mesh.renderOverlay) {
  110812. var currentMode = this._engine.getAlphaMode();
  110813. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  110814. this.render(subMesh, batch, true);
  110815. this._engine.setAlphaMode(currentMode);
  110816. }
  110817. };
  110818. return OutlineRenderer;
  110819. }());
  110820. BABYLON.OutlineRenderer = OutlineRenderer;
  110821. })(BABYLON || (BABYLON = {}));
  110822. //# sourceMappingURL=babylon.outlineRenderer.js.map
  110823. var BABYLON;
  110824. (function (BABYLON) {
  110825. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  110826. if (this._edgesRenderer) {
  110827. this._edgesRenderer.dispose();
  110828. this._edgesRenderer = null;
  110829. }
  110830. return this;
  110831. };
  110832. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  110833. if (epsilon === void 0) { epsilon = 0.95; }
  110834. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110835. this.disableEdgesRendering();
  110836. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  110837. return this;
  110838. };
  110839. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  110840. get: function () {
  110841. return this._edgesRenderer;
  110842. },
  110843. enumerable: true,
  110844. configurable: true
  110845. });
  110846. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  110847. if (epsilon === void 0) { epsilon = 0.95; }
  110848. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110849. this.disableEdgesRendering();
  110850. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  110851. return this;
  110852. };
  110853. BABYLON.InstancedMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  110854. if (epsilon === void 0) { epsilon = 0.95; }
  110855. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110856. if (this.sourceMesh.getClassName() === 'LinesMesh') {
  110857. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  110858. }
  110859. else {
  110860. BABYLON.AbstractMesh.prototype.enableEdgesRendering.apply(this, arguments);
  110861. }
  110862. return this;
  110863. };
  110864. /**
  110865. * FaceAdjacencies Helper class to generate edges
  110866. */
  110867. var FaceAdjacencies = /** @class */ (function () {
  110868. function FaceAdjacencies() {
  110869. this.edges = new Array();
  110870. this.edgesConnectedCount = 0;
  110871. }
  110872. return FaceAdjacencies;
  110873. }());
  110874. /**
  110875. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  110876. */
  110877. var EdgesRenderer = /** @class */ (function () {
  110878. /**
  110879. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  110880. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  110881. * @param source Mesh used to create edges
  110882. * @param epsilon sum of angles in adjacency to check for edge
  110883. * @param checkVerticesInsteadOfIndices
  110884. * @param generateEdgesLines - should generate Lines or only prepare resources.
  110885. */
  110886. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  110887. if (epsilon === void 0) { epsilon = 0.95; }
  110888. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110889. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  110890. var _this = this;
  110891. /**
  110892. * Define the size of the edges with an orthographic camera
  110893. */
  110894. this.edgesWidthScalerForOrthographic = 1000.0;
  110895. /**
  110896. * Define the size of the edges with a perspective camera
  110897. */
  110898. this.edgesWidthScalerForPerspective = 50.0;
  110899. this._linesPositions = new Array();
  110900. this._linesNormals = new Array();
  110901. this._linesIndices = new Array();
  110902. this._buffers = {};
  110903. this._checkVerticesInsteadOfIndices = false;
  110904. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  110905. this.isEnabled = true;
  110906. this._source = source;
  110907. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  110908. this._epsilon = epsilon;
  110909. this._prepareRessources();
  110910. if (generateEdgesLines) {
  110911. this._generateEdgesLines();
  110912. }
  110913. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  110914. _this._rebuild();
  110915. });
  110916. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  110917. _this.dispose();
  110918. });
  110919. }
  110920. EdgesRenderer.prototype._prepareRessources = function () {
  110921. if (this._lineShader) {
  110922. return;
  110923. }
  110924. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  110925. attributes: ["position", "normal"],
  110926. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  110927. });
  110928. this._lineShader.disableDepthWrite = true;
  110929. this._lineShader.backFaceCulling = false;
  110930. };
  110931. /** @hidden */
  110932. EdgesRenderer.prototype._rebuild = function () {
  110933. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  110934. if (buffer) {
  110935. buffer._rebuild();
  110936. }
  110937. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  110938. if (buffer) {
  110939. buffer._rebuild();
  110940. }
  110941. var scene = this._source.getScene();
  110942. var engine = scene.getEngine();
  110943. this._ib = engine.createIndexBuffer(this._linesIndices);
  110944. };
  110945. /**
  110946. * Releases the required resources for the edges renderer
  110947. */
  110948. EdgesRenderer.prototype.dispose = function () {
  110949. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  110950. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  110951. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  110952. if (buffer) {
  110953. buffer.dispose();
  110954. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  110955. }
  110956. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  110957. if (buffer) {
  110958. buffer.dispose();
  110959. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  110960. }
  110961. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  110962. this._lineShader.dispose();
  110963. };
  110964. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  110965. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  110966. return 0;
  110967. }
  110968. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  110969. return 1;
  110970. }
  110971. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  110972. return 2;
  110973. }
  110974. return -1;
  110975. };
  110976. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  110977. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  110978. return 0;
  110979. }
  110980. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  110981. return 1;
  110982. }
  110983. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  110984. return 2;
  110985. }
  110986. return -1;
  110987. };
  110988. /**
  110989. * Checks if the pair of p0 and p1 is en edge
  110990. * @param faceIndex
  110991. * @param edge
  110992. * @param faceNormals
  110993. * @param p0
  110994. * @param p1
  110995. * @private
  110996. */
  110997. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  110998. var needToCreateLine;
  110999. if (edge === undefined) {
  111000. needToCreateLine = true;
  111001. }
  111002. else {
  111003. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  111004. needToCreateLine = dotProduct < this._epsilon;
  111005. }
  111006. if (needToCreateLine) {
  111007. this.createLine(p0, p1, this._linesPositions.length / 3);
  111008. }
  111009. };
  111010. /**
  111011. * push line into the position, normal and index buffer
  111012. * @protected
  111013. */
  111014. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  111015. // Positions
  111016. 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);
  111017. // Normals
  111018. 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);
  111019. // Indices
  111020. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  111021. };
  111022. /**
  111023. * Generates lines edges from adjacencjes
  111024. * @private
  111025. */
  111026. EdgesRenderer.prototype._generateEdgesLines = function () {
  111027. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111028. var indices = this._source.getIndices();
  111029. if (!indices || !positions) {
  111030. return;
  111031. }
  111032. // First let's find adjacencies
  111033. var adjacencies = new Array();
  111034. var faceNormals = new Array();
  111035. var index;
  111036. var faceAdjacencies;
  111037. // Prepare faces
  111038. for (index = 0; index < indices.length; index += 3) {
  111039. faceAdjacencies = new FaceAdjacencies();
  111040. var p0Index = indices[index];
  111041. var p1Index = indices[index + 1];
  111042. var p2Index = indices[index + 2];
  111043. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  111044. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  111045. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  111046. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  111047. faceNormal.normalize();
  111048. faceNormals.push(faceNormal);
  111049. adjacencies.push(faceAdjacencies);
  111050. }
  111051. // Scan
  111052. for (index = 0; index < adjacencies.length; index++) {
  111053. faceAdjacencies = adjacencies[index];
  111054. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  111055. var otherFaceAdjacencies = adjacencies[otherIndex];
  111056. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  111057. break;
  111058. }
  111059. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  111060. continue;
  111061. }
  111062. var otherP0 = indices[otherIndex * 3];
  111063. var otherP1 = indices[otherIndex * 3 + 1];
  111064. var otherP2 = indices[otherIndex * 3 + 2];
  111065. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  111066. var otherEdgeIndex = 0;
  111067. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  111068. continue;
  111069. }
  111070. switch (edgeIndex) {
  111071. case 0:
  111072. if (this._checkVerticesInsteadOfIndices) {
  111073. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111074. }
  111075. else {
  111076. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  111077. }
  111078. break;
  111079. case 1:
  111080. if (this._checkVerticesInsteadOfIndices) {
  111081. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111082. }
  111083. else {
  111084. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  111085. }
  111086. break;
  111087. case 2:
  111088. if (this._checkVerticesInsteadOfIndices) {
  111089. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111090. }
  111091. else {
  111092. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  111093. }
  111094. break;
  111095. }
  111096. if (otherEdgeIndex === -1) {
  111097. continue;
  111098. }
  111099. faceAdjacencies.edges[edgeIndex] = otherIndex;
  111100. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  111101. faceAdjacencies.edgesConnectedCount++;
  111102. otherFaceAdjacencies.edgesConnectedCount++;
  111103. if (faceAdjacencies.edgesConnectedCount === 3) {
  111104. break;
  111105. }
  111106. }
  111107. }
  111108. }
  111109. // Create lines
  111110. for (index = 0; index < adjacencies.length; index++) {
  111111. // 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
  111112. var current = adjacencies[index];
  111113. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  111114. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  111115. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  111116. }
  111117. // Merge into a single mesh
  111118. var engine = this._source.getScene().getEngine();
  111119. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111120. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111121. this._ib = engine.createIndexBuffer(this._linesIndices);
  111122. this._indicesCount = this._linesIndices.length;
  111123. };
  111124. /**
  111125. * Checks wether or not the edges renderer is ready to render.
  111126. * @return true if ready, otherwise false.
  111127. */
  111128. EdgesRenderer.prototype.isReady = function () {
  111129. return this._lineShader.isReady();
  111130. };
  111131. /**
  111132. * Renders the edges of the attached mesh,
  111133. */
  111134. EdgesRenderer.prototype.render = function () {
  111135. var scene = this._source.getScene();
  111136. if (!this.isReady() || !scene.activeCamera) {
  111137. return;
  111138. }
  111139. var engine = scene.getEngine();
  111140. this._lineShader._preBind();
  111141. if (this._source.edgesColor.a !== 1) {
  111142. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  111143. }
  111144. else {
  111145. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  111146. }
  111147. // VBOs
  111148. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  111149. scene.resetCachedMaterial();
  111150. this._lineShader.setColor4("color", this._source.edgesColor);
  111151. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  111152. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  111153. }
  111154. else {
  111155. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  111156. }
  111157. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  111158. this._lineShader.bind(this._source.getWorldMatrix());
  111159. // Draw order
  111160. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  111161. this._lineShader.unbind();
  111162. };
  111163. return EdgesRenderer;
  111164. }());
  111165. BABYLON.EdgesRenderer = EdgesRenderer;
  111166. })(BABYLON || (BABYLON = {}));
  111167. //# sourceMappingURL=babylon.edgesRenderer.js.map
  111168. var BABYLON;
  111169. (function (BABYLON) {
  111170. /**
  111171. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  111172. */
  111173. var LineEdgesRenderer = /** @class */ (function (_super) {
  111174. __extends(LineEdgesRenderer, _super);
  111175. /**
  111176. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  111177. * @param source LineMesh used to generate edges
  111178. * @param epsilon not important (specified angle for edge detection)
  111179. * @param checkVerticesInsteadOfIndices not important for LineMesh
  111180. */
  111181. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  111182. if (epsilon === void 0) { epsilon = 0.95; }
  111183. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111184. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  111185. _this._generateEdgesLines();
  111186. return _this;
  111187. }
  111188. /**
  111189. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  111190. */
  111191. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  111192. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111193. var indices = this._source.getIndices();
  111194. if (!indices || !positions) {
  111195. return;
  111196. }
  111197. var p0 = BABYLON.Tmp.Vector3[0];
  111198. var p1 = BABYLON.Tmp.Vector3[1];
  111199. var len = indices.length - 1;
  111200. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  111201. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  111202. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  111203. this.createLine(p0, p1, offset);
  111204. }
  111205. // Merge into a single mesh
  111206. var engine = this._source.getScene().getEngine();
  111207. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111208. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111209. this._ib = engine.createIndexBuffer(this._linesIndices);
  111210. this._indicesCount = this._linesIndices.length;
  111211. };
  111212. return LineEdgesRenderer;
  111213. }(BABYLON.EdgesRenderer));
  111214. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  111215. })(BABYLON || (BABYLON = {}));
  111216. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  111217. var BABYLON;
  111218. (function (BABYLON) {
  111219. // Adds the parser to the scene parsers.
  111220. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  111221. if (parsedData.effectLayers) {
  111222. if (!container.effectLayers) {
  111223. container.effectLayers = new Array();
  111224. }
  111225. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  111226. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  111227. container.effectLayers.push(effectLayer);
  111228. }
  111229. }
  111230. });
  111231. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  111232. var index = this.effectLayers.indexOf(toRemove);
  111233. if (index !== -1) {
  111234. this.effectLayers.splice(index, 1);
  111235. }
  111236. return index;
  111237. };
  111238. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  111239. this.effectLayers.push(newEffectLayer);
  111240. };
  111241. /**
  111242. * Defines the layer scene component responsible to manage any effect layers
  111243. * in a given scene.
  111244. */
  111245. var EffectLayerSceneComponent = /** @class */ (function () {
  111246. /**
  111247. * Creates a new instance of the component for the given scene
  111248. * @param scene Defines the scene to register the component in
  111249. */
  111250. function EffectLayerSceneComponent(scene) {
  111251. /**
  111252. * The component name helpfull to identify the component in the list of scene components.
  111253. */
  111254. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  111255. this._renderEffects = false;
  111256. this._needStencil = false;
  111257. this._previousStencilState = false;
  111258. this.scene = scene;
  111259. this._engine = scene.getEngine();
  111260. scene.effectLayers = new Array();
  111261. }
  111262. /**
  111263. * Registers the component in a given scene
  111264. */
  111265. EffectLayerSceneComponent.prototype.register = function () {
  111266. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  111267. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  111268. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  111269. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  111270. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  111271. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  111272. };
  111273. /**
  111274. * Rebuilds the elements related to this component in case of
  111275. * context lost for instance.
  111276. */
  111277. EffectLayerSceneComponent.prototype.rebuild = function () {
  111278. var layers = this.scene.effectLayers;
  111279. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  111280. var effectLayer = layers_1[_i];
  111281. effectLayer._rebuild();
  111282. }
  111283. };
  111284. /**
  111285. * Serializes the component data to the specified json object
  111286. * @param serializationObject The object to serialize to
  111287. */
  111288. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  111289. // Effect layers
  111290. serializationObject.effectLayers = [];
  111291. var layers = this.scene.effectLayers;
  111292. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  111293. var effectLayer = layers_2[_i];
  111294. if (effectLayer.serialize) {
  111295. serializationObject.effectLayers.push(effectLayer.serialize());
  111296. }
  111297. }
  111298. };
  111299. /**
  111300. * Adds all the element from the container to the scene
  111301. * @param container the container holding the elements
  111302. */
  111303. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  111304. var _this = this;
  111305. if (!container.effectLayers) {
  111306. return;
  111307. }
  111308. container.effectLayers.forEach(function (o) {
  111309. _this.scene.addEffectLayer(o);
  111310. });
  111311. };
  111312. /**
  111313. * Removes all the elements in the container from the scene
  111314. * @param container contains the elements to remove
  111315. */
  111316. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  111317. var _this = this;
  111318. if (!container.effectLayers) {
  111319. return;
  111320. }
  111321. container.effectLayers.forEach(function (o) {
  111322. _this.scene.removeEffectLayer(o);
  111323. });
  111324. };
  111325. /**
  111326. * Disposes the component and the associated ressources.
  111327. */
  111328. EffectLayerSceneComponent.prototype.dispose = function () {
  111329. var layers = this.scene.effectLayers;
  111330. while (layers.length) {
  111331. layers[0].dispose();
  111332. }
  111333. };
  111334. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  111335. var layers = this.scene.effectLayers;
  111336. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  111337. var layer = layers_3[_i];
  111338. if (!layer.hasMesh(mesh)) {
  111339. continue;
  111340. }
  111341. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  111342. var subMesh = _b[_a];
  111343. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  111344. return false;
  111345. }
  111346. }
  111347. }
  111348. return true;
  111349. };
  111350. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  111351. this._renderEffects = false;
  111352. this._needStencil = false;
  111353. var layers = this.scene.effectLayers;
  111354. if (layers && layers.length > 0) {
  111355. this._previousStencilState = this._engine.getStencilBuffer();
  111356. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  111357. var effectLayer = layers_4[_i];
  111358. if (effectLayer.shouldRender() &&
  111359. (!effectLayer.camera ||
  111360. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  111361. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  111362. this._renderEffects = true;
  111363. this._needStencil = this._needStencil || effectLayer.needStencil();
  111364. var renderTarget = effectLayer._mainTexture;
  111365. if (renderTarget._shouldRender()) {
  111366. this.scene.incrementRenderId();
  111367. renderTarget.render(false, false);
  111368. }
  111369. }
  111370. }
  111371. this.scene.incrementRenderId();
  111372. }
  111373. };
  111374. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  111375. // Activate effect Layer stencil
  111376. if (this._needStencil) {
  111377. this._engine.setStencilBuffer(true);
  111378. }
  111379. };
  111380. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  111381. // Restore effect Layer stencil
  111382. if (this._needStencil) {
  111383. this._engine.setStencilBuffer(this._previousStencilState);
  111384. }
  111385. };
  111386. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  111387. if (this._renderEffects) {
  111388. this._engine.setDepthBuffer(false);
  111389. var layers = this.scene.effectLayers;
  111390. for (var i = 0; i < layers.length; i++) {
  111391. var effectLayer = layers[i];
  111392. if (effectLayer.renderingGroupId === renderingGroupId) {
  111393. if (effectLayer.shouldRender()) {
  111394. effectLayer.render();
  111395. }
  111396. }
  111397. }
  111398. this._engine.setDepthBuffer(true);
  111399. }
  111400. };
  111401. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  111402. if (this._renderEffects) {
  111403. this._draw(-1);
  111404. }
  111405. };
  111406. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  111407. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  111408. this._draw(index);
  111409. }
  111410. };
  111411. return EffectLayerSceneComponent;
  111412. }());
  111413. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  111414. })(BABYLON || (BABYLON = {}));
  111415. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  111416. var __assign = (this && this.__assign) || function () {
  111417. __assign = Object.assign || function(t) {
  111418. for (var s, i = 1, n = arguments.length; i < n; i++) {
  111419. s = arguments[i];
  111420. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  111421. t[p] = s[p];
  111422. }
  111423. return t;
  111424. };
  111425. return __assign.apply(this, arguments);
  111426. };
  111427. var BABYLON;
  111428. (function (BABYLON) {
  111429. /**
  111430. * The effect layer Helps adding post process effect blended with the main pass.
  111431. *
  111432. * This can be for instance use to generate glow or higlight effects on the scene.
  111433. *
  111434. * The effect layer class can not be used directly and is intented to inherited from to be
  111435. * customized per effects.
  111436. */
  111437. var EffectLayer = /** @class */ (function () {
  111438. /**
  111439. * Instantiates a new effect Layer and references it in the scene.
  111440. * @param name The name of the layer
  111441. * @param scene The scene to use the layer in
  111442. */
  111443. function EffectLayer(
  111444. /** The Friendly of the effect in the scene */
  111445. name, scene) {
  111446. this._vertexBuffers = {};
  111447. this._maxSize = 0;
  111448. this._mainTextureDesiredSize = { width: 0, height: 0 };
  111449. this._shouldRender = true;
  111450. this._postProcesses = [];
  111451. this._textures = [];
  111452. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  111453. /**
  111454. * The clear color of the texture used to generate the glow map.
  111455. */
  111456. this.neutralColor = new BABYLON.Color4();
  111457. /**
  111458. * Specifies wether the highlight layer is enabled or not.
  111459. */
  111460. this.isEnabled = true;
  111461. /**
  111462. * An event triggered when the effect layer has been disposed.
  111463. */
  111464. this.onDisposeObservable = new BABYLON.Observable();
  111465. /**
  111466. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  111467. */
  111468. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  111469. /**
  111470. * An event triggered when the generated texture is being merged in the scene.
  111471. */
  111472. this.onBeforeComposeObservable = new BABYLON.Observable();
  111473. /**
  111474. * An event triggered when the generated texture has been merged in the scene.
  111475. */
  111476. this.onAfterComposeObservable = new BABYLON.Observable();
  111477. /**
  111478. * An event triggered when the efffect layer changes its size.
  111479. */
  111480. this.onSizeChangedObservable = new BABYLON.Observable();
  111481. this.name = name;
  111482. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  111483. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  111484. if (!component) {
  111485. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  111486. this._scene._addComponent(component);
  111487. }
  111488. this._engine = this._scene.getEngine();
  111489. this._maxSize = this._engine.getCaps().maxTextureSize;
  111490. this._scene.effectLayers.push(this);
  111491. // Generate Buffers
  111492. this._generateIndexBuffer();
  111493. this._genrateVertexBuffer();
  111494. }
  111495. Object.defineProperty(EffectLayer.prototype, "camera", {
  111496. /**
  111497. * Gets the camera attached to the layer.
  111498. */
  111499. get: function () {
  111500. return this._effectLayerOptions.camera;
  111501. },
  111502. enumerable: true,
  111503. configurable: true
  111504. });
  111505. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  111506. /**
  111507. * Gets the rendering group id the layer should render in.
  111508. */
  111509. get: function () {
  111510. return this._effectLayerOptions.renderingGroupId;
  111511. },
  111512. enumerable: true,
  111513. configurable: true
  111514. });
  111515. /**
  111516. * Initializes the effect layer with the required options.
  111517. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  111518. */
  111519. EffectLayer.prototype._init = function (options) {
  111520. // Adapt options
  111521. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  111522. this._setMainTextureSize();
  111523. this._createMainTexture();
  111524. this._createTextureAndPostProcesses();
  111525. this._mergeEffect = this._createMergeEffect();
  111526. };
  111527. /**
  111528. * Generates the index buffer of the full screen quad blending to the main canvas.
  111529. */
  111530. EffectLayer.prototype._generateIndexBuffer = function () {
  111531. // Indices
  111532. var indices = [];
  111533. indices.push(0);
  111534. indices.push(1);
  111535. indices.push(2);
  111536. indices.push(0);
  111537. indices.push(2);
  111538. indices.push(3);
  111539. this._indexBuffer = this._engine.createIndexBuffer(indices);
  111540. };
  111541. /**
  111542. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  111543. */
  111544. EffectLayer.prototype._genrateVertexBuffer = function () {
  111545. // VBO
  111546. var vertices = [];
  111547. vertices.push(1, 1);
  111548. vertices.push(-1, 1);
  111549. vertices.push(-1, -1);
  111550. vertices.push(1, -1);
  111551. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  111552. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  111553. };
  111554. /**
  111555. * Sets the main texture desired size which is the closest power of two
  111556. * of the engine canvas size.
  111557. */
  111558. EffectLayer.prototype._setMainTextureSize = function () {
  111559. if (this._effectLayerOptions.mainTextureFixedSize) {
  111560. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  111561. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  111562. }
  111563. else {
  111564. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  111565. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  111566. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  111567. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  111568. }
  111569. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  111570. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  111571. };
  111572. /**
  111573. * Creates the main texture for the effect layer.
  111574. */
  111575. EffectLayer.prototype._createMainTexture = function () {
  111576. var _this = this;
  111577. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  111578. width: this._mainTextureDesiredSize.width,
  111579. height: this._mainTextureDesiredSize.height
  111580. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  111581. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  111582. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111583. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111584. this._mainTexture.anisotropicFilteringLevel = 1;
  111585. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  111586. this._mainTexture.renderParticles = false;
  111587. this._mainTexture.renderList = null;
  111588. this._mainTexture.ignoreCameraViewport = true;
  111589. // Custom render function
  111590. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  111591. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  111592. var index;
  111593. var engine = _this._scene.getEngine();
  111594. if (depthOnlySubMeshes.length) {
  111595. engine.setColorWrite(false);
  111596. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  111597. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  111598. }
  111599. engine.setColorWrite(true);
  111600. }
  111601. for (index = 0; index < opaqueSubMeshes.length; index++) {
  111602. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  111603. }
  111604. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  111605. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  111606. }
  111607. for (index = 0; index < transparentSubMeshes.length; index++) {
  111608. _this._renderSubMesh(transparentSubMeshes.data[index]);
  111609. }
  111610. };
  111611. this._mainTexture.onClearObservable.add(function (engine) {
  111612. engine.clear(_this.neutralColor, true, true, true);
  111613. });
  111614. };
  111615. /**
  111616. * Checks for the readiness of the element composing the layer.
  111617. * @param subMesh the mesh to check for
  111618. * @param useInstances specify wether or not to use instances to render the mesh
  111619. * @param emissiveTexture the associated emissive texture used to generate the glow
  111620. * @return true if ready otherwise, false
  111621. */
  111622. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  111623. var material = subMesh.getMaterial();
  111624. if (!material) {
  111625. return false;
  111626. }
  111627. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  111628. return false;
  111629. }
  111630. var defines = [];
  111631. var attribs = [BABYLON.VertexBuffer.PositionKind];
  111632. var mesh = subMesh.getMesh();
  111633. var uv1 = false;
  111634. var uv2 = false;
  111635. // Alpha test
  111636. if (material && material.needAlphaTesting()) {
  111637. var alphaTexture = material.getAlphaTestTexture();
  111638. if (alphaTexture) {
  111639. defines.push("#define ALPHATEST");
  111640. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  111641. alphaTexture.coordinatesIndex === 1) {
  111642. defines.push("#define DIFFUSEUV2");
  111643. uv2 = true;
  111644. }
  111645. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  111646. defines.push("#define DIFFUSEUV1");
  111647. uv1 = true;
  111648. }
  111649. }
  111650. }
  111651. // Emissive
  111652. if (emissiveTexture) {
  111653. defines.push("#define EMISSIVE");
  111654. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  111655. emissiveTexture.coordinatesIndex === 1) {
  111656. defines.push("#define EMISSIVEUV2");
  111657. uv2 = true;
  111658. }
  111659. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  111660. defines.push("#define EMISSIVEUV1");
  111661. uv1 = true;
  111662. }
  111663. }
  111664. if (uv1) {
  111665. attribs.push(BABYLON.VertexBuffer.UVKind);
  111666. defines.push("#define UV1");
  111667. }
  111668. if (uv2) {
  111669. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  111670. defines.push("#define UV2");
  111671. }
  111672. // Bones
  111673. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  111674. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  111675. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  111676. if (mesh.numBoneInfluencers > 4) {
  111677. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  111678. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  111679. }
  111680. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  111681. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  111682. }
  111683. else {
  111684. defines.push("#define NUM_BONE_INFLUENCERS 0");
  111685. }
  111686. // Morph targets
  111687. var manager = mesh.morphTargetManager;
  111688. var morphInfluencers = 0;
  111689. if (manager) {
  111690. if (manager.numInfluencers > 0) {
  111691. defines.push("#define MORPHTARGETS");
  111692. morphInfluencers = manager.numInfluencers;
  111693. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  111694. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  111695. }
  111696. }
  111697. // Instances
  111698. if (useInstances) {
  111699. defines.push("#define INSTANCES");
  111700. attribs.push("world0");
  111701. attribs.push("world1");
  111702. attribs.push("world2");
  111703. attribs.push("world3");
  111704. }
  111705. // Get correct effect
  111706. var join = defines.join("\n");
  111707. if (this._cachedDefines !== join) {
  111708. this._cachedDefines = join;
  111709. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  111710. }
  111711. return this._effectLayerMapGenerationEffect.isReady();
  111712. };
  111713. /**
  111714. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  111715. */
  111716. EffectLayer.prototype.render = function () {
  111717. var currentEffect = this._mergeEffect;
  111718. // Check
  111719. if (!currentEffect.isReady()) {
  111720. return;
  111721. }
  111722. for (var i = 0; i < this._postProcesses.length; i++) {
  111723. if (!this._postProcesses[i].isReady()) {
  111724. return;
  111725. }
  111726. }
  111727. var engine = this._scene.getEngine();
  111728. this.onBeforeComposeObservable.notifyObservers(this);
  111729. // Render
  111730. engine.enableEffect(currentEffect);
  111731. engine.setState(false);
  111732. // VBOs
  111733. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  111734. // Cache
  111735. var previousAlphaMode = engine.getAlphaMode();
  111736. // Go Blend.
  111737. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  111738. // Blends the map on the main canvas.
  111739. this._internalRender(currentEffect);
  111740. // Restore Alpha
  111741. engine.setAlphaMode(previousAlphaMode);
  111742. this.onAfterComposeObservable.notifyObservers(this);
  111743. // Handle size changes.
  111744. var size = this._mainTexture.getSize();
  111745. this._setMainTextureSize();
  111746. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  111747. // Recreate RTT and post processes on size change.
  111748. this.onSizeChangedObservable.notifyObservers(this);
  111749. this._disposeTextureAndPostProcesses();
  111750. this._createMainTexture();
  111751. this._createTextureAndPostProcesses();
  111752. }
  111753. };
  111754. /**
  111755. * Determine if a given mesh will be used in the current effect.
  111756. * @param mesh mesh to test
  111757. * @returns true if the mesh will be used
  111758. */
  111759. EffectLayer.prototype.hasMesh = function (mesh) {
  111760. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  111761. return true;
  111762. }
  111763. return false;
  111764. };
  111765. /**
  111766. * Returns true if the layer contains information to display, otherwise false.
  111767. * @returns true if the glow layer should be rendered
  111768. */
  111769. EffectLayer.prototype.shouldRender = function () {
  111770. return this.isEnabled && this._shouldRender;
  111771. };
  111772. /**
  111773. * Returns true if the mesh should render, otherwise false.
  111774. * @param mesh The mesh to render
  111775. * @returns true if it should render otherwise false
  111776. */
  111777. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  111778. return true;
  111779. };
  111780. /**
  111781. * Returns true if the mesh should render, otherwise false.
  111782. * @param mesh The mesh to render
  111783. * @returns true if it should render otherwise false
  111784. */
  111785. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  111786. return true;
  111787. };
  111788. /**
  111789. * Renders the submesh passed in parameter to the generation map.
  111790. */
  111791. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  111792. var _this = this;
  111793. if (!this.shouldRender()) {
  111794. return;
  111795. }
  111796. var material = subMesh.getMaterial();
  111797. var mesh = subMesh.getRenderingMesh();
  111798. var scene = this._scene;
  111799. var engine = scene.getEngine();
  111800. if (!material) {
  111801. return;
  111802. }
  111803. // Do not block in blend mode.
  111804. if (material.needAlphaBlendingForMesh(mesh)) {
  111805. return;
  111806. }
  111807. // Culling
  111808. engine.setState(material.backFaceCulling);
  111809. // Managing instances
  111810. var batch = mesh._getInstancesRenderList(subMesh._id);
  111811. if (batch.mustReturn) {
  111812. return;
  111813. }
  111814. // Early Exit per mesh
  111815. if (!this._shouldRenderMesh(mesh)) {
  111816. return;
  111817. }
  111818. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  111819. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  111820. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  111821. engine.enableEffect(this._effectLayerMapGenerationEffect);
  111822. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  111823. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  111824. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  111825. // Alpha test
  111826. if (material && material.needAlphaTesting()) {
  111827. var alphaTexture = material.getAlphaTestTexture();
  111828. if (alphaTexture) {
  111829. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  111830. var textureMatrix = alphaTexture.getTextureMatrix();
  111831. if (textureMatrix) {
  111832. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  111833. }
  111834. }
  111835. }
  111836. // Glow emissive only
  111837. if (this._emissiveTextureAndColor.texture) {
  111838. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  111839. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  111840. }
  111841. // Bones
  111842. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  111843. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  111844. }
  111845. // Morph targets
  111846. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  111847. // Draw
  111848. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  111849. }
  111850. else {
  111851. // Need to reset refresh rate of the main map
  111852. this._mainTexture.resetRefreshCounter();
  111853. }
  111854. };
  111855. /**
  111856. * Rebuild the required buffers.
  111857. * @hidden Internal use only.
  111858. */
  111859. EffectLayer.prototype._rebuild = function () {
  111860. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  111861. if (vb) {
  111862. vb._rebuild();
  111863. }
  111864. this._generateIndexBuffer();
  111865. };
  111866. /**
  111867. * Dispose only the render target textures and post process.
  111868. */
  111869. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  111870. this._mainTexture.dispose();
  111871. for (var i = 0; i < this._postProcesses.length; i++) {
  111872. if (this._postProcesses[i]) {
  111873. this._postProcesses[i].dispose();
  111874. }
  111875. }
  111876. this._postProcesses = [];
  111877. for (var i = 0; i < this._textures.length; i++) {
  111878. if (this._textures[i]) {
  111879. this._textures[i].dispose();
  111880. }
  111881. }
  111882. this._textures = [];
  111883. };
  111884. /**
  111885. * Dispose the highlight layer and free resources.
  111886. */
  111887. EffectLayer.prototype.dispose = function () {
  111888. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  111889. if (vertexBuffer) {
  111890. vertexBuffer.dispose();
  111891. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  111892. }
  111893. if (this._indexBuffer) {
  111894. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  111895. this._indexBuffer = null;
  111896. }
  111897. // Clean textures and post processes
  111898. this._disposeTextureAndPostProcesses();
  111899. // Remove from scene
  111900. var index = this._scene.effectLayers.indexOf(this, 0);
  111901. if (index > -1) {
  111902. this._scene.effectLayers.splice(index, 1);
  111903. }
  111904. // Callback
  111905. this.onDisposeObservable.notifyObservers(this);
  111906. this.onDisposeObservable.clear();
  111907. this.onBeforeRenderMainTextureObservable.clear();
  111908. this.onBeforeComposeObservable.clear();
  111909. this.onAfterComposeObservable.clear();
  111910. this.onSizeChangedObservable.clear();
  111911. };
  111912. /**
  111913. * Gets the class name of the effect layer
  111914. * @returns the string with the class name of the effect layer
  111915. */
  111916. EffectLayer.prototype.getClassName = function () {
  111917. return "EffectLayer";
  111918. };
  111919. /**
  111920. * Creates an effect layer from parsed effect layer data
  111921. * @param parsedEffectLayer defines effect layer data
  111922. * @param scene defines the current scene
  111923. * @param rootUrl defines the root URL containing the effect layer information
  111924. * @returns a parsed effect Layer
  111925. */
  111926. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  111927. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  111928. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  111929. };
  111930. __decorate([
  111931. BABYLON.serialize()
  111932. ], EffectLayer.prototype, "name", void 0);
  111933. __decorate([
  111934. BABYLON.serializeAsColor4()
  111935. ], EffectLayer.prototype, "neutralColor", void 0);
  111936. __decorate([
  111937. BABYLON.serialize()
  111938. ], EffectLayer.prototype, "isEnabled", void 0);
  111939. __decorate([
  111940. BABYLON.serializeAsCameraReference()
  111941. ], EffectLayer.prototype, "camera", null);
  111942. __decorate([
  111943. BABYLON.serialize()
  111944. ], EffectLayer.prototype, "renderingGroupId", null);
  111945. return EffectLayer;
  111946. }());
  111947. BABYLON.EffectLayer = EffectLayer;
  111948. })(BABYLON || (BABYLON = {}));
  111949. //# sourceMappingURL=babylon.effectLayer.js.map
  111950. var BABYLON;
  111951. (function (BABYLON) {
  111952. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  111953. for (var index = 0; index < this.effectLayers.length; index++) {
  111954. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  111955. return this.effectLayers[index];
  111956. }
  111957. }
  111958. return null;
  111959. };
  111960. /**
  111961. * Special Glow Blur post process only blurring the alpha channel
  111962. * It enforces keeping the most luminous color in the color channel.
  111963. */
  111964. var GlowBlurPostProcess = /** @class */ (function (_super) {
  111965. __extends(GlowBlurPostProcess, _super);
  111966. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  111967. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  111968. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  111969. _this.direction = direction;
  111970. _this.kernel = kernel;
  111971. _this.onApplyObservable.add(function (effect) {
  111972. effect.setFloat2("screenSize", _this.width, _this.height);
  111973. effect.setVector2("direction", _this.direction);
  111974. effect.setFloat("blurWidth", _this.kernel);
  111975. });
  111976. return _this;
  111977. }
  111978. return GlowBlurPostProcess;
  111979. }(BABYLON.PostProcess));
  111980. /**
  111981. * The highlight layer Helps adding a glow effect around a mesh.
  111982. *
  111983. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  111984. * glowy meshes to your scene.
  111985. *
  111986. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  111987. */
  111988. var HighlightLayer = /** @class */ (function (_super) {
  111989. __extends(HighlightLayer, _super);
  111990. /**
  111991. * Instantiates a new highlight Layer and references it to the scene..
  111992. * @param name The name of the layer
  111993. * @param scene The scene to use the layer in
  111994. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  111995. */
  111996. function HighlightLayer(name, scene, options) {
  111997. var _this = _super.call(this, name, scene) || this;
  111998. _this.name = name;
  111999. /**
  112000. * Specifies whether or not the inner glow is ACTIVE in the layer.
  112001. */
  112002. _this.innerGlow = true;
  112003. /**
  112004. * Specifies whether or not the outer glow is ACTIVE in the layer.
  112005. */
  112006. _this.outerGlow = true;
  112007. /**
  112008. * An event triggered when the highlight layer is being blurred.
  112009. */
  112010. _this.onBeforeBlurObservable = new BABYLON.Observable();
  112011. /**
  112012. * An event triggered when the highlight layer has been blurred.
  112013. */
  112014. _this.onAfterBlurObservable = new BABYLON.Observable();
  112015. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  112016. _this._meshes = {};
  112017. _this._excludedMeshes = {};
  112018. _this.neutralColor = HighlightLayer.NeutralColor;
  112019. // Warn on stencil
  112020. if (!_this._engine.isStencilEnable) {
  112021. 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 }");
  112022. }
  112023. // Adapt options
  112024. _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);
  112025. // Initialize the layer
  112026. _this._init({
  112027. alphaBlendingMode: _this._options.alphaBlendingMode,
  112028. camera: _this._options.camera,
  112029. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  112030. mainTextureRatio: _this._options.mainTextureRatio,
  112031. renderingGroupId: _this._options.renderingGroupId
  112032. });
  112033. // Do not render as long as no meshes have been added
  112034. _this._shouldRender = false;
  112035. return _this;
  112036. }
  112037. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  112038. /**
  112039. * Gets the horizontal size of the blur.
  112040. */
  112041. get: function () {
  112042. return this._horizontalBlurPostprocess.kernel;
  112043. },
  112044. /**
  112045. * Specifies the horizontal size of the blur.
  112046. */
  112047. set: function (value) {
  112048. this._horizontalBlurPostprocess.kernel = value;
  112049. },
  112050. enumerable: true,
  112051. configurable: true
  112052. });
  112053. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  112054. /**
  112055. * Gets the vertical size of the blur.
  112056. */
  112057. get: function () {
  112058. return this._verticalBlurPostprocess.kernel;
  112059. },
  112060. /**
  112061. * Specifies the vertical size of the blur.
  112062. */
  112063. set: function (value) {
  112064. this._verticalBlurPostprocess.kernel = value;
  112065. },
  112066. enumerable: true,
  112067. configurable: true
  112068. });
  112069. /**
  112070. * Get the effect name of the layer.
  112071. * @return The effect name
  112072. */
  112073. HighlightLayer.prototype.getEffectName = function () {
  112074. return HighlightLayer.EffectName;
  112075. };
  112076. /**
  112077. * Create the merge effect. This is the shader use to blit the information back
  112078. * to the main canvas at the end of the scene rendering.
  112079. */
  112080. HighlightLayer.prototype._createMergeEffect = function () {
  112081. // Effect
  112082. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  112083. };
  112084. /**
  112085. * Creates the render target textures and post processes used in the highlight layer.
  112086. */
  112087. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  112088. var _this = this;
  112089. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  112090. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  112091. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  112092. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  112093. var textureType = 0;
  112094. if (this._engine.getCaps().textureHalfFloatRender) {
  112095. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  112096. }
  112097. else {
  112098. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  112099. }
  112100. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  112101. width: blurTextureWidth,
  112102. height: blurTextureHeight
  112103. }, this._scene, false, true, textureType);
  112104. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112105. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112106. this._blurTexture.anisotropicFilteringLevel = 16;
  112107. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  112108. this._blurTexture.renderParticles = false;
  112109. this._blurTexture.ignoreCameraViewport = true;
  112110. this._textures = [this._blurTexture];
  112111. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  112112. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112113. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  112114. effect.setTexture("textureSampler", _this._mainTexture);
  112115. });
  112116. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112117. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112118. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112119. });
  112120. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112121. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  112122. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112123. });
  112124. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112125. }
  112126. else {
  112127. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  112128. width: blurTextureWidth,
  112129. height: blurTextureHeight
  112130. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112131. this._horizontalBlurPostprocess.width = blurTextureWidth;
  112132. this._horizontalBlurPostprocess.height = blurTextureHeight;
  112133. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112134. effect.setTexture("textureSampler", _this._mainTexture);
  112135. });
  112136. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  112137. width: blurTextureWidth,
  112138. height: blurTextureHeight
  112139. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112140. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112141. }
  112142. this._mainTexture.onAfterUnbindObservable.add(function () {
  112143. _this.onBeforeBlurObservable.notifyObservers(_this);
  112144. var internalTexture = _this._blurTexture.getInternalTexture();
  112145. if (internalTexture) {
  112146. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  112147. }
  112148. _this.onAfterBlurObservable.notifyObservers(_this);
  112149. });
  112150. // Prevent autoClear.
  112151. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  112152. };
  112153. /**
  112154. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112155. */
  112156. HighlightLayer.prototype.needStencil = function () {
  112157. return true;
  112158. };
  112159. /**
  112160. * Checks for the readiness of the element composing the layer.
  112161. * @param subMesh the mesh to check for
  112162. * @param useInstances specify wether or not to use instances to render the mesh
  112163. * @param emissiveTexture the associated emissive texture used to generate the glow
  112164. * @return true if ready otherwise, false
  112165. */
  112166. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  112167. var material = subMesh.getMaterial();
  112168. var mesh = subMesh.getRenderingMesh();
  112169. if (!material || !mesh || !this._meshes) {
  112170. return false;
  112171. }
  112172. var emissiveTexture = null;
  112173. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112174. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112175. emissiveTexture = material.emissiveTexture;
  112176. }
  112177. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  112178. };
  112179. /**
  112180. * Implementation specific of rendering the generating effect on the main canvas.
  112181. * @param effect The effect used to render through
  112182. */
  112183. HighlightLayer.prototype._internalRender = function (effect) {
  112184. // Texture
  112185. effect.setTexture("textureSampler", this._blurTexture);
  112186. // Cache
  112187. var engine = this._engine;
  112188. var previousStencilBuffer = engine.getStencilBuffer();
  112189. var previousStencilFunction = engine.getStencilFunction();
  112190. var previousStencilMask = engine.getStencilMask();
  112191. var previousStencilOperationPass = engine.getStencilOperationPass();
  112192. var previousStencilOperationFail = engine.getStencilOperationFail();
  112193. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  112194. var previousStencilReference = engine.getStencilFunctionReference();
  112195. // Stencil operations
  112196. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  112197. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  112198. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  112199. // Draw order
  112200. engine.setStencilMask(0x00);
  112201. engine.setStencilBuffer(true);
  112202. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  112203. // 2 passes inner outer
  112204. if (this.outerGlow) {
  112205. effect.setFloat("offset", 0);
  112206. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  112207. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112208. }
  112209. if (this.innerGlow) {
  112210. effect.setFloat("offset", 1);
  112211. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  112212. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112213. }
  112214. // Restore Cache
  112215. engine.setStencilFunction(previousStencilFunction);
  112216. engine.setStencilMask(previousStencilMask);
  112217. engine.setStencilBuffer(previousStencilBuffer);
  112218. engine.setStencilOperationPass(previousStencilOperationPass);
  112219. engine.setStencilOperationFail(previousStencilOperationFail);
  112220. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  112221. engine.setStencilFunctionReference(previousStencilReference);
  112222. };
  112223. /**
  112224. * Returns true if the layer contains information to display, otherwise false.
  112225. */
  112226. HighlightLayer.prototype.shouldRender = function () {
  112227. if (_super.prototype.shouldRender.call(this)) {
  112228. return this._meshes ? true : false;
  112229. }
  112230. return false;
  112231. };
  112232. /**
  112233. * Returns true if the mesh should render, otherwise false.
  112234. * @param mesh The mesh to render
  112235. * @returns true if it should render otherwise false
  112236. */
  112237. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  112238. // Excluded Mesh
  112239. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  112240. return false;
  112241. }
  112242. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112243. return false;
  112244. }
  112245. return true;
  112246. };
  112247. /**
  112248. * Sets the required values for both the emissive texture and and the main color.
  112249. */
  112250. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  112251. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112252. if (highlightLayerMesh) {
  112253. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  112254. }
  112255. else {
  112256. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  112257. }
  112258. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112259. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  112260. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  112261. }
  112262. else {
  112263. this._emissiveTextureAndColor.texture = null;
  112264. }
  112265. };
  112266. /**
  112267. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  112268. * @param mesh The mesh to exclude from the highlight layer
  112269. */
  112270. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  112271. if (!this._excludedMeshes) {
  112272. return;
  112273. }
  112274. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112275. if (!meshExcluded) {
  112276. this._excludedMeshes[mesh.uniqueId] = {
  112277. mesh: mesh,
  112278. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  112279. mesh.getEngine().setStencilBuffer(false);
  112280. }),
  112281. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  112282. mesh.getEngine().setStencilBuffer(true);
  112283. }),
  112284. };
  112285. }
  112286. };
  112287. /**
  112288. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  112289. * @param mesh The mesh to highlight
  112290. */
  112291. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  112292. if (!this._excludedMeshes) {
  112293. return;
  112294. }
  112295. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112296. if (meshExcluded) {
  112297. if (meshExcluded.beforeRender) {
  112298. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  112299. }
  112300. if (meshExcluded.afterRender) {
  112301. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  112302. }
  112303. }
  112304. this._excludedMeshes[mesh.uniqueId] = null;
  112305. };
  112306. /**
  112307. * Determine if a given mesh will be highlighted by the current HighlightLayer
  112308. * @param mesh mesh to test
  112309. * @returns true if the mesh will be highlighted by the current HighlightLayer
  112310. */
  112311. HighlightLayer.prototype.hasMesh = function (mesh) {
  112312. if (!this._meshes) {
  112313. return false;
  112314. }
  112315. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112316. return false;
  112317. }
  112318. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  112319. };
  112320. /**
  112321. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  112322. * @param mesh The mesh to highlight
  112323. * @param color The color of the highlight
  112324. * @param glowEmissiveOnly Extract the glow from the emissive texture
  112325. */
  112326. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  112327. var _this = this;
  112328. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  112329. if (!this._meshes) {
  112330. return;
  112331. }
  112332. var meshHighlight = this._meshes[mesh.uniqueId];
  112333. if (meshHighlight) {
  112334. meshHighlight.color = color;
  112335. }
  112336. else {
  112337. this._meshes[mesh.uniqueId] = {
  112338. mesh: mesh,
  112339. color: color,
  112340. // Lambda required for capture due to Observable this context
  112341. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  112342. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  112343. _this._defaultStencilReference(mesh);
  112344. }
  112345. else {
  112346. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  112347. }
  112348. }),
  112349. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  112350. glowEmissiveOnly: glowEmissiveOnly
  112351. };
  112352. mesh.onDisposeObservable.add(function () {
  112353. _this._disposeMesh(mesh);
  112354. });
  112355. }
  112356. this._shouldRender = true;
  112357. };
  112358. /**
  112359. * Remove a mesh from the highlight layer in order to make it stop glowing.
  112360. * @param mesh The mesh to highlight
  112361. */
  112362. HighlightLayer.prototype.removeMesh = function (mesh) {
  112363. if (!this._meshes) {
  112364. return;
  112365. }
  112366. var meshHighlight = this._meshes[mesh.uniqueId];
  112367. if (meshHighlight) {
  112368. if (meshHighlight.observerHighlight) {
  112369. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  112370. }
  112371. if (meshHighlight.observerDefault) {
  112372. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  112373. }
  112374. delete this._meshes[mesh.uniqueId];
  112375. }
  112376. this._shouldRender = false;
  112377. for (var meshHighlightToCheck in this._meshes) {
  112378. if (this._meshes[meshHighlightToCheck]) {
  112379. this._shouldRender = true;
  112380. break;
  112381. }
  112382. }
  112383. };
  112384. /**
  112385. * Force the stencil to the normal expected value for none glowing parts
  112386. */
  112387. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  112388. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  112389. };
  112390. /**
  112391. * Free any resources and references associated to a mesh.
  112392. * Internal use
  112393. * @param mesh The mesh to free.
  112394. * @hidden
  112395. */
  112396. HighlightLayer.prototype._disposeMesh = function (mesh) {
  112397. this.removeMesh(mesh);
  112398. this.removeExcludedMesh(mesh);
  112399. };
  112400. /**
  112401. * Dispose the highlight layer and free resources.
  112402. */
  112403. HighlightLayer.prototype.dispose = function () {
  112404. if (this._meshes) {
  112405. // Clean mesh references
  112406. for (var id in this._meshes) {
  112407. var meshHighlight = this._meshes[id];
  112408. if (meshHighlight && meshHighlight.mesh) {
  112409. if (meshHighlight.observerHighlight) {
  112410. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  112411. }
  112412. if (meshHighlight.observerDefault) {
  112413. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  112414. }
  112415. }
  112416. }
  112417. this._meshes = null;
  112418. }
  112419. if (this._excludedMeshes) {
  112420. for (var id in this._excludedMeshes) {
  112421. var meshHighlight = this._excludedMeshes[id];
  112422. if (meshHighlight) {
  112423. if (meshHighlight.beforeRender) {
  112424. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  112425. }
  112426. if (meshHighlight.afterRender) {
  112427. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  112428. }
  112429. }
  112430. }
  112431. this._excludedMeshes = null;
  112432. }
  112433. _super.prototype.dispose.call(this);
  112434. };
  112435. /**
  112436. * Gets the class name of the effect layer
  112437. * @returns the string with the class name of the effect layer
  112438. */
  112439. HighlightLayer.prototype.getClassName = function () {
  112440. return "HighlightLayer";
  112441. };
  112442. /**
  112443. * Serializes this Highlight layer
  112444. * @returns a serialized Highlight layer object
  112445. */
  112446. HighlightLayer.prototype.serialize = function () {
  112447. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  112448. serializationObject.customType = "BABYLON.HighlightLayer";
  112449. // Highlighted meshes
  112450. serializationObject.meshes = [];
  112451. if (this._meshes) {
  112452. for (var m in this._meshes) {
  112453. var mesh = this._meshes[m];
  112454. if (mesh) {
  112455. serializationObject.meshes.push({
  112456. glowEmissiveOnly: mesh.glowEmissiveOnly,
  112457. color: mesh.color.asArray(),
  112458. meshId: mesh.mesh.id
  112459. });
  112460. }
  112461. }
  112462. }
  112463. // Excluded meshes
  112464. serializationObject.excludedMeshes = [];
  112465. if (this._excludedMeshes) {
  112466. for (var e in this._excludedMeshes) {
  112467. var excludedMesh = this._excludedMeshes[e];
  112468. if (excludedMesh) {
  112469. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  112470. }
  112471. }
  112472. }
  112473. return serializationObject;
  112474. };
  112475. /**
  112476. * Creates a Highlight layer from parsed Highlight layer data
  112477. * @param parsedHightlightLayer defines the Highlight layer data
  112478. * @param scene defines the current scene
  112479. * @param rootUrl defines the root URL containing the Highlight layer information
  112480. * @returns a parsed Highlight layer
  112481. */
  112482. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  112483. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  112484. var index;
  112485. // Excluded meshes
  112486. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  112487. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  112488. if (mesh) {
  112489. hl.addExcludedMesh(mesh);
  112490. }
  112491. }
  112492. // Included meshes
  112493. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  112494. var highlightedMesh = parsedHightlightLayer.meshes[index];
  112495. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  112496. if (mesh) {
  112497. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  112498. }
  112499. }
  112500. return hl;
  112501. };
  112502. /**
  112503. * Effect Name of the highlight layer.
  112504. */
  112505. HighlightLayer.EffectName = "HighlightLayer";
  112506. /**
  112507. * The neutral color used during the preparation of the glow effect.
  112508. * This is black by default as the blend operation is a blend operation.
  112509. */
  112510. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  112511. /**
  112512. * Stencil value used for glowing meshes.
  112513. */
  112514. HighlightLayer.GlowingMeshStencilReference = 0x02;
  112515. /**
  112516. * Stencil value used for the other meshes in the scene.
  112517. */
  112518. HighlightLayer.NormalMeshStencilReference = 0x01;
  112519. __decorate([
  112520. BABYLON.serialize()
  112521. ], HighlightLayer.prototype, "innerGlow", void 0);
  112522. __decorate([
  112523. BABYLON.serialize()
  112524. ], HighlightLayer.prototype, "outerGlow", void 0);
  112525. __decorate([
  112526. BABYLON.serialize()
  112527. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  112528. __decorate([
  112529. BABYLON.serialize()
  112530. ], HighlightLayer.prototype, "blurVerticalSize", null);
  112531. __decorate([
  112532. BABYLON.serialize("options")
  112533. ], HighlightLayer.prototype, "_options", void 0);
  112534. return HighlightLayer;
  112535. }(BABYLON.EffectLayer));
  112536. BABYLON.HighlightLayer = HighlightLayer;
  112537. })(BABYLON || (BABYLON = {}));
  112538. //# sourceMappingURL=babylon.highlightLayer.js.map
  112539. var BABYLON;
  112540. (function (BABYLON) {
  112541. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  112542. for (var index = 0; index < this.effectLayers.length; index++) {
  112543. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  112544. return this.effectLayers[index];
  112545. }
  112546. }
  112547. return null;
  112548. };
  112549. /**
  112550. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  112551. *
  112552. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112553. * glowy meshes to your scene.
  112554. *
  112555. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  112556. */
  112557. var GlowLayer = /** @class */ (function (_super) {
  112558. __extends(GlowLayer, _super);
  112559. /**
  112560. * Instantiates a new glow Layer and references it to the scene.
  112561. * @param name The name of the layer
  112562. * @param scene The scene to use the layer in
  112563. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  112564. */
  112565. function GlowLayer(name, scene, options) {
  112566. var _this = _super.call(this, name, scene) || this;
  112567. _this._intensity = 1.0;
  112568. _this._includedOnlyMeshes = [];
  112569. _this._excludedMeshes = [];
  112570. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  112571. // Adapt options
  112572. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  112573. // Initialize the layer
  112574. _this._init({
  112575. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  112576. camera: _this._options.camera,
  112577. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  112578. mainTextureRatio: _this._options.mainTextureRatio,
  112579. renderingGroupId: _this._options.renderingGroupId
  112580. });
  112581. return _this;
  112582. }
  112583. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  112584. /**
  112585. * Gets the kernel size of the blur.
  112586. */
  112587. get: function () {
  112588. return this._horizontalBlurPostprocess1.kernel;
  112589. },
  112590. /**
  112591. * Sets the kernel size of the blur.
  112592. */
  112593. set: function (value) {
  112594. this._horizontalBlurPostprocess1.kernel = value;
  112595. this._verticalBlurPostprocess1.kernel = value;
  112596. this._horizontalBlurPostprocess2.kernel = value;
  112597. this._verticalBlurPostprocess2.kernel = value;
  112598. },
  112599. enumerable: true,
  112600. configurable: true
  112601. });
  112602. Object.defineProperty(GlowLayer.prototype, "intensity", {
  112603. /**
  112604. * Gets the glow intensity.
  112605. */
  112606. get: function () {
  112607. return this._intensity;
  112608. },
  112609. /**
  112610. * Sets the glow intensity.
  112611. */
  112612. set: function (value) {
  112613. this._intensity = value;
  112614. },
  112615. enumerable: true,
  112616. configurable: true
  112617. });
  112618. /**
  112619. * Get the effect name of the layer.
  112620. * @return The effect name
  112621. */
  112622. GlowLayer.prototype.getEffectName = function () {
  112623. return GlowLayer.EffectName;
  112624. };
  112625. /**
  112626. * Create the merge effect. This is the shader use to blit the information back
  112627. * to the main canvas at the end of the scene rendering.
  112628. */
  112629. GlowLayer.prototype._createMergeEffect = function () {
  112630. // Effect
  112631. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  112632. };
  112633. /**
  112634. * Creates the render target textures and post processes used in the glow layer.
  112635. */
  112636. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  112637. var _this = this;
  112638. var blurTextureWidth = this._mainTextureDesiredSize.width;
  112639. var blurTextureHeight = this._mainTextureDesiredSize.height;
  112640. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  112641. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  112642. var textureType = 0;
  112643. if (this._engine.getCaps().textureHalfFloatRender) {
  112644. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  112645. }
  112646. else {
  112647. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  112648. }
  112649. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  112650. width: blurTextureWidth,
  112651. height: blurTextureHeight
  112652. }, this._scene, false, true, textureType);
  112653. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112654. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112655. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  112656. this._blurTexture1.renderParticles = false;
  112657. this._blurTexture1.ignoreCameraViewport = true;
  112658. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  112659. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  112660. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  112661. width: blurTextureWidth2,
  112662. height: blurTextureHeight2
  112663. }, this._scene, false, true, textureType);
  112664. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112665. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112666. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  112667. this._blurTexture2.renderParticles = false;
  112668. this._blurTexture2.ignoreCameraViewport = true;
  112669. this._textures = [this._blurTexture1, this._blurTexture2];
  112670. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  112671. width: blurTextureWidth,
  112672. height: blurTextureHeight
  112673. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112674. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  112675. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  112676. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  112677. effect.setTexture("textureSampler", _this._mainTexture);
  112678. });
  112679. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  112680. width: blurTextureWidth,
  112681. height: blurTextureHeight
  112682. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112683. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  112684. width: blurTextureWidth2,
  112685. height: blurTextureHeight2
  112686. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112687. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  112688. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  112689. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  112690. effect.setTexture("textureSampler", _this._blurTexture1);
  112691. });
  112692. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  112693. width: blurTextureWidth2,
  112694. height: blurTextureHeight2
  112695. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112696. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  112697. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  112698. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  112699. this._mainTexture.samples = this._options.mainTextureSamples;
  112700. this._mainTexture.onAfterUnbindObservable.add(function () {
  112701. var internalTexture = _this._blurTexture1.getInternalTexture();
  112702. if (internalTexture) {
  112703. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  112704. internalTexture = _this._blurTexture2.getInternalTexture();
  112705. if (internalTexture) {
  112706. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  112707. }
  112708. }
  112709. });
  112710. // Prevent autoClear.
  112711. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  112712. };
  112713. /**
  112714. * Checks for the readiness of the element composing the layer.
  112715. * @param subMesh the mesh to check for
  112716. * @param useInstances specify wether or not to use instances to render the mesh
  112717. * @param emissiveTexture the associated emissive texture used to generate the glow
  112718. * @return true if ready otherwise, false
  112719. */
  112720. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  112721. var material = subMesh.getMaterial();
  112722. var mesh = subMesh.getRenderingMesh();
  112723. if (!material || !mesh) {
  112724. return false;
  112725. }
  112726. var emissiveTexture = material.emissiveTexture;
  112727. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  112728. };
  112729. /**
  112730. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112731. */
  112732. GlowLayer.prototype.needStencil = function () {
  112733. return false;
  112734. };
  112735. /**
  112736. * Implementation specific of rendering the generating effect on the main canvas.
  112737. * @param effect The effect used to render through
  112738. */
  112739. GlowLayer.prototype._internalRender = function (effect) {
  112740. // Texture
  112741. effect.setTexture("textureSampler", this._blurTexture1);
  112742. effect.setTexture("textureSampler2", this._blurTexture2);
  112743. effect.setFloat("offset", this._intensity);
  112744. // Cache
  112745. var engine = this._engine;
  112746. var previousStencilBuffer = engine.getStencilBuffer();
  112747. // Draw order
  112748. engine.setStencilBuffer(false);
  112749. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112750. // Draw order
  112751. engine.setStencilBuffer(previousStencilBuffer);
  112752. };
  112753. /**
  112754. * Sets the required values for both the emissive texture and and the main color.
  112755. */
  112756. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  112757. var textureLevel = 1.0;
  112758. if (this.customEmissiveTextureSelector) {
  112759. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  112760. }
  112761. else {
  112762. if (material) {
  112763. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  112764. if (this._emissiveTextureAndColor.texture) {
  112765. textureLevel = this._emissiveTextureAndColor.texture.level;
  112766. }
  112767. }
  112768. else {
  112769. this._emissiveTextureAndColor.texture = null;
  112770. }
  112771. }
  112772. if (this.customEmissiveColorSelector) {
  112773. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  112774. }
  112775. else {
  112776. if (material.emissiveColor) {
  112777. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  112778. }
  112779. else {
  112780. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  112781. }
  112782. }
  112783. };
  112784. /**
  112785. * Returns true if the mesh should render, otherwise false.
  112786. * @param mesh The mesh to render
  112787. * @returns true if it should render otherwise false
  112788. */
  112789. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  112790. return this.hasMesh(mesh);
  112791. };
  112792. /**
  112793. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  112794. * @param mesh The mesh to exclude from the glow layer
  112795. */
  112796. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  112797. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  112798. this._excludedMeshes.push(mesh.uniqueId);
  112799. }
  112800. };
  112801. /**
  112802. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  112803. * @param mesh The mesh to remove
  112804. */
  112805. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  112806. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  112807. if (index !== -1) {
  112808. this._excludedMeshes.splice(index, 1);
  112809. }
  112810. };
  112811. /**
  112812. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  112813. * @param mesh The mesh to include in the glow layer
  112814. */
  112815. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  112816. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  112817. this._includedOnlyMeshes.push(mesh.uniqueId);
  112818. }
  112819. };
  112820. /**
  112821. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  112822. * @param mesh The mesh to remove
  112823. */
  112824. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  112825. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  112826. if (index !== -1) {
  112827. this._includedOnlyMeshes.splice(index, 1);
  112828. }
  112829. };
  112830. /**
  112831. * Determine if a given mesh will be used in the glow layer
  112832. * @param mesh The mesh to test
  112833. * @returns true if the mesh will be highlighted by the current glow layer
  112834. */
  112835. GlowLayer.prototype.hasMesh = function (mesh) {
  112836. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112837. return false;
  112838. }
  112839. // Included Mesh
  112840. if (this._includedOnlyMeshes.length) {
  112841. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  112842. }
  112843. // Excluded Mesh
  112844. if (this._excludedMeshes.length) {
  112845. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  112846. }
  112847. return true;
  112848. };
  112849. /**
  112850. * Free any resources and references associated to a mesh.
  112851. * Internal use
  112852. * @param mesh The mesh to free.
  112853. * @hidden
  112854. */
  112855. GlowLayer.prototype._disposeMesh = function (mesh) {
  112856. this.removeIncludedOnlyMesh(mesh);
  112857. this.removeExcludedMesh(mesh);
  112858. };
  112859. /**
  112860. * Gets the class name of the effect layer
  112861. * @returns the string with the class name of the effect layer
  112862. */
  112863. GlowLayer.prototype.getClassName = function () {
  112864. return "GlowLayer";
  112865. };
  112866. /**
  112867. * Serializes this glow layer
  112868. * @returns a serialized glow layer object
  112869. */
  112870. GlowLayer.prototype.serialize = function () {
  112871. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  112872. serializationObject.customType = "BABYLON.GlowLayer";
  112873. var index;
  112874. // Included meshes
  112875. serializationObject.includedMeshes = [];
  112876. if (this._includedOnlyMeshes.length) {
  112877. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  112878. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  112879. if (mesh) {
  112880. serializationObject.includedMeshes.push(mesh.id);
  112881. }
  112882. }
  112883. }
  112884. // Excluded meshes
  112885. serializationObject.excludedMeshes = [];
  112886. if (this._excludedMeshes.length) {
  112887. for (index = 0; index < this._excludedMeshes.length; index++) {
  112888. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  112889. if (mesh) {
  112890. serializationObject.excludedMeshes.push(mesh.id);
  112891. }
  112892. }
  112893. }
  112894. return serializationObject;
  112895. };
  112896. /**
  112897. * Creates a Glow Layer from parsed glow layer data
  112898. * @param parsedGlowLayer defines glow layer data
  112899. * @param scene defines the current scene
  112900. * @param rootUrl defines the root URL containing the glow layer information
  112901. * @returns a parsed Glow Layer
  112902. */
  112903. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  112904. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  112905. var index;
  112906. // Excluded meshes
  112907. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  112908. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  112909. if (mesh) {
  112910. gl.addExcludedMesh(mesh);
  112911. }
  112912. }
  112913. // Included meshes
  112914. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  112915. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  112916. if (mesh) {
  112917. gl.addIncludedOnlyMesh(mesh);
  112918. }
  112919. }
  112920. return gl;
  112921. };
  112922. /**
  112923. * Effect Name of the layer.
  112924. */
  112925. GlowLayer.EffectName = "GlowLayer";
  112926. /**
  112927. * The default blur kernel size used for the glow.
  112928. */
  112929. GlowLayer.DefaultBlurKernelSize = 32;
  112930. /**
  112931. * The default texture size ratio used for the glow.
  112932. */
  112933. GlowLayer.DefaultTextureRatio = 0.5;
  112934. __decorate([
  112935. BABYLON.serialize()
  112936. ], GlowLayer.prototype, "blurKernelSize", null);
  112937. __decorate([
  112938. BABYLON.serialize()
  112939. ], GlowLayer.prototype, "intensity", null);
  112940. __decorate([
  112941. BABYLON.serialize("options")
  112942. ], GlowLayer.prototype, "_options", void 0);
  112943. return GlowLayer;
  112944. }(BABYLON.EffectLayer));
  112945. BABYLON.GlowLayer = GlowLayer;
  112946. })(BABYLON || (BABYLON = {}));
  112947. //# sourceMappingURL=babylon.glowLayer.js.map
  112948. var BABYLON;
  112949. (function (BABYLON) {
  112950. /**
  112951. * Defines the list of states available for a task inside a AssetsManager
  112952. */
  112953. var AssetTaskState;
  112954. (function (AssetTaskState) {
  112955. /**
  112956. * Initialization
  112957. */
  112958. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  112959. /**
  112960. * Running
  112961. */
  112962. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  112963. /**
  112964. * Done
  112965. */
  112966. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  112967. /**
  112968. * Error
  112969. */
  112970. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  112971. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  112972. /**
  112973. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  112974. */
  112975. var AbstractAssetTask = /** @class */ (function () {
  112976. /**
  112977. * Creates a new AssetsManager
  112978. * @param name defines the name of the task
  112979. */
  112980. function AbstractAssetTask(
  112981. /**
  112982. * Task name
  112983. */ name) {
  112984. this.name = name;
  112985. this._isCompleted = false;
  112986. this._taskState = AssetTaskState.INIT;
  112987. }
  112988. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  112989. /**
  112990. * Get if the task is completed
  112991. */
  112992. get: function () {
  112993. return this._isCompleted;
  112994. },
  112995. enumerable: true,
  112996. configurable: true
  112997. });
  112998. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  112999. /**
  113000. * Gets the current state of the task
  113001. */
  113002. get: function () {
  113003. return this._taskState;
  113004. },
  113005. enumerable: true,
  113006. configurable: true
  113007. });
  113008. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  113009. /**
  113010. * Gets the current error object (if task is in error)
  113011. */
  113012. get: function () {
  113013. return this._errorObject;
  113014. },
  113015. enumerable: true,
  113016. configurable: true
  113017. });
  113018. /**
  113019. * Internal only
  113020. * @hidden
  113021. */
  113022. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  113023. if (this._errorObject) {
  113024. return;
  113025. }
  113026. this._errorObject = {
  113027. message: message,
  113028. exception: exception
  113029. };
  113030. };
  113031. /**
  113032. * Execute the current task
  113033. * @param scene defines the scene where you want your assets to be loaded
  113034. * @param onSuccess is a callback called when the task is successfully executed
  113035. * @param onError is a callback called if an error occurs
  113036. */
  113037. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  113038. var _this = this;
  113039. this._taskState = AssetTaskState.RUNNING;
  113040. this.runTask(scene, function () {
  113041. _this.onDoneCallback(onSuccess, onError);
  113042. }, function (msg, exception) {
  113043. _this.onErrorCallback(onError, msg, exception);
  113044. });
  113045. };
  113046. /**
  113047. * Execute the current task
  113048. * @param scene defines the scene where you want your assets to be loaded
  113049. * @param onSuccess is a callback called when the task is successfully executed
  113050. * @param onError is a callback called if an error occurs
  113051. */
  113052. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113053. throw new Error("runTask is not implemented");
  113054. };
  113055. /**
  113056. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  113057. * This can be used with failed tasks that have the reason for failure fixed.
  113058. */
  113059. AbstractAssetTask.prototype.reset = function () {
  113060. this._taskState = AssetTaskState.INIT;
  113061. };
  113062. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  113063. this._taskState = AssetTaskState.ERROR;
  113064. this._errorObject = {
  113065. message: message,
  113066. exception: exception
  113067. };
  113068. if (this.onError) {
  113069. this.onError(this, message, exception);
  113070. }
  113071. onError();
  113072. };
  113073. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  113074. try {
  113075. this._taskState = AssetTaskState.DONE;
  113076. this._isCompleted = true;
  113077. if (this.onSuccess) {
  113078. this.onSuccess(this);
  113079. }
  113080. onSuccess();
  113081. }
  113082. catch (e) {
  113083. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  113084. }
  113085. };
  113086. return AbstractAssetTask;
  113087. }());
  113088. BABYLON.AbstractAssetTask = AbstractAssetTask;
  113089. /**
  113090. * Class used to share progress information about assets loading
  113091. */
  113092. var AssetsProgressEvent = /** @class */ (function () {
  113093. /**
  113094. * Creates a AssetsProgressEvent
  113095. * @param remainingCount defines the number of remaining tasks to process
  113096. * @param totalCount defines the total number of tasks
  113097. * @param task defines the task that was just processed
  113098. */
  113099. function AssetsProgressEvent(remainingCount, totalCount, task) {
  113100. this.remainingCount = remainingCount;
  113101. this.totalCount = totalCount;
  113102. this.task = task;
  113103. }
  113104. return AssetsProgressEvent;
  113105. }());
  113106. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  113107. /**
  113108. * Define a task used by AssetsManager to load meshes
  113109. */
  113110. var MeshAssetTask = /** @class */ (function (_super) {
  113111. __extends(MeshAssetTask, _super);
  113112. /**
  113113. * Creates a new MeshAssetTask
  113114. * @param name defines the name of the task
  113115. * @param meshesNames defines the list of mesh's names you want to load
  113116. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  113117. * @param sceneFilename defines the filename of the scene to load from
  113118. */
  113119. function MeshAssetTask(
  113120. /**
  113121. * Defines the name of the task
  113122. */
  113123. name,
  113124. /**
  113125. * Defines the list of mesh's names you want to load
  113126. */
  113127. meshesNames,
  113128. /**
  113129. * Defines the root url to use as a base to load your meshes and associated resources
  113130. */
  113131. rootUrl,
  113132. /**
  113133. * Defines the filename of the scene to load from
  113134. */
  113135. sceneFilename) {
  113136. var _this = _super.call(this, name) || this;
  113137. _this.name = name;
  113138. _this.meshesNames = meshesNames;
  113139. _this.rootUrl = rootUrl;
  113140. _this.sceneFilename = sceneFilename;
  113141. return _this;
  113142. }
  113143. /**
  113144. * Execute the current task
  113145. * @param scene defines the scene where you want your assets to be loaded
  113146. * @param onSuccess is a callback called when the task is successfully executed
  113147. * @param onError is a callback called if an error occurs
  113148. */
  113149. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113150. var _this = this;
  113151. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  113152. _this.loadedMeshes = meshes;
  113153. _this.loadedParticleSystems = particleSystems;
  113154. _this.loadedSkeletons = skeletons;
  113155. onSuccess();
  113156. }, null, function (scene, message, exception) {
  113157. onError(message, exception);
  113158. });
  113159. };
  113160. return MeshAssetTask;
  113161. }(AbstractAssetTask));
  113162. BABYLON.MeshAssetTask = MeshAssetTask;
  113163. /**
  113164. * Define a task used by AssetsManager to load text content
  113165. */
  113166. var TextFileAssetTask = /** @class */ (function (_super) {
  113167. __extends(TextFileAssetTask, _super);
  113168. /**
  113169. * Creates a new TextFileAssetTask object
  113170. * @param name defines the name of the task
  113171. * @param url defines the location of the file to load
  113172. */
  113173. function TextFileAssetTask(
  113174. /**
  113175. * Defines the name of the task
  113176. */
  113177. name,
  113178. /**
  113179. * Defines the location of the file to load
  113180. */
  113181. url) {
  113182. var _this = _super.call(this, name) || this;
  113183. _this.name = name;
  113184. _this.url = url;
  113185. return _this;
  113186. }
  113187. /**
  113188. * Execute the current task
  113189. * @param scene defines the scene where you want your assets to be loaded
  113190. * @param onSuccess is a callback called when the task is successfully executed
  113191. * @param onError is a callback called if an error occurs
  113192. */
  113193. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113194. var _this = this;
  113195. scene._loadFile(this.url, function (data) {
  113196. _this.text = data;
  113197. onSuccess();
  113198. }, undefined, false, false, function (request, exception) {
  113199. if (request) {
  113200. onError(request.status + " " + request.statusText, exception);
  113201. }
  113202. });
  113203. };
  113204. return TextFileAssetTask;
  113205. }(AbstractAssetTask));
  113206. BABYLON.TextFileAssetTask = TextFileAssetTask;
  113207. /**
  113208. * Define a task used by AssetsManager to load binary data
  113209. */
  113210. var BinaryFileAssetTask = /** @class */ (function (_super) {
  113211. __extends(BinaryFileAssetTask, _super);
  113212. /**
  113213. * Creates a new BinaryFileAssetTask object
  113214. * @param name defines the name of the new task
  113215. * @param url defines the location of the file to load
  113216. */
  113217. function BinaryFileAssetTask(
  113218. /**
  113219. * Defines the name of the task
  113220. */
  113221. name,
  113222. /**
  113223. * Defines the location of the file to load
  113224. */
  113225. url) {
  113226. var _this = _super.call(this, name) || this;
  113227. _this.name = name;
  113228. _this.url = url;
  113229. return _this;
  113230. }
  113231. /**
  113232. * Execute the current task
  113233. * @param scene defines the scene where you want your assets to be loaded
  113234. * @param onSuccess is a callback called when the task is successfully executed
  113235. * @param onError is a callback called if an error occurs
  113236. */
  113237. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113238. var _this = this;
  113239. scene._loadFile(this.url, function (data) {
  113240. _this.data = data;
  113241. onSuccess();
  113242. }, undefined, true, true, function (request, exception) {
  113243. if (request) {
  113244. onError(request.status + " " + request.statusText, exception);
  113245. }
  113246. });
  113247. };
  113248. return BinaryFileAssetTask;
  113249. }(AbstractAssetTask));
  113250. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  113251. /**
  113252. * Define a task used by AssetsManager to load images
  113253. */
  113254. var ImageAssetTask = /** @class */ (function (_super) {
  113255. __extends(ImageAssetTask, _super);
  113256. /**
  113257. * Creates a new ImageAssetTask
  113258. * @param name defines the name of the task
  113259. * @param url defines the location of the image to load
  113260. */
  113261. function ImageAssetTask(
  113262. /**
  113263. * Defines the name of the task
  113264. */
  113265. name,
  113266. /**
  113267. * Defines the location of the image to load
  113268. */
  113269. url) {
  113270. var _this = _super.call(this, name) || this;
  113271. _this.name = name;
  113272. _this.url = url;
  113273. return _this;
  113274. }
  113275. /**
  113276. * Execute the current task
  113277. * @param scene defines the scene where you want your assets to be loaded
  113278. * @param onSuccess is a callback called when the task is successfully executed
  113279. * @param onError is a callback called if an error occurs
  113280. */
  113281. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113282. var _this = this;
  113283. var img = new Image();
  113284. BABYLON.Tools.SetCorsBehavior(this.url, img);
  113285. img.onload = function () {
  113286. _this.image = img;
  113287. onSuccess();
  113288. };
  113289. img.onerror = function (err) {
  113290. onError("Error loading image", err);
  113291. };
  113292. img.src = this.url;
  113293. };
  113294. return ImageAssetTask;
  113295. }(AbstractAssetTask));
  113296. BABYLON.ImageAssetTask = ImageAssetTask;
  113297. /**
  113298. * Define a task used by AssetsManager to load 2D textures
  113299. */
  113300. var TextureAssetTask = /** @class */ (function (_super) {
  113301. __extends(TextureAssetTask, _super);
  113302. /**
  113303. * Creates a new TextureAssetTask object
  113304. * @param name defines the name of the task
  113305. * @param url defines the location of the file to load
  113306. * @param noMipmap defines if mipmap should not be generated (default is false)
  113307. * @param invertY defines if texture must be inverted on Y axis (default is false)
  113308. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113309. */
  113310. function TextureAssetTask(
  113311. /**
  113312. * Defines the name of the task
  113313. */
  113314. name,
  113315. /**
  113316. * Defines the location of the file to load
  113317. */
  113318. url,
  113319. /**
  113320. * Defines if mipmap should not be generated (default is false)
  113321. */
  113322. noMipmap,
  113323. /**
  113324. * Defines if texture must be inverted on Y axis (default is false)
  113325. */
  113326. invertY,
  113327. /**
  113328. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113329. */
  113330. samplingMode) {
  113331. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  113332. var _this = _super.call(this, name) || this;
  113333. _this.name = name;
  113334. _this.url = url;
  113335. _this.noMipmap = noMipmap;
  113336. _this.invertY = invertY;
  113337. _this.samplingMode = samplingMode;
  113338. return _this;
  113339. }
  113340. /**
  113341. * Execute the current task
  113342. * @param scene defines the scene where you want your assets to be loaded
  113343. * @param onSuccess is a callback called when the task is successfully executed
  113344. * @param onError is a callback called if an error occurs
  113345. */
  113346. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113347. var onload = function () {
  113348. onSuccess();
  113349. };
  113350. var onerror = function (message, exception) {
  113351. onError(message, exception);
  113352. };
  113353. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  113354. };
  113355. return TextureAssetTask;
  113356. }(AbstractAssetTask));
  113357. BABYLON.TextureAssetTask = TextureAssetTask;
  113358. /**
  113359. * Define a task used by AssetsManager to load cube textures
  113360. */
  113361. var CubeTextureAssetTask = /** @class */ (function (_super) {
  113362. __extends(CubeTextureAssetTask, _super);
  113363. /**
  113364. * Creates a new CubeTextureAssetTask
  113365. * @param name defines the name of the task
  113366. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113367. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  113368. * @param noMipmap defines if mipmaps should not be generated (default is false)
  113369. * @param files defines the explicit list of files (undefined by default)
  113370. */
  113371. function CubeTextureAssetTask(
  113372. /**
  113373. * Defines the name of the task
  113374. */
  113375. name,
  113376. /**
  113377. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113378. */
  113379. url,
  113380. /**
  113381. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  113382. */
  113383. extensions,
  113384. /**
  113385. * Defines if mipmaps should not be generated (default is false)
  113386. */
  113387. noMipmap,
  113388. /**
  113389. * Defines the explicit list of files (undefined by default)
  113390. */
  113391. files) {
  113392. var _this = _super.call(this, name) || this;
  113393. _this.name = name;
  113394. _this.url = url;
  113395. _this.extensions = extensions;
  113396. _this.noMipmap = noMipmap;
  113397. _this.files = files;
  113398. return _this;
  113399. }
  113400. /**
  113401. * Execute the current task
  113402. * @param scene defines the scene where you want your assets to be loaded
  113403. * @param onSuccess is a callback called when the task is successfully executed
  113404. * @param onError is a callback called if an error occurs
  113405. */
  113406. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113407. var onload = function () {
  113408. onSuccess();
  113409. };
  113410. var onerror = function (message, exception) {
  113411. onError(message, exception);
  113412. };
  113413. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  113414. };
  113415. return CubeTextureAssetTask;
  113416. }(AbstractAssetTask));
  113417. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  113418. /**
  113419. * Define a task used by AssetsManager to load HDR cube textures
  113420. */
  113421. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  113422. __extends(HDRCubeTextureAssetTask, _super);
  113423. /**
  113424. * Creates a new HDRCubeTextureAssetTask object
  113425. * @param name defines the name of the task
  113426. * @param url defines the location of the file to load
  113427. * @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.
  113428. * @param noMipmap defines if mipmaps should not be generated (default is false)
  113429. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  113430. * @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)
  113431. * @param reserved Internal use only
  113432. */
  113433. function HDRCubeTextureAssetTask(
  113434. /**
  113435. * Defines the name of the task
  113436. */
  113437. name,
  113438. /**
  113439. * Defines the location of the file to load
  113440. */
  113441. url,
  113442. /**
  113443. * Defines the desired size (the more it increases the longer the generation will be)
  113444. */
  113445. size,
  113446. /**
  113447. * Defines if mipmaps should not be generated (default is false)
  113448. */
  113449. noMipmap,
  113450. /**
  113451. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  113452. */
  113453. generateHarmonics,
  113454. /**
  113455. * 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)
  113456. */
  113457. gammaSpace,
  113458. /**
  113459. * Internal Use Only
  113460. */
  113461. reserved) {
  113462. if (noMipmap === void 0) { noMipmap = false; }
  113463. if (generateHarmonics === void 0) { generateHarmonics = true; }
  113464. if (gammaSpace === void 0) { gammaSpace = false; }
  113465. if (reserved === void 0) { reserved = false; }
  113466. var _this = _super.call(this, name) || this;
  113467. _this.name = name;
  113468. _this.url = url;
  113469. _this.size = size;
  113470. _this.noMipmap = noMipmap;
  113471. _this.generateHarmonics = generateHarmonics;
  113472. _this.gammaSpace = gammaSpace;
  113473. _this.reserved = reserved;
  113474. return _this;
  113475. }
  113476. /**
  113477. * Execute the current task
  113478. * @param scene defines the scene where you want your assets to be loaded
  113479. * @param onSuccess is a callback called when the task is successfully executed
  113480. * @param onError is a callback called if an error occurs
  113481. */
  113482. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  113483. var onload = function () {
  113484. onSuccess();
  113485. };
  113486. var onerror = function (message, exception) {
  113487. onError(message, exception);
  113488. };
  113489. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  113490. };
  113491. return HDRCubeTextureAssetTask;
  113492. }(AbstractAssetTask));
  113493. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  113494. /**
  113495. * This class can be used to easily import assets into a scene
  113496. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  113497. */
  113498. var AssetsManager = /** @class */ (function () {
  113499. /**
  113500. * Creates a new AssetsManager
  113501. * @param scene defines the scene to work on
  113502. */
  113503. function AssetsManager(scene) {
  113504. this._isLoading = false;
  113505. this._tasks = new Array();
  113506. this._waitingTasksCount = 0;
  113507. this._totalTasksCount = 0;
  113508. /**
  113509. * Observable called when all tasks are processed
  113510. */
  113511. this.onTaskSuccessObservable = new BABYLON.Observable();
  113512. /**
  113513. * Observable called when a task had an error
  113514. */
  113515. this.onTaskErrorObservable = new BABYLON.Observable();
  113516. /**
  113517. * Observable called when a task is successful
  113518. */
  113519. this.onTasksDoneObservable = new BABYLON.Observable();
  113520. /**
  113521. * Observable called when a task is done (whatever the result is)
  113522. */
  113523. this.onProgressObservable = new BABYLON.Observable();
  113524. /**
  113525. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  113526. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  113527. */
  113528. this.useDefaultLoadingScreen = true;
  113529. this._scene = scene;
  113530. }
  113531. /**
  113532. * Add a MeshAssetTask to the list of active tasks
  113533. * @param taskName defines the name of the new task
  113534. * @param meshesNames defines the name of meshes to load
  113535. * @param rootUrl defines the root url to use to locate files
  113536. * @param sceneFilename defines the filename of the scene file
  113537. * @returns a new MeshAssetTask object
  113538. */
  113539. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  113540. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  113541. this._tasks.push(task);
  113542. return task;
  113543. };
  113544. /**
  113545. * Add a TextFileAssetTask to the list of active tasks
  113546. * @param taskName defines the name of the new task
  113547. * @param url defines the url of the file to load
  113548. * @returns a new TextFileAssetTask object
  113549. */
  113550. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  113551. var task = new TextFileAssetTask(taskName, url);
  113552. this._tasks.push(task);
  113553. return task;
  113554. };
  113555. /**
  113556. * Add a BinaryFileAssetTask to the list of active tasks
  113557. * @param taskName defines the name of the new task
  113558. * @param url defines the url of the file to load
  113559. * @returns a new BinaryFileAssetTask object
  113560. */
  113561. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  113562. var task = new BinaryFileAssetTask(taskName, url);
  113563. this._tasks.push(task);
  113564. return task;
  113565. };
  113566. /**
  113567. * Add a ImageAssetTask to the list of active tasks
  113568. * @param taskName defines the name of the new task
  113569. * @param url defines the url of the file to load
  113570. * @returns a new ImageAssetTask object
  113571. */
  113572. AssetsManager.prototype.addImageTask = function (taskName, url) {
  113573. var task = new ImageAssetTask(taskName, url);
  113574. this._tasks.push(task);
  113575. return task;
  113576. };
  113577. /**
  113578. * Add a TextureAssetTask to the list of active tasks
  113579. * @param taskName defines the name of the new task
  113580. * @param url defines the url of the file to load
  113581. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  113582. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  113583. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  113584. * @returns a new TextureAssetTask object
  113585. */
  113586. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  113587. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  113588. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  113589. this._tasks.push(task);
  113590. return task;
  113591. };
  113592. /**
  113593. * Add a CubeTextureAssetTask to the list of active tasks
  113594. * @param taskName defines the name of the new task
  113595. * @param url defines the url of the file to load
  113596. * @param extensions defines the extension to use to load the cube map (can be null)
  113597. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  113598. * @param files defines the list of files to load (can be null)
  113599. * @returns a new CubeTextureAssetTask object
  113600. */
  113601. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  113602. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  113603. this._tasks.push(task);
  113604. return task;
  113605. };
  113606. /**
  113607. *
  113608. * Add a HDRCubeTextureAssetTask to the list of active tasks
  113609. * @param taskName defines the name of the new task
  113610. * @param url defines the url of the file to load
  113611. * @param size defines the size you want for the cubemap (can be null)
  113612. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  113613. * @param generateHarmonics defines if you want to automatically generate (true by default)
  113614. * @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)
  113615. * @param reserved Internal use only
  113616. * @returns a new HDRCubeTextureAssetTask object
  113617. */
  113618. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  113619. if (noMipmap === void 0) { noMipmap = false; }
  113620. if (generateHarmonics === void 0) { generateHarmonics = true; }
  113621. if (gammaSpace === void 0) { gammaSpace = false; }
  113622. if (reserved === void 0) { reserved = false; }
  113623. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  113624. this._tasks.push(task);
  113625. return task;
  113626. };
  113627. /**
  113628. * Remove a task from the assets manager.
  113629. * @param task the task to remove
  113630. */
  113631. AssetsManager.prototype.removeTask = function (task) {
  113632. var index = this._tasks.indexOf(task);
  113633. if (index > -1) {
  113634. this._tasks.splice(index, 1);
  113635. }
  113636. };
  113637. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  113638. this._waitingTasksCount--;
  113639. try {
  113640. if (this.onProgress) {
  113641. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  113642. }
  113643. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  113644. }
  113645. catch (e) {
  113646. BABYLON.Tools.Error("Error running progress callbacks.");
  113647. console.log(e);
  113648. }
  113649. if (this._waitingTasksCount === 0) {
  113650. try {
  113651. if (this.onFinish) {
  113652. this.onFinish(this._tasks);
  113653. }
  113654. // Let's remove successfull tasks
  113655. var currentTasks = this._tasks.slice();
  113656. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  113657. var task = currentTasks_1[_i];
  113658. if (task.taskState === AssetTaskState.DONE) {
  113659. var index = this._tasks.indexOf(task);
  113660. if (index > -1) {
  113661. this._tasks.splice(index, 1);
  113662. }
  113663. }
  113664. }
  113665. this.onTasksDoneObservable.notifyObservers(this._tasks);
  113666. }
  113667. catch (e) {
  113668. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  113669. console.log(e);
  113670. }
  113671. this._isLoading = false;
  113672. this._scene.getEngine().hideLoadingUI();
  113673. }
  113674. };
  113675. AssetsManager.prototype._runTask = function (task) {
  113676. var _this = this;
  113677. var done = function () {
  113678. try {
  113679. if (_this.onTaskSuccess) {
  113680. _this.onTaskSuccess(task);
  113681. }
  113682. _this.onTaskSuccessObservable.notifyObservers(task);
  113683. _this._decreaseWaitingTasksCount(task);
  113684. }
  113685. catch (e) {
  113686. error("Error executing task success callbacks", e);
  113687. }
  113688. };
  113689. var error = function (message, exception) {
  113690. task._setErrorObject(message, exception);
  113691. if (_this.onTaskError) {
  113692. _this.onTaskError(task);
  113693. }
  113694. _this.onTaskErrorObservable.notifyObservers(task);
  113695. _this._decreaseWaitingTasksCount(task);
  113696. };
  113697. task.run(this._scene, done, error);
  113698. };
  113699. /**
  113700. * Reset the AssetsManager and remove all tasks
  113701. * @return the current instance of the AssetsManager
  113702. */
  113703. AssetsManager.prototype.reset = function () {
  113704. this._isLoading = false;
  113705. this._tasks = new Array();
  113706. return this;
  113707. };
  113708. /**
  113709. * Start the loading process
  113710. * @return the current instance of the AssetsManager
  113711. */
  113712. AssetsManager.prototype.load = function () {
  113713. if (this._isLoading) {
  113714. return this;
  113715. }
  113716. this._isLoading = true;
  113717. this._waitingTasksCount = this._tasks.length;
  113718. this._totalTasksCount = this._tasks.length;
  113719. if (this._waitingTasksCount === 0) {
  113720. this._isLoading = false;
  113721. if (this.onFinish) {
  113722. this.onFinish(this._tasks);
  113723. }
  113724. this.onTasksDoneObservable.notifyObservers(this._tasks);
  113725. return this;
  113726. }
  113727. if (this.useDefaultLoadingScreen) {
  113728. this._scene.getEngine().displayLoadingUI();
  113729. }
  113730. for (var index = 0; index < this._tasks.length; index++) {
  113731. var task = this._tasks[index];
  113732. if (task.taskState === AssetTaskState.INIT) {
  113733. this._runTask(task);
  113734. }
  113735. }
  113736. return this;
  113737. };
  113738. return AssetsManager;
  113739. }());
  113740. BABYLON.AssetsManager = AssetsManager;
  113741. })(BABYLON || (BABYLON = {}));
  113742. //# sourceMappingURL=babylon.assetsManager.js.map
  113743. var BABYLON;
  113744. (function (BABYLON) {
  113745. var serializedGeometries = [];
  113746. var serializeGeometry = function (geometry, serializationGeometries) {
  113747. if (serializedGeometries[geometry.id]) {
  113748. return;
  113749. }
  113750. if (geometry.doNotSerialize) {
  113751. return;
  113752. }
  113753. if (geometry instanceof BABYLON.BoxGeometry) {
  113754. serializationGeometries.boxes.push(geometry.serialize());
  113755. }
  113756. else if (geometry instanceof BABYLON.SphereGeometry) {
  113757. serializationGeometries.spheres.push(geometry.serialize());
  113758. }
  113759. else if (geometry instanceof BABYLON.CylinderGeometry) {
  113760. serializationGeometries.cylinders.push(geometry.serialize());
  113761. }
  113762. else if (geometry instanceof BABYLON.TorusGeometry) {
  113763. serializationGeometries.toruses.push(geometry.serialize());
  113764. }
  113765. else if (geometry instanceof BABYLON.GroundGeometry) {
  113766. serializationGeometries.grounds.push(geometry.serialize());
  113767. }
  113768. else if (geometry instanceof BABYLON.Plane) {
  113769. serializationGeometries.planes.push(geometry.serialize());
  113770. }
  113771. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  113772. serializationGeometries.torusKnots.push(geometry.serialize());
  113773. }
  113774. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  113775. throw new Error("Unknown primitive type");
  113776. }
  113777. else {
  113778. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  113779. }
  113780. serializedGeometries[geometry.id] = true;
  113781. };
  113782. var serializeMesh = function (mesh, serializationScene) {
  113783. var serializationObject = {};
  113784. // Geometry
  113785. var geometry = mesh._geometry;
  113786. if (geometry) {
  113787. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  113788. // 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
  113789. serializeGeometry(geometry, serializationScene.geometries);
  113790. }
  113791. }
  113792. // Custom
  113793. if (mesh.serialize) {
  113794. mesh.serialize(serializationObject);
  113795. }
  113796. return serializationObject;
  113797. };
  113798. var finalizeSingleMesh = function (mesh, serializationObject) {
  113799. //only works if the mesh is already loaded
  113800. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  113801. //serialize material
  113802. if (mesh.material) {
  113803. if (mesh.material instanceof BABYLON.MultiMaterial) {
  113804. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  113805. serializationObject.materials = serializationObject.materials || [];
  113806. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  113807. serializationObject.multiMaterials.push(mesh.material.serialize());
  113808. var _loop_1 = function (submaterial) {
  113809. if (submaterial) {
  113810. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  113811. serializationObject.materials.push(submaterial.serialize());
  113812. }
  113813. }
  113814. };
  113815. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  113816. var submaterial = _a[_i];
  113817. _loop_1(submaterial);
  113818. }
  113819. }
  113820. }
  113821. else {
  113822. serializationObject.materials = serializationObject.materials || [];
  113823. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  113824. serializationObject.materials.push(mesh.material.serialize());
  113825. }
  113826. }
  113827. }
  113828. //serialize geometry
  113829. var geometry = mesh._geometry;
  113830. if (geometry) {
  113831. if (!serializationObject.geometries) {
  113832. serializationObject.geometries = {};
  113833. serializationObject.geometries.boxes = [];
  113834. serializationObject.geometries.spheres = [];
  113835. serializationObject.geometries.cylinders = [];
  113836. serializationObject.geometries.toruses = [];
  113837. serializationObject.geometries.grounds = [];
  113838. serializationObject.geometries.planes = [];
  113839. serializationObject.geometries.torusKnots = [];
  113840. serializationObject.geometries.vertexData = [];
  113841. }
  113842. serializeGeometry(geometry, serializationObject.geometries);
  113843. }
  113844. // Skeletons
  113845. if (mesh.skeleton) {
  113846. serializationObject.skeletons = serializationObject.skeletons || [];
  113847. serializationObject.skeletons.push(mesh.skeleton.serialize());
  113848. }
  113849. //serialize the actual mesh
  113850. serializationObject.meshes = serializationObject.meshes || [];
  113851. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  113852. }
  113853. };
  113854. /**
  113855. * Class used to serialize a scene into a string
  113856. */
  113857. var SceneSerializer = /** @class */ (function () {
  113858. function SceneSerializer() {
  113859. }
  113860. /**
  113861. * Clear cache used by a previous serialization
  113862. */
  113863. SceneSerializer.ClearCache = function () {
  113864. serializedGeometries = [];
  113865. };
  113866. /**
  113867. * Serialize a scene into a JSON compatible object
  113868. * @param scene defines the scene to serialize
  113869. * @returns a JSON compatible object
  113870. */
  113871. SceneSerializer.Serialize = function (scene) {
  113872. var serializationObject = {};
  113873. SceneSerializer.ClearCache();
  113874. // Scene
  113875. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  113876. serializationObject.autoClear = scene.autoClear;
  113877. serializationObject.clearColor = scene.clearColor.asArray();
  113878. serializationObject.ambientColor = scene.ambientColor.asArray();
  113879. serializationObject.gravity = scene.gravity.asArray();
  113880. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  113881. serializationObject.workerCollisions = scene.workerCollisions;
  113882. // Fog
  113883. if (scene.fogMode && scene.fogMode !== 0) {
  113884. serializationObject.fogMode = scene.fogMode;
  113885. serializationObject.fogColor = scene.fogColor.asArray();
  113886. serializationObject.fogStart = scene.fogStart;
  113887. serializationObject.fogEnd = scene.fogEnd;
  113888. serializationObject.fogDensity = scene.fogDensity;
  113889. }
  113890. //Physics
  113891. if (scene.isPhysicsEnabled()) {
  113892. var physicEngine = scene.getPhysicsEngine();
  113893. if (physicEngine) {
  113894. serializationObject.physicsEnabled = true;
  113895. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  113896. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  113897. }
  113898. }
  113899. // Metadata
  113900. if (scene.metadata) {
  113901. serializationObject.metadata = scene.metadata;
  113902. }
  113903. // Morph targets
  113904. serializationObject.morphTargetManagers = [];
  113905. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  113906. var abstractMesh = _a[_i];
  113907. var manager = abstractMesh.morphTargetManager;
  113908. if (manager) {
  113909. serializationObject.morphTargetManagers.push(manager.serialize());
  113910. }
  113911. }
  113912. // Lights
  113913. serializationObject.lights = [];
  113914. var index;
  113915. var light;
  113916. for (index = 0; index < scene.lights.length; index++) {
  113917. light = scene.lights[index];
  113918. if (!light.doNotSerialize) {
  113919. serializationObject.lights.push(light.serialize());
  113920. }
  113921. }
  113922. // Cameras
  113923. serializationObject.cameras = [];
  113924. for (index = 0; index < scene.cameras.length; index++) {
  113925. var camera = scene.cameras[index];
  113926. if (!camera.doNotSerialize) {
  113927. serializationObject.cameras.push(camera.serialize());
  113928. }
  113929. }
  113930. if (scene.activeCamera) {
  113931. serializationObject.activeCameraID = scene.activeCamera.id;
  113932. }
  113933. // Animations
  113934. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  113935. // Materials
  113936. serializationObject.materials = [];
  113937. serializationObject.multiMaterials = [];
  113938. var material;
  113939. for (index = 0; index < scene.materials.length; index++) {
  113940. material = scene.materials[index];
  113941. if (!material.doNotSerialize) {
  113942. serializationObject.materials.push(material.serialize());
  113943. }
  113944. }
  113945. // MultiMaterials
  113946. serializationObject.multiMaterials = [];
  113947. for (index = 0; index < scene.multiMaterials.length; index++) {
  113948. var multiMaterial = scene.multiMaterials[index];
  113949. serializationObject.multiMaterials.push(multiMaterial.serialize());
  113950. }
  113951. // Environment texture
  113952. if (scene.environmentTexture) {
  113953. serializationObject.environmentTexture = scene.environmentTexture.name;
  113954. }
  113955. // Skeletons
  113956. serializationObject.skeletons = [];
  113957. for (index = 0; index < scene.skeletons.length; index++) {
  113958. var skeleton = scene.skeletons[index];
  113959. if (!skeleton.doNotSerialize) {
  113960. serializationObject.skeletons.push(skeleton.serialize());
  113961. }
  113962. }
  113963. // Transform nodes
  113964. serializationObject.transformNodes = [];
  113965. for (index = 0; index < scene.transformNodes.length; index++) {
  113966. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  113967. }
  113968. // Geometries
  113969. serializationObject.geometries = {};
  113970. serializationObject.geometries.boxes = [];
  113971. serializationObject.geometries.spheres = [];
  113972. serializationObject.geometries.cylinders = [];
  113973. serializationObject.geometries.toruses = [];
  113974. serializationObject.geometries.grounds = [];
  113975. serializationObject.geometries.planes = [];
  113976. serializationObject.geometries.torusKnots = [];
  113977. serializationObject.geometries.vertexData = [];
  113978. serializedGeometries = [];
  113979. var geometries = scene.getGeometries();
  113980. for (index = 0; index < geometries.length; index++) {
  113981. var geometry = geometries[index];
  113982. if (geometry.isReady()) {
  113983. serializeGeometry(geometry, serializationObject.geometries);
  113984. }
  113985. }
  113986. // Meshes
  113987. serializationObject.meshes = [];
  113988. for (index = 0; index < scene.meshes.length; index++) {
  113989. var abstractMesh = scene.meshes[index];
  113990. if (abstractMesh instanceof BABYLON.Mesh) {
  113991. var mesh = abstractMesh;
  113992. if (!mesh.doNotSerialize) {
  113993. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  113994. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  113995. }
  113996. }
  113997. }
  113998. }
  113999. // Particles Systems
  114000. serializationObject.particleSystems = [];
  114001. for (index = 0; index < scene.particleSystems.length; index++) {
  114002. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  114003. }
  114004. // Action Manager
  114005. if (scene.actionManager) {
  114006. serializationObject.actions = scene.actionManager.serialize("scene");
  114007. }
  114008. // Components
  114009. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  114010. var component = _c[_b];
  114011. component.serialize(serializationObject);
  114012. }
  114013. return serializationObject;
  114014. };
  114015. /**
  114016. * Serialize a mesh into a JSON compatible object
  114017. * @param toSerialize defines the mesh to serialize
  114018. * @param withParents defines if parents must be serialized as well
  114019. * @param withChildren defines if children must be serialized as well
  114020. * @returns a JSON compatible object
  114021. */
  114022. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  114023. if (withParents === void 0) { withParents = false; }
  114024. if (withChildren === void 0) { withChildren = false; }
  114025. var serializationObject = {};
  114026. SceneSerializer.ClearCache();
  114027. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  114028. if (withParents || withChildren) {
  114029. //deliberate for loop! not for each, appended should be processed as well.
  114030. for (var i = 0; i < toSerialize.length; ++i) {
  114031. if (withChildren) {
  114032. toSerialize[i].getDescendants().forEach(function (node) {
  114033. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  114034. toSerialize.push(node);
  114035. }
  114036. });
  114037. }
  114038. //make sure the array doesn't contain the object already
  114039. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  114040. toSerialize.push(toSerialize[i].parent);
  114041. }
  114042. }
  114043. }
  114044. toSerialize.forEach(function (mesh) {
  114045. finalizeSingleMesh(mesh, serializationObject);
  114046. });
  114047. return serializationObject;
  114048. };
  114049. return SceneSerializer;
  114050. }());
  114051. BABYLON.SceneSerializer = SceneSerializer;
  114052. })(BABYLON || (BABYLON = {}));
  114053. //# sourceMappingURL=babylon.sceneSerializer.js.map
  114054. var BABYLON;
  114055. (function (BABYLON) {
  114056. /**
  114057. * Class used to generate realtime reflection / refraction cube textures
  114058. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114059. */
  114060. var ReflectionProbe = /** @class */ (function () {
  114061. /**
  114062. * Creates a new reflection probe
  114063. * @param name defines the name of the probe
  114064. * @param size defines the texture resolution (for each face)
  114065. * @param scene defines the hosting scene
  114066. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  114067. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  114068. */
  114069. function ReflectionProbe(
  114070. /** defines the name of the probe */
  114071. name, size, scene, generateMipMaps, useFloat) {
  114072. if (generateMipMaps === void 0) { generateMipMaps = true; }
  114073. if (useFloat === void 0) { useFloat = false; }
  114074. var _this = this;
  114075. this.name = name;
  114076. this._viewMatrix = BABYLON.Matrix.Identity();
  114077. this._target = BABYLON.Vector3.Zero();
  114078. this._add = BABYLON.Vector3.Zero();
  114079. this._invertYAxis = false;
  114080. /** Gets or sets probe position (center of the cube map) */
  114081. this.position = BABYLON.Vector3.Zero();
  114082. this._scene = scene;
  114083. // Create the scene field if not exist.
  114084. if (!this._scene.reflectionProbes) {
  114085. this._scene.reflectionProbes = new Array();
  114086. }
  114087. this._scene.reflectionProbes.push(this);
  114088. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  114089. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  114090. switch (faceIndex) {
  114091. case 0:
  114092. _this._add.copyFromFloats(1, 0, 0);
  114093. break;
  114094. case 1:
  114095. _this._add.copyFromFloats(-1, 0, 0);
  114096. break;
  114097. case 2:
  114098. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  114099. break;
  114100. case 3:
  114101. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  114102. break;
  114103. case 4:
  114104. _this._add.copyFromFloats(0, 0, 1);
  114105. break;
  114106. case 5:
  114107. _this._add.copyFromFloats(0, 0, -1);
  114108. break;
  114109. }
  114110. if (_this._attachedMesh) {
  114111. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  114112. }
  114113. _this.position.addToRef(_this._add, _this._target);
  114114. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  114115. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  114116. scene._forcedViewPosition = _this.position;
  114117. });
  114118. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  114119. scene._forcedViewPosition = null;
  114120. scene.updateTransformMatrix(true);
  114121. });
  114122. if (scene.activeCamera) {
  114123. this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  114124. }
  114125. }
  114126. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  114127. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  114128. get: function () {
  114129. return this._renderTargetTexture.samples;
  114130. },
  114131. set: function (value) {
  114132. this._renderTargetTexture.samples = value;
  114133. },
  114134. enumerable: true,
  114135. configurable: true
  114136. });
  114137. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  114138. /** Gets or sets the refresh rate to use (on every frame by default) */
  114139. get: function () {
  114140. return this._renderTargetTexture.refreshRate;
  114141. },
  114142. set: function (value) {
  114143. this._renderTargetTexture.refreshRate = value;
  114144. },
  114145. enumerable: true,
  114146. configurable: true
  114147. });
  114148. /**
  114149. * Gets the hosting scene
  114150. * @returns a Scene
  114151. */
  114152. ReflectionProbe.prototype.getScene = function () {
  114153. return this._scene;
  114154. };
  114155. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  114156. /** Gets the internal CubeTexture used to render to */
  114157. get: function () {
  114158. return this._renderTargetTexture;
  114159. },
  114160. enumerable: true,
  114161. configurable: true
  114162. });
  114163. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  114164. /** Gets the list of meshes to render */
  114165. get: function () {
  114166. return this._renderTargetTexture.renderList;
  114167. },
  114168. enumerable: true,
  114169. configurable: true
  114170. });
  114171. /**
  114172. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  114173. * @param mesh defines the mesh to attach to
  114174. */
  114175. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  114176. this._attachedMesh = mesh;
  114177. };
  114178. /**
  114179. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  114180. * @param renderingGroupId The rendering group id corresponding to its index
  114181. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  114182. */
  114183. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  114184. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  114185. };
  114186. /**
  114187. * Clean all associated resources
  114188. */
  114189. ReflectionProbe.prototype.dispose = function () {
  114190. var index = this._scene.reflectionProbes.indexOf(this);
  114191. if (index !== -1) {
  114192. // Remove from the scene if found
  114193. this._scene.reflectionProbes.splice(index, 1);
  114194. }
  114195. if (this._renderTargetTexture) {
  114196. this._renderTargetTexture.dispose();
  114197. this._renderTargetTexture = null;
  114198. }
  114199. };
  114200. return ReflectionProbe;
  114201. }());
  114202. BABYLON.ReflectionProbe = ReflectionProbe;
  114203. })(BABYLON || (BABYLON = {}));
  114204. //# sourceMappingURL=babylon.reflectionProbe.js.map
  114205. var BABYLON;
  114206. (function (BABYLON) {
  114207. /**
  114208. * Defines the layer scene component responsible to manage any layers
  114209. * in a given scene.
  114210. */
  114211. var LayerSceneComponent = /** @class */ (function () {
  114212. /**
  114213. * Creates a new instance of the component for the given scene
  114214. * @param scene Defines the scene to register the component in
  114215. */
  114216. function LayerSceneComponent(scene) {
  114217. /**
  114218. * The component name helpfull to identify the component in the list of scene components.
  114219. */
  114220. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  114221. this.scene = scene;
  114222. this._engine = scene.getEngine();
  114223. scene.layers = new Array();
  114224. }
  114225. /**
  114226. * Registers the component in a given scene
  114227. */
  114228. LayerSceneComponent.prototype.register = function () {
  114229. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawBackground);
  114230. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawForeground);
  114231. };
  114232. /**
  114233. * Rebuilds the elements related to this component in case of
  114234. * context lost for instance.
  114235. */
  114236. LayerSceneComponent.prototype.rebuild = function () {
  114237. var layers = this.scene.layers;
  114238. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  114239. var layer = layers_1[_i];
  114240. layer._rebuild();
  114241. }
  114242. };
  114243. /**
  114244. * Disposes the component and the associated ressources.
  114245. */
  114246. LayerSceneComponent.prototype.dispose = function () {
  114247. var layers = this.scene.layers;
  114248. while (layers.length) {
  114249. layers[0].dispose();
  114250. }
  114251. };
  114252. LayerSceneComponent.prototype._draw = function (camera, isBackground) {
  114253. var layers = this.scene.layers;
  114254. if (layers.length) {
  114255. this._engine.setDepthBuffer(false);
  114256. var cameraLayerMask = camera.layerMask;
  114257. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  114258. var layer = layers_2[_i];
  114259. if (layer.isBackground === isBackground && ((layer.layerMask & cameraLayerMask) !== 0)) {
  114260. layer.render();
  114261. }
  114262. }
  114263. this._engine.setDepthBuffer(true);
  114264. }
  114265. };
  114266. LayerSceneComponent.prototype._drawBackground = function (camera) {
  114267. this._draw(camera, true);
  114268. };
  114269. LayerSceneComponent.prototype._drawForeground = function (camera) {
  114270. this._draw(camera, false);
  114271. };
  114272. return LayerSceneComponent;
  114273. }());
  114274. BABYLON.LayerSceneComponent = LayerSceneComponent;
  114275. })(BABYLON || (BABYLON = {}));
  114276. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  114277. var BABYLON;
  114278. (function (BABYLON) {
  114279. /**
  114280. * This represents a full screen 2d layer.
  114281. * This can be usefull to display a picture in the background of your scene for instance.
  114282. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114283. */
  114284. var Layer = /** @class */ (function () {
  114285. /**
  114286. * Instantiates a new layer.
  114287. * This represents a full screen 2d layer.
  114288. * This can be usefull to display a picture in the background of your scene for instance.
  114289. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114290. * @param name Define the name of the layer in the scene
  114291. * @param imgUrl Define the url of the texture to display in the layer
  114292. * @param scene Define the scene the layer belongs to
  114293. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  114294. * @param color Defines a color for the layer
  114295. */
  114296. function Layer(
  114297. /**
  114298. * Define the name of the layer.
  114299. */
  114300. name, imgUrl, scene, isBackground, color) {
  114301. this.name = name;
  114302. /**
  114303. * Define the scale of the layer in order to zoom in out of the texture.
  114304. */
  114305. this.scale = new BABYLON.Vector2(1, 1);
  114306. /**
  114307. * Define an offset for the layer in order to shift the texture.
  114308. */
  114309. this.offset = new BABYLON.Vector2(0, 0);
  114310. /**
  114311. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  114312. */
  114313. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  114314. /**
  114315. * Define a mask to restrict the layer to only some of the scene cameras.
  114316. */
  114317. this.layerMask = 0x0FFFFFFF;
  114318. this._vertexBuffers = {};
  114319. /**
  114320. * An event triggered when the layer is disposed.
  114321. */
  114322. this.onDisposeObservable = new BABYLON.Observable();
  114323. /**
  114324. * An event triggered before rendering the scene
  114325. */
  114326. this.onBeforeRenderObservable = new BABYLON.Observable();
  114327. /**
  114328. * An event triggered after rendering the scene
  114329. */
  114330. this.onAfterRenderObservable = new BABYLON.Observable();
  114331. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  114332. this.isBackground = isBackground === undefined ? true : isBackground;
  114333. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  114334. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  114335. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  114336. if (!layerComponent) {
  114337. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  114338. this._scene._addComponent(layerComponent);
  114339. }
  114340. this._scene.layers.push(this);
  114341. var engine = this._scene.getEngine();
  114342. // VBO
  114343. var vertices = [];
  114344. vertices.push(1, 1);
  114345. vertices.push(-1, 1);
  114346. vertices.push(-1, -1);
  114347. vertices.push(1, -1);
  114348. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  114349. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  114350. this._createIndexBuffer();
  114351. // Effects
  114352. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  114353. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  114354. }
  114355. Object.defineProperty(Layer.prototype, "onDispose", {
  114356. /**
  114357. * Back compatibility with callback before the onDisposeObservable existed.
  114358. * The set callback will be triggered when the layer has been disposed.
  114359. */
  114360. set: function (callback) {
  114361. if (this._onDisposeObserver) {
  114362. this.onDisposeObservable.remove(this._onDisposeObserver);
  114363. }
  114364. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  114365. },
  114366. enumerable: true,
  114367. configurable: true
  114368. });
  114369. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  114370. /**
  114371. * Back compatibility with callback before the onBeforeRenderObservable existed.
  114372. * The set callback will be triggered just before rendering the layer.
  114373. */
  114374. set: function (callback) {
  114375. if (this._onBeforeRenderObserver) {
  114376. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  114377. }
  114378. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  114379. },
  114380. enumerable: true,
  114381. configurable: true
  114382. });
  114383. Object.defineProperty(Layer.prototype, "onAfterRender", {
  114384. /**
  114385. * Back compatibility with callback before the onAfterRenderObservable existed.
  114386. * The set callback will be triggered just after rendering the layer.
  114387. */
  114388. set: function (callback) {
  114389. if (this._onAfterRenderObserver) {
  114390. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  114391. }
  114392. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  114393. },
  114394. enumerable: true,
  114395. configurable: true
  114396. });
  114397. Layer.prototype._createIndexBuffer = function () {
  114398. var engine = this._scene.getEngine();
  114399. // Indices
  114400. var indices = [];
  114401. indices.push(0);
  114402. indices.push(1);
  114403. indices.push(2);
  114404. indices.push(0);
  114405. indices.push(2);
  114406. indices.push(3);
  114407. this._indexBuffer = engine.createIndexBuffer(indices);
  114408. };
  114409. /** @hidden */
  114410. Layer.prototype._rebuild = function () {
  114411. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  114412. if (vb) {
  114413. vb._rebuild();
  114414. }
  114415. this._createIndexBuffer();
  114416. };
  114417. /**
  114418. * Renders the layer in the scene.
  114419. */
  114420. Layer.prototype.render = function () {
  114421. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  114422. // Check
  114423. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  114424. return;
  114425. }
  114426. var engine = this._scene.getEngine();
  114427. this.onBeforeRenderObservable.notifyObservers(this);
  114428. // Render
  114429. engine.enableEffect(currentEffect);
  114430. engine.setState(false);
  114431. // Texture
  114432. currentEffect.setTexture("textureSampler", this.texture);
  114433. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  114434. // Color
  114435. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  114436. // Scale / offset
  114437. currentEffect.setVector2("offset", this.offset);
  114438. currentEffect.setVector2("scale", this.scale);
  114439. // VBOs
  114440. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  114441. // Draw order
  114442. if (!this.alphaTest) {
  114443. engine.setAlphaMode(this.alphaBlendingMode);
  114444. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114445. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  114446. }
  114447. else {
  114448. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114449. }
  114450. this.onAfterRenderObservable.notifyObservers(this);
  114451. };
  114452. /**
  114453. * Disposes and releases the associated ressources.
  114454. */
  114455. Layer.prototype.dispose = function () {
  114456. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  114457. if (vertexBuffer) {
  114458. vertexBuffer.dispose();
  114459. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  114460. }
  114461. if (this._indexBuffer) {
  114462. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  114463. this._indexBuffer = null;
  114464. }
  114465. if (this.texture) {
  114466. this.texture.dispose();
  114467. this.texture = null;
  114468. }
  114469. // Remove from scene
  114470. var index = this._scene.layers.indexOf(this);
  114471. this._scene.layers.splice(index, 1);
  114472. // Callback
  114473. this.onDisposeObservable.notifyObservers(this);
  114474. this.onDisposeObservable.clear();
  114475. this.onAfterRenderObservable.clear();
  114476. this.onBeforeRenderObservable.clear();
  114477. };
  114478. return Layer;
  114479. }());
  114480. BABYLON.Layer = Layer;
  114481. })(BABYLON || (BABYLON = {}));
  114482. //# sourceMappingURL=babylon.layer.js.map
  114483. var BABYLON;
  114484. (function (BABYLON) {
  114485. /**
  114486. * Class used to host texture specific utilities
  114487. */
  114488. var TextureTools = /** @class */ (function () {
  114489. function TextureTools() {
  114490. }
  114491. /**
  114492. * Uses the GPU to create a copy texture rescaled at a given size
  114493. * @param texture Texture to copy from
  114494. * @param width defines the desired width
  114495. * @param height defines the desired height
  114496. * @param useBilinearMode defines if bilinear mode has to be used
  114497. * @return the generated texture
  114498. */
  114499. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  114500. if (useBilinearMode === void 0) { useBilinearMode = true; }
  114501. var scene = texture.getScene();
  114502. var engine = scene.getEngine();
  114503. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  114504. rtt.wrapU = texture.wrapU;
  114505. rtt.wrapV = texture.wrapV;
  114506. rtt.uOffset = texture.uOffset;
  114507. rtt.vOffset = texture.vOffset;
  114508. rtt.uScale = texture.uScale;
  114509. rtt.vScale = texture.vScale;
  114510. rtt.uAng = texture.uAng;
  114511. rtt.vAng = texture.vAng;
  114512. rtt.wAng = texture.wAng;
  114513. rtt.coordinatesIndex = texture.coordinatesIndex;
  114514. rtt.level = texture.level;
  114515. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  114516. rtt._texture.isReady = false;
  114517. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114518. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114519. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  114520. passPostProcess.getEffect().executeWhenCompiled(function () {
  114521. passPostProcess.onApply = function (effect) {
  114522. effect.setTexture("textureSampler", texture);
  114523. };
  114524. var internalTexture = rtt.getInternalTexture();
  114525. if (internalTexture) {
  114526. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  114527. engine.unBindFramebuffer(internalTexture);
  114528. rtt.disposeFramebufferObjects();
  114529. passPostProcess.dispose();
  114530. internalTexture.isReady = true;
  114531. }
  114532. });
  114533. return rtt;
  114534. };
  114535. /**
  114536. * Gets an environment BRDF texture for a given scene
  114537. * @param scene defines the hosting scene
  114538. * @returns the environment BRDF texture
  114539. */
  114540. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  114541. if (!scene._environmentBRDFTexture) {
  114542. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114543. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114544. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114545. scene._environmentBRDFTexture = texture;
  114546. }
  114547. return scene._environmentBRDFTexture;
  114548. };
  114549. TextureTools._environmentBRDFBase64Texture = "data:image/png;base64,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";
  114550. return TextureTools;
  114551. }());
  114552. BABYLON.TextureTools = TextureTools;
  114553. })(BABYLON || (BABYLON = {}));
  114554. //# sourceMappingURL=babylon.textureTools.js.map
  114555. var BABYLON;
  114556. (function (BABYLON) {
  114557. /**
  114558. * 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.
  114559. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  114560. */
  114561. var FramingBehavior = /** @class */ (function () {
  114562. function FramingBehavior() {
  114563. this._mode = FramingBehavior.FitFrustumSidesMode;
  114564. this._radiusScale = 1.0;
  114565. this._positionScale = 0.5;
  114566. this._defaultElevation = 0.3;
  114567. this._elevationReturnTime = 1500;
  114568. this._elevationReturnWaitTime = 1000;
  114569. this._zoomStopsAnimation = false;
  114570. this._framingTime = 1500;
  114571. /**
  114572. * Define if the behavior should automatically change the configured
  114573. * camera limits and sensibilities.
  114574. */
  114575. this.autoCorrectCameraLimitsAndSensibility = true;
  114576. this._isPointerDown = false;
  114577. this._lastInteractionTime = -Infinity;
  114578. // Framing control
  114579. this._animatables = new Array();
  114580. this._betaIsAnimating = false;
  114581. }
  114582. Object.defineProperty(FramingBehavior.prototype, "name", {
  114583. /**
  114584. * Gets the name of the behavior.
  114585. */
  114586. get: function () {
  114587. return "Framing";
  114588. },
  114589. enumerable: true,
  114590. configurable: true
  114591. });
  114592. Object.defineProperty(FramingBehavior.prototype, "mode", {
  114593. /**
  114594. * Gets current mode used by the behavior.
  114595. */
  114596. get: function () {
  114597. return this._mode;
  114598. },
  114599. /**
  114600. * Sets the current mode used by the behavior
  114601. */
  114602. set: function (mode) {
  114603. this._mode = mode;
  114604. },
  114605. enumerable: true,
  114606. configurable: true
  114607. });
  114608. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  114609. /**
  114610. * Gets the scale applied to the radius
  114611. */
  114612. get: function () {
  114613. return this._radiusScale;
  114614. },
  114615. /**
  114616. * Sets the scale applied to the radius (1 by default)
  114617. */
  114618. set: function (radius) {
  114619. this._radiusScale = radius;
  114620. },
  114621. enumerable: true,
  114622. configurable: true
  114623. });
  114624. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  114625. /**
  114626. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  114627. */
  114628. get: function () {
  114629. return this._positionScale;
  114630. },
  114631. /**
  114632. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  114633. */
  114634. set: function (scale) {
  114635. this._positionScale = scale;
  114636. },
  114637. enumerable: true,
  114638. configurable: true
  114639. });
  114640. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  114641. /**
  114642. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  114643. * behaviour is triggered, in radians.
  114644. */
  114645. get: function () {
  114646. return this._defaultElevation;
  114647. },
  114648. /**
  114649. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  114650. * behaviour is triggered, in radians.
  114651. */
  114652. set: function (elevation) {
  114653. this._defaultElevation = elevation;
  114654. },
  114655. enumerable: true,
  114656. configurable: true
  114657. });
  114658. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  114659. /**
  114660. * Gets the time (in milliseconds) taken to return to the default beta position.
  114661. * Negative value indicates camera should not return to default.
  114662. */
  114663. get: function () {
  114664. return this._elevationReturnTime;
  114665. },
  114666. /**
  114667. * Sets the time (in milliseconds) taken to return to the default beta position.
  114668. * Negative value indicates camera should not return to default.
  114669. */
  114670. set: function (speed) {
  114671. this._elevationReturnTime = speed;
  114672. },
  114673. enumerable: true,
  114674. configurable: true
  114675. });
  114676. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  114677. /**
  114678. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  114679. */
  114680. get: function () {
  114681. return this._elevationReturnWaitTime;
  114682. },
  114683. /**
  114684. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  114685. */
  114686. set: function (time) {
  114687. this._elevationReturnWaitTime = time;
  114688. },
  114689. enumerable: true,
  114690. configurable: true
  114691. });
  114692. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  114693. /**
  114694. * Gets the flag that indicates if user zooming should stop animation.
  114695. */
  114696. get: function () {
  114697. return this._zoomStopsAnimation;
  114698. },
  114699. /**
  114700. * Sets the flag that indicates if user zooming should stop animation.
  114701. */
  114702. set: function (flag) {
  114703. this._zoomStopsAnimation = flag;
  114704. },
  114705. enumerable: true,
  114706. configurable: true
  114707. });
  114708. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  114709. /**
  114710. * Gets the transition time when framing the mesh, in milliseconds
  114711. */
  114712. get: function () {
  114713. return this._framingTime;
  114714. },
  114715. /**
  114716. * Sets the transition time when framing the mesh, in milliseconds
  114717. */
  114718. set: function (time) {
  114719. this._framingTime = time;
  114720. },
  114721. enumerable: true,
  114722. configurable: true
  114723. });
  114724. /**
  114725. * Initializes the behavior.
  114726. */
  114727. FramingBehavior.prototype.init = function () {
  114728. // Do notihng
  114729. };
  114730. /**
  114731. * Attaches the behavior to its arc rotate camera.
  114732. * @param camera Defines the camera to attach the behavior to
  114733. */
  114734. FramingBehavior.prototype.attach = function (camera) {
  114735. var _this = this;
  114736. this._attachedCamera = camera;
  114737. var scene = this._attachedCamera.getScene();
  114738. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  114739. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  114740. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  114741. _this._isPointerDown = true;
  114742. return;
  114743. }
  114744. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  114745. _this._isPointerDown = false;
  114746. }
  114747. });
  114748. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  114749. if (mesh) {
  114750. _this.zoomOnMesh(mesh);
  114751. }
  114752. });
  114753. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  114754. // Stop the animation if there is user interaction and the animation should stop for this interaction
  114755. _this._applyUserInteraction();
  114756. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  114757. // back to the default position after a given timeout
  114758. _this._maintainCameraAboveGround();
  114759. });
  114760. };
  114761. /**
  114762. * Detaches the behavior from its current arc rotate camera.
  114763. */
  114764. FramingBehavior.prototype.detach = function () {
  114765. if (!this._attachedCamera) {
  114766. return;
  114767. }
  114768. var scene = this._attachedCamera.getScene();
  114769. if (this._onPrePointerObservableObserver) {
  114770. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  114771. }
  114772. if (this._onAfterCheckInputsObserver) {
  114773. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  114774. }
  114775. if (this._onMeshTargetChangedObserver) {
  114776. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  114777. }
  114778. this._attachedCamera = null;
  114779. };
  114780. /**
  114781. * Targets the given mesh and updates zoom level accordingly.
  114782. * @param mesh The mesh to target.
  114783. * @param radius Optional. If a cached radius position already exists, overrides default.
  114784. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  114785. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114786. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114787. */
  114788. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  114789. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114790. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114791. mesh.computeWorldMatrix(true);
  114792. var boundingBox = mesh.getBoundingInfo().boundingBox;
  114793. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  114794. };
  114795. /**
  114796. * Targets the given mesh with its children and updates zoom level accordingly.
  114797. * @param mesh The mesh to target.
  114798. * @param radius Optional. If a cached radius position already exists, overrides default.
  114799. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  114800. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114801. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114802. */
  114803. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  114804. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114805. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114806. mesh.computeWorldMatrix(true);
  114807. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  114808. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  114809. };
  114810. /**
  114811. * Targets the given meshes with their children and updates zoom level accordingly.
  114812. * @param meshes The mesh to target.
  114813. * @param radius Optional. If a cached radius position already exists, overrides default.
  114814. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  114815. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114816. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114817. */
  114818. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  114819. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114820. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114821. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  114822. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  114823. for (var i = 0; i < meshes.length; i++) {
  114824. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  114825. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  114826. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  114827. }
  114828. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  114829. };
  114830. /**
  114831. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  114832. * @param minimumWorld Determines the smaller position of the bounding box extend
  114833. * @param maximumWorld Determines the bigger position of the bounding box extend
  114834. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114835. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114836. */
  114837. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  114838. var _this = this;
  114839. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114840. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114841. var zoomTarget;
  114842. if (!this._attachedCamera) {
  114843. return;
  114844. }
  114845. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  114846. var bottom = minimumWorld.y;
  114847. var top = maximumWorld.y;
  114848. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  114849. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  114850. if (focusOnOriginXZ) {
  114851. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  114852. }
  114853. else {
  114854. var centerWorld = minimumWorld.add(radiusWorld);
  114855. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  114856. }
  114857. if (!this._vectorTransition) {
  114858. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  114859. }
  114860. this._betaIsAnimating = true;
  114861. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  114862. if (animatable) {
  114863. this._animatables.push(animatable);
  114864. }
  114865. // sets the radius and lower radius bounds
  114866. // Small delta ensures camera is not always at lower zoom limit.
  114867. var radius = 0;
  114868. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  114869. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  114870. if (this.autoCorrectCameraLimitsAndSensibility) {
  114871. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  114872. }
  114873. radius = position;
  114874. }
  114875. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  114876. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  114877. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  114878. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  114879. }
  114880. }
  114881. // Set sensibilities
  114882. if (this.autoCorrectCameraLimitsAndSensibility) {
  114883. var extend = maximumWorld.subtract(minimumWorld).length();
  114884. this._attachedCamera.panningSensibility = 5000 / extend;
  114885. this._attachedCamera.wheelPrecision = 100 / radius;
  114886. }
  114887. // transition to new radius
  114888. if (!this._radiusTransition) {
  114889. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  114890. }
  114891. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  114892. _this.stopAllAnimations();
  114893. if (onAnimationEnd) {
  114894. onAnimationEnd();
  114895. }
  114896. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  114897. _this._attachedCamera.storeState();
  114898. }
  114899. });
  114900. if (animatable) {
  114901. this._animatables.push(animatable);
  114902. }
  114903. };
  114904. /**
  114905. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  114906. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  114907. * frustum width.
  114908. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  114909. * to fully enclose the mesh in the viewing frustum.
  114910. */
  114911. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  114912. var size = maximumWorld.subtract(minimumWorld);
  114913. var boxVectorGlobalDiagonal = size.length();
  114914. var frustumSlope = this._getFrustumSlope();
  114915. // Formula for setting distance
  114916. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  114917. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  114918. // Horizon distance
  114919. var radius = radiusWithoutFraming * this._radiusScale;
  114920. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  114921. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  114922. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  114923. var camera = this._attachedCamera;
  114924. if (!camera) {
  114925. return 0;
  114926. }
  114927. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  114928. // Don't exceed the requested limit
  114929. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  114930. }
  114931. // Don't exceed the upper radius limit
  114932. if (camera.upperRadiusLimit) {
  114933. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  114934. }
  114935. return distance;
  114936. };
  114937. /**
  114938. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  114939. * is automatically returned to its default position (expected to be above ground plane).
  114940. */
  114941. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  114942. var _this = this;
  114943. if (this._elevationReturnTime < 0) {
  114944. return;
  114945. }
  114946. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  114947. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  114948. var limitBeta = Math.PI * 0.5;
  114949. // Bring the camera back up if below the ground plane
  114950. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  114951. this._betaIsAnimating = true;
  114952. //Transition to new position
  114953. this.stopAllAnimations();
  114954. if (!this._betaTransition) {
  114955. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  114956. }
  114957. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  114958. _this._clearAnimationLocks();
  114959. _this.stopAllAnimations();
  114960. });
  114961. if (animatabe) {
  114962. this._animatables.push(animatabe);
  114963. }
  114964. }
  114965. };
  114966. /**
  114967. * Returns the frustum slope based on the canvas ratio and camera FOV
  114968. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  114969. */
  114970. FramingBehavior.prototype._getFrustumSlope = function () {
  114971. // Calculate the viewport ratio
  114972. // Aspect Ratio is Height/Width.
  114973. var camera = this._attachedCamera;
  114974. if (!camera) {
  114975. return BABYLON.Vector2.Zero();
  114976. }
  114977. var engine = camera.getScene().getEngine();
  114978. var aspectRatio = engine.getAspectRatio(camera);
  114979. // Camera FOV is the vertical field of view (top-bottom) in radians.
  114980. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  114981. var frustumSlopeY = Math.tan(camera.fov / 2);
  114982. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  114983. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  114984. // along the forward vector.
  114985. var frustumSlopeX = frustumSlopeY * aspectRatio;
  114986. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  114987. };
  114988. /**
  114989. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  114990. */
  114991. FramingBehavior.prototype._clearAnimationLocks = function () {
  114992. this._betaIsAnimating = false;
  114993. };
  114994. /**
  114995. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  114996. */
  114997. FramingBehavior.prototype._applyUserInteraction = function () {
  114998. if (this.isUserIsMoving) {
  114999. this._lastInteractionTime = BABYLON.Tools.Now;
  115000. this.stopAllAnimations();
  115001. this._clearAnimationLocks();
  115002. }
  115003. };
  115004. /**
  115005. * Stops and removes all animations that have been applied to the camera
  115006. */
  115007. FramingBehavior.prototype.stopAllAnimations = function () {
  115008. if (this._attachedCamera) {
  115009. this._attachedCamera.animations = [];
  115010. }
  115011. while (this._animatables.length) {
  115012. if (this._animatables[0]) {
  115013. this._animatables[0].onAnimationEnd = null;
  115014. this._animatables[0].stop();
  115015. }
  115016. this._animatables.shift();
  115017. }
  115018. };
  115019. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  115020. /**
  115021. * Gets a value indicating if the user is moving the camera
  115022. */
  115023. get: function () {
  115024. if (!this._attachedCamera) {
  115025. return false;
  115026. }
  115027. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  115028. this._attachedCamera.inertialBetaOffset !== 0 ||
  115029. this._attachedCamera.inertialRadiusOffset !== 0 ||
  115030. this._attachedCamera.inertialPanningX !== 0 ||
  115031. this._attachedCamera.inertialPanningY !== 0 ||
  115032. this._isPointerDown;
  115033. },
  115034. enumerable: true,
  115035. configurable: true
  115036. });
  115037. /**
  115038. * The easing function used by animations
  115039. */
  115040. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  115041. /**
  115042. * The easing mode used by animations
  115043. */
  115044. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  115045. // Statics
  115046. /**
  115047. * The camera can move all the way towards the mesh.
  115048. */
  115049. FramingBehavior.IgnoreBoundsSizeMode = 0;
  115050. /**
  115051. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  115052. */
  115053. FramingBehavior.FitFrustumSidesMode = 1;
  115054. return FramingBehavior;
  115055. }());
  115056. BABYLON.FramingBehavior = FramingBehavior;
  115057. })(BABYLON || (BABYLON = {}));
  115058. //# sourceMappingURL=babylon.framingBehavior.js.map
  115059. var BABYLON;
  115060. (function (BABYLON) {
  115061. /**
  115062. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  115063. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  115064. */
  115065. var BouncingBehavior = /** @class */ (function () {
  115066. function BouncingBehavior() {
  115067. /**
  115068. * The duration of the animation, in milliseconds
  115069. */
  115070. this.transitionDuration = 450;
  115071. /**
  115072. * Length of the distance animated by the transition when lower radius is reached
  115073. */
  115074. this.lowerRadiusTransitionRange = 2;
  115075. /**
  115076. * Length of the distance animated by the transition when upper radius is reached
  115077. */
  115078. this.upperRadiusTransitionRange = -2;
  115079. this._autoTransitionRange = false;
  115080. // Animations
  115081. this._radiusIsAnimating = false;
  115082. this._radiusBounceTransition = null;
  115083. this._animatables = new Array();
  115084. }
  115085. Object.defineProperty(BouncingBehavior.prototype, "name", {
  115086. /**
  115087. * Gets the name of the behavior.
  115088. */
  115089. get: function () {
  115090. return "Bouncing";
  115091. },
  115092. enumerable: true,
  115093. configurable: true
  115094. });
  115095. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  115096. /**
  115097. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115098. */
  115099. get: function () {
  115100. return this._autoTransitionRange;
  115101. },
  115102. /**
  115103. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115104. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  115105. */
  115106. set: function (value) {
  115107. var _this = this;
  115108. if (this._autoTransitionRange === value) {
  115109. return;
  115110. }
  115111. this._autoTransitionRange = value;
  115112. var camera = this._attachedCamera;
  115113. if (!camera) {
  115114. return;
  115115. }
  115116. if (value) {
  115117. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  115118. if (!mesh) {
  115119. return;
  115120. }
  115121. mesh.computeWorldMatrix(true);
  115122. var diagonal = mesh.getBoundingInfo().diagonalLength;
  115123. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  115124. _this.upperRadiusTransitionRange = diagonal * 0.05;
  115125. });
  115126. }
  115127. else if (this._onMeshTargetChangedObserver) {
  115128. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115129. }
  115130. },
  115131. enumerable: true,
  115132. configurable: true
  115133. });
  115134. /**
  115135. * Initializes the behavior.
  115136. */
  115137. BouncingBehavior.prototype.init = function () {
  115138. // Do notihng
  115139. };
  115140. /**
  115141. * Attaches the behavior to its arc rotate camera.
  115142. * @param camera Defines the camera to attach the behavior to
  115143. */
  115144. BouncingBehavior.prototype.attach = function (camera) {
  115145. var _this = this;
  115146. this._attachedCamera = camera;
  115147. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115148. if (!_this._attachedCamera) {
  115149. return;
  115150. }
  115151. // Add the bounce animation to the lower radius limit
  115152. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  115153. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  115154. }
  115155. // Add the bounce animation to the upper radius limit
  115156. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  115157. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  115158. }
  115159. });
  115160. };
  115161. /**
  115162. * Detaches the behavior from its current arc rotate camera.
  115163. */
  115164. BouncingBehavior.prototype.detach = function () {
  115165. if (!this._attachedCamera) {
  115166. return;
  115167. }
  115168. if (this._onAfterCheckInputsObserver) {
  115169. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115170. }
  115171. if (this._onMeshTargetChangedObserver) {
  115172. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115173. }
  115174. this._attachedCamera = null;
  115175. };
  115176. /**
  115177. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  115178. * @param radiusLimit The limit to check against.
  115179. * @return Bool to indicate if at limit.
  115180. */
  115181. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  115182. if (!this._attachedCamera) {
  115183. return false;
  115184. }
  115185. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  115186. return true;
  115187. }
  115188. return false;
  115189. };
  115190. /**
  115191. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  115192. * @param radiusDelta The delta by which to animate to. Can be negative.
  115193. */
  115194. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  115195. var _this = this;
  115196. if (!this._attachedCamera) {
  115197. return;
  115198. }
  115199. if (!this._radiusBounceTransition) {
  115200. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  115201. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  115202. }
  115203. // Prevent zoom until bounce has completed
  115204. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  115205. this._attachedCamera.wheelPrecision = Infinity;
  115206. this._attachedCamera.inertialRadiusOffset = 0;
  115207. // Animate to the radius limit
  115208. this.stopAllAnimations();
  115209. this._radiusIsAnimating = true;
  115210. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  115211. if (animatable) {
  115212. this._animatables.push(animatable);
  115213. }
  115214. };
  115215. /**
  115216. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  115217. */
  115218. BouncingBehavior.prototype._clearAnimationLocks = function () {
  115219. this._radiusIsAnimating = false;
  115220. if (this._attachedCamera) {
  115221. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  115222. }
  115223. };
  115224. /**
  115225. * Stops and removes all animations that have been applied to the camera
  115226. */
  115227. BouncingBehavior.prototype.stopAllAnimations = function () {
  115228. if (this._attachedCamera) {
  115229. this._attachedCamera.animations = [];
  115230. }
  115231. while (this._animatables.length) {
  115232. this._animatables[0].onAnimationEnd = null;
  115233. this._animatables[0].stop();
  115234. this._animatables.shift();
  115235. }
  115236. };
  115237. /**
  115238. * The easing function used by animations
  115239. */
  115240. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  115241. /**
  115242. * The easing mode used by animations
  115243. */
  115244. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  115245. return BouncingBehavior;
  115246. }());
  115247. BABYLON.BouncingBehavior = BouncingBehavior;
  115248. })(BABYLON || (BABYLON = {}));
  115249. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  115250. var BABYLON;
  115251. (function (BABYLON) {
  115252. /**
  115253. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  115254. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  115255. */
  115256. var AutoRotationBehavior = /** @class */ (function () {
  115257. function AutoRotationBehavior() {
  115258. this._zoomStopsAnimation = false;
  115259. this._idleRotationSpeed = 0.05;
  115260. this._idleRotationWaitTime = 2000;
  115261. this._idleRotationSpinupTime = 2000;
  115262. this._isPointerDown = false;
  115263. this._lastFrameTime = null;
  115264. this._lastInteractionTime = -Infinity;
  115265. this._cameraRotationSpeed = 0;
  115266. this._lastFrameRadius = 0;
  115267. }
  115268. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  115269. /**
  115270. * Gets the name of the behavior.
  115271. */
  115272. get: function () {
  115273. return "AutoRotation";
  115274. },
  115275. enumerable: true,
  115276. configurable: true
  115277. });
  115278. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  115279. /**
  115280. * Gets the flag that indicates if user zooming should stop animation.
  115281. */
  115282. get: function () {
  115283. return this._zoomStopsAnimation;
  115284. },
  115285. /**
  115286. * Sets the flag that indicates if user zooming should stop animation.
  115287. */
  115288. set: function (flag) {
  115289. this._zoomStopsAnimation = flag;
  115290. },
  115291. enumerable: true,
  115292. configurable: true
  115293. });
  115294. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  115295. /**
  115296. * Gets the default speed at which the camera rotates around the model.
  115297. */
  115298. get: function () {
  115299. return this._idleRotationSpeed;
  115300. },
  115301. /**
  115302. * Sets the default speed at which the camera rotates around the model.
  115303. */
  115304. set: function (speed) {
  115305. this._idleRotationSpeed = speed;
  115306. },
  115307. enumerable: true,
  115308. configurable: true
  115309. });
  115310. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  115311. /**
  115312. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  115313. */
  115314. get: function () {
  115315. return this._idleRotationWaitTime;
  115316. },
  115317. /**
  115318. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  115319. */
  115320. set: function (time) {
  115321. this._idleRotationWaitTime = time;
  115322. },
  115323. enumerable: true,
  115324. configurable: true
  115325. });
  115326. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  115327. /**
  115328. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  115329. */
  115330. get: function () {
  115331. return this._idleRotationSpinupTime;
  115332. },
  115333. /**
  115334. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  115335. */
  115336. set: function (time) {
  115337. this._idleRotationSpinupTime = time;
  115338. },
  115339. enumerable: true,
  115340. configurable: true
  115341. });
  115342. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  115343. /**
  115344. * Gets a value indicating if the camera is currently rotating because of this behavior
  115345. */
  115346. get: function () {
  115347. return Math.abs(this._cameraRotationSpeed) > 0;
  115348. },
  115349. enumerable: true,
  115350. configurable: true
  115351. });
  115352. /**
  115353. * Initializes the behavior.
  115354. */
  115355. AutoRotationBehavior.prototype.init = function () {
  115356. // Do notihng
  115357. };
  115358. /**
  115359. * Attaches the behavior to its arc rotate camera.
  115360. * @param camera Defines the camera to attach the behavior to
  115361. */
  115362. AutoRotationBehavior.prototype.attach = function (camera) {
  115363. var _this = this;
  115364. this._attachedCamera = camera;
  115365. var scene = this._attachedCamera.getScene();
  115366. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  115367. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  115368. _this._isPointerDown = true;
  115369. return;
  115370. }
  115371. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  115372. _this._isPointerDown = false;
  115373. }
  115374. });
  115375. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115376. var now = BABYLON.Tools.Now;
  115377. var dt = 0;
  115378. if (_this._lastFrameTime != null) {
  115379. dt = now - _this._lastFrameTime;
  115380. }
  115381. _this._lastFrameTime = now;
  115382. // Stop the animation if there is user interaction and the animation should stop for this interaction
  115383. _this._applyUserInteraction();
  115384. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  115385. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  115386. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  115387. // Step camera rotation by rotation speed
  115388. if (_this._attachedCamera) {
  115389. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  115390. }
  115391. });
  115392. };
  115393. /**
  115394. * Detaches the behavior from its current arc rotate camera.
  115395. */
  115396. AutoRotationBehavior.prototype.detach = function () {
  115397. if (!this._attachedCamera) {
  115398. return;
  115399. }
  115400. var scene = this._attachedCamera.getScene();
  115401. if (this._onPrePointerObservableObserver) {
  115402. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  115403. }
  115404. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115405. this._attachedCamera = null;
  115406. };
  115407. /**
  115408. * Returns true if user is scrolling.
  115409. * @return true if user is scrolling.
  115410. */
  115411. AutoRotationBehavior.prototype._userIsZooming = function () {
  115412. if (!this._attachedCamera) {
  115413. return false;
  115414. }
  115415. return this._attachedCamera.inertialRadiusOffset !== 0;
  115416. };
  115417. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  115418. if (!this._attachedCamera) {
  115419. return false;
  115420. }
  115421. var zoomHasHitLimit = false;
  115422. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  115423. zoomHasHitLimit = true;
  115424. }
  115425. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  115426. this._lastFrameRadius = this._attachedCamera.radius;
  115427. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  115428. };
  115429. /**
  115430. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  115431. */
  115432. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  115433. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  115434. this._lastInteractionTime = BABYLON.Tools.Now;
  115435. }
  115436. };
  115437. // Tools
  115438. AutoRotationBehavior.prototype._userIsMoving = function () {
  115439. if (!this._attachedCamera) {
  115440. return false;
  115441. }
  115442. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  115443. this._attachedCamera.inertialBetaOffset !== 0 ||
  115444. this._attachedCamera.inertialRadiusOffset !== 0 ||
  115445. this._attachedCamera.inertialPanningX !== 0 ||
  115446. this._attachedCamera.inertialPanningY !== 0 ||
  115447. this._isPointerDown;
  115448. };
  115449. return AutoRotationBehavior;
  115450. }());
  115451. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  115452. })(BABYLON || (BABYLON = {}));
  115453. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  115454. var BABYLON;
  115455. (function (BABYLON) {
  115456. /**
  115457. * Options to create the null engine
  115458. */
  115459. var NullEngineOptions = /** @class */ (function () {
  115460. function NullEngineOptions() {
  115461. /**
  115462. * Render width (Default: 512)
  115463. */
  115464. this.renderWidth = 512;
  115465. /**
  115466. * Render height (Default: 256)
  115467. */
  115468. this.renderHeight = 256;
  115469. /**
  115470. * Texture size (Default: 512)
  115471. */
  115472. this.textureSize = 512;
  115473. /**
  115474. * If delta time between frames should be constant
  115475. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  115476. */
  115477. this.deterministicLockstep = false;
  115478. /**
  115479. * Maximum about of steps between frames (Default: 4)
  115480. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  115481. */
  115482. this.lockstepMaxSteps = 4;
  115483. }
  115484. return NullEngineOptions;
  115485. }());
  115486. BABYLON.NullEngineOptions = NullEngineOptions;
  115487. /**
  115488. * The null engine class provides support for headless version of babylon.js.
  115489. * This can be used in server side scenario or for testing purposes
  115490. */
  115491. var NullEngine = /** @class */ (function (_super) {
  115492. __extends(NullEngine, _super);
  115493. function NullEngine(options) {
  115494. if (options === void 0) { options = new NullEngineOptions(); }
  115495. var _this = _super.call(this, null) || this;
  115496. if (options.deterministicLockstep === undefined) {
  115497. options.deterministicLockstep = false;
  115498. }
  115499. if (options.lockstepMaxSteps === undefined) {
  115500. options.lockstepMaxSteps = 4;
  115501. }
  115502. _this._options = options;
  115503. // Init caps
  115504. // We consider we are on a webgl1 capable device
  115505. _this._caps = new BABYLON.EngineCapabilities();
  115506. _this._caps.maxTexturesImageUnits = 16;
  115507. _this._caps.maxVertexTextureImageUnits = 16;
  115508. _this._caps.maxTextureSize = 512;
  115509. _this._caps.maxCubemapTextureSize = 512;
  115510. _this._caps.maxRenderTextureSize = 512;
  115511. _this._caps.maxVertexAttribs = 16;
  115512. _this._caps.maxVaryingVectors = 16;
  115513. _this._caps.maxFragmentUniformVectors = 16;
  115514. _this._caps.maxVertexUniformVectors = 16;
  115515. // Extensions
  115516. _this._caps.standardDerivatives = false;
  115517. _this._caps.astc = null;
  115518. _this._caps.s3tc = null;
  115519. _this._caps.pvrtc = null;
  115520. _this._caps.etc1 = null;
  115521. _this._caps.etc2 = null;
  115522. _this._caps.textureAnisotropicFilterExtension = null;
  115523. _this._caps.maxAnisotropy = 0;
  115524. _this._caps.uintIndices = false;
  115525. _this._caps.fragmentDepthSupported = false;
  115526. _this._caps.highPrecisionShaderSupported = true;
  115527. _this._caps.colorBufferFloat = false;
  115528. _this._caps.textureFloat = false;
  115529. _this._caps.textureFloatLinearFiltering = false;
  115530. _this._caps.textureFloatRender = false;
  115531. _this._caps.textureHalfFloat = false;
  115532. _this._caps.textureHalfFloatLinearFiltering = false;
  115533. _this._caps.textureHalfFloatRender = false;
  115534. _this._caps.textureLOD = false;
  115535. _this._caps.drawBuffersExtension = false;
  115536. _this._caps.depthTextureExtension = false;
  115537. _this._caps.vertexArrayObject = false;
  115538. _this._caps.instancedArrays = false;
  115539. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  115540. // Wrappers
  115541. if (typeof URL === "undefined") {
  115542. URL = {
  115543. createObjectURL: function () { },
  115544. revokeObjectURL: function () { }
  115545. };
  115546. }
  115547. if (typeof Blob === "undefined") {
  115548. Blob = function () { };
  115549. }
  115550. return _this;
  115551. }
  115552. /**
  115553. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  115554. */
  115555. NullEngine.prototype.isDeterministicLockStep = function () {
  115556. return this._options.deterministicLockstep;
  115557. };
  115558. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  115559. NullEngine.prototype.getLockstepMaxSteps = function () {
  115560. return this._options.lockstepMaxSteps;
  115561. };
  115562. /**
  115563. * Sets hardware scaling, used to save performance if needed
  115564. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  115565. */
  115566. NullEngine.prototype.getHardwareScalingLevel = function () {
  115567. return 1.0;
  115568. };
  115569. NullEngine.prototype.createVertexBuffer = function (vertices) {
  115570. return {
  115571. capacity: 0,
  115572. references: 1,
  115573. is32Bits: false
  115574. };
  115575. };
  115576. NullEngine.prototype.createIndexBuffer = function (indices) {
  115577. return {
  115578. capacity: 0,
  115579. references: 1,
  115580. is32Bits: false
  115581. };
  115582. };
  115583. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  115584. if (stencil === void 0) { stencil = false; }
  115585. };
  115586. NullEngine.prototype.getRenderWidth = function (useScreen) {
  115587. if (useScreen === void 0) { useScreen = false; }
  115588. if (!useScreen && this._currentRenderTarget) {
  115589. return this._currentRenderTarget.width;
  115590. }
  115591. return this._options.renderWidth;
  115592. };
  115593. NullEngine.prototype.getRenderHeight = function (useScreen) {
  115594. if (useScreen === void 0) { useScreen = false; }
  115595. if (!useScreen && this._currentRenderTarget) {
  115596. return this._currentRenderTarget.height;
  115597. }
  115598. return this._options.renderHeight;
  115599. };
  115600. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  115601. this._cachedViewport = viewport;
  115602. };
  115603. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  115604. return {
  115605. transformFeedback: null,
  115606. __SPECTOR_rebuildProgram: null,
  115607. isParallelCompiled: false
  115608. };
  115609. };
  115610. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  115611. return [];
  115612. };
  115613. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  115614. return [];
  115615. };
  115616. NullEngine.prototype.bindSamplers = function (effect) {
  115617. this._currentEffect = null;
  115618. };
  115619. NullEngine.prototype.enableEffect = function (effect) {
  115620. this._currentEffect = effect;
  115621. if (effect.onBind) {
  115622. effect.onBind(effect);
  115623. }
  115624. if (effect._onBindObservable) {
  115625. effect._onBindObservable.notifyObservers(effect);
  115626. }
  115627. };
  115628. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  115629. if (zOffset === void 0) { zOffset = 0; }
  115630. if (reverseSide === void 0) { reverseSide = false; }
  115631. };
  115632. NullEngine.prototype.setIntArray = function (uniform, array) {
  115633. };
  115634. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  115635. };
  115636. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  115637. };
  115638. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  115639. };
  115640. NullEngine.prototype.setFloatArray = function (uniform, array) {
  115641. };
  115642. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  115643. };
  115644. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  115645. };
  115646. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  115647. };
  115648. NullEngine.prototype.setArray = function (uniform, array) {
  115649. };
  115650. NullEngine.prototype.setArray2 = function (uniform, array) {
  115651. };
  115652. NullEngine.prototype.setArray3 = function (uniform, array) {
  115653. };
  115654. NullEngine.prototype.setArray4 = function (uniform, array) {
  115655. };
  115656. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  115657. };
  115658. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  115659. };
  115660. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  115661. };
  115662. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  115663. };
  115664. NullEngine.prototype.setFloat = function (uniform, value) {
  115665. };
  115666. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  115667. };
  115668. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  115669. };
  115670. NullEngine.prototype.setBool = function (uniform, bool) {
  115671. };
  115672. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  115673. };
  115674. NullEngine.prototype.setColor3 = function (uniform, color3) {
  115675. };
  115676. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  115677. };
  115678. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  115679. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  115680. if (this._alphaMode === mode) {
  115681. return;
  115682. }
  115683. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  115684. if (!noDepthWriteChange) {
  115685. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  115686. }
  115687. this._alphaMode = mode;
  115688. };
  115689. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  115690. };
  115691. NullEngine.prototype.wipeCaches = function (bruteForce) {
  115692. if (this.preventCacheWipeBetweenFrames) {
  115693. return;
  115694. }
  115695. this.resetTextureCache();
  115696. this._currentEffect = null;
  115697. if (bruteForce) {
  115698. this._currentProgram = null;
  115699. this._stencilState.reset();
  115700. this._depthCullingState.reset();
  115701. this._alphaState.reset();
  115702. }
  115703. this._cachedVertexBuffers = null;
  115704. this._cachedIndexBuffer = null;
  115705. this._cachedEffectForVertexBuffers = null;
  115706. };
  115707. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  115708. };
  115709. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  115710. };
  115711. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  115712. };
  115713. /** @hidden */
  115714. NullEngine.prototype._createTexture = function () {
  115715. return {};
  115716. };
  115717. /** @hidden */
  115718. NullEngine.prototype._releaseTexture = function (texture) {
  115719. };
  115720. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  115721. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  115722. if (onLoad === void 0) { onLoad = null; }
  115723. if (onError === void 0) { onError = null; }
  115724. if (buffer === void 0) { buffer = null; }
  115725. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  115726. var url = String(urlArg);
  115727. texture.url = url;
  115728. texture.generateMipMaps = !noMipmap;
  115729. texture.samplingMode = samplingMode;
  115730. texture.invertY = invertY;
  115731. texture.baseWidth = this._options.textureSize;
  115732. texture.baseHeight = this._options.textureSize;
  115733. texture.width = this._options.textureSize;
  115734. texture.height = this._options.textureSize;
  115735. if (format) {
  115736. texture.format = format;
  115737. }
  115738. texture.isReady = true;
  115739. if (onLoad) {
  115740. onLoad();
  115741. }
  115742. this._internalTexturesCache.push(texture);
  115743. return texture;
  115744. };
  115745. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  115746. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  115747. if (options !== undefined && typeof options === "object") {
  115748. fullOptions.generateMipMaps = options.generateMipMaps;
  115749. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  115750. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  115751. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  115752. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  115753. }
  115754. else {
  115755. fullOptions.generateMipMaps = options;
  115756. fullOptions.generateDepthBuffer = true;
  115757. fullOptions.generateStencilBuffer = false;
  115758. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  115759. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  115760. }
  115761. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  115762. var width = size.width || size;
  115763. var height = size.height || size;
  115764. texture._depthStencilBuffer = {};
  115765. texture._framebuffer = {};
  115766. texture.baseWidth = width;
  115767. texture.baseHeight = height;
  115768. texture.width = width;
  115769. texture.height = height;
  115770. texture.isReady = true;
  115771. texture.samples = 1;
  115772. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  115773. texture.samplingMode = fullOptions.samplingMode;
  115774. texture.type = fullOptions.type;
  115775. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  115776. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  115777. this._internalTexturesCache.push(texture);
  115778. return texture;
  115779. };
  115780. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  115781. texture.samplingMode = samplingMode;
  115782. };
  115783. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  115784. if (this._currentRenderTarget) {
  115785. this.unBindFramebuffer(this._currentRenderTarget);
  115786. }
  115787. this._currentRenderTarget = texture;
  115788. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  115789. if (this._cachedViewport && !forceFullscreenViewport) {
  115790. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  115791. }
  115792. };
  115793. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  115794. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  115795. this._currentRenderTarget = null;
  115796. if (onBeforeUnbind) {
  115797. if (texture._MSAAFramebuffer) {
  115798. this._currentFramebuffer = texture._framebuffer;
  115799. }
  115800. onBeforeUnbind();
  115801. }
  115802. this._currentFramebuffer = null;
  115803. };
  115804. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  115805. var vbo = {
  115806. capacity: 1,
  115807. references: 1,
  115808. is32Bits: false
  115809. };
  115810. return vbo;
  115811. };
  115812. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  115813. if (premulAlpha === void 0) { premulAlpha = false; }
  115814. };
  115815. NullEngine.prototype.areAllEffectsReady = function () {
  115816. return true;
  115817. };
  115818. /**
  115819. * @hidden
  115820. * Get the current error code of the webGL context
  115821. * @returns the error code
  115822. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  115823. */
  115824. NullEngine.prototype.getError = function () {
  115825. return 0;
  115826. };
  115827. /** @hidden */
  115828. NullEngine.prototype._getUnpackAlignement = function () {
  115829. return 1;
  115830. };
  115831. /** @hidden */
  115832. NullEngine.prototype._unpackFlipY = function (value) {
  115833. };
  115834. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  115835. if (offset === void 0) { offset = 0; }
  115836. };
  115837. /**
  115838. * Updates a dynamic vertex buffer.
  115839. * @param vertexBuffer the vertex buffer to update
  115840. * @param data the data used to update the vertex buffer
  115841. * @param byteOffset the byte offset of the data (optional)
  115842. * @param byteLength the byte length of the data (optional)
  115843. */
  115844. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  115845. };
  115846. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  115847. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  115848. this._boundTexturesCache[this._activeChannel] = texture;
  115849. return true;
  115850. }
  115851. return false;
  115852. };
  115853. /** @hidden */
  115854. NullEngine.prototype._bindTexture = function (channel, texture) {
  115855. if (channel < 0) {
  115856. return;
  115857. }
  115858. this._bindTextureDirectly(0, texture);
  115859. };
  115860. /** @hidden */
  115861. NullEngine.prototype._releaseBuffer = function (buffer) {
  115862. buffer.references--;
  115863. if (buffer.references === 0) {
  115864. return true;
  115865. }
  115866. return false;
  115867. };
  115868. NullEngine.prototype.releaseEffects = function () {
  115869. };
  115870. NullEngine.prototype.displayLoadingUI = function () {
  115871. };
  115872. NullEngine.prototype.hideLoadingUI = function () {
  115873. };
  115874. /** @hidden */
  115875. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  115876. if (faceIndex === void 0) { faceIndex = 0; }
  115877. if (lod === void 0) { lod = 0; }
  115878. };
  115879. /** @hidden */
  115880. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  115881. if (faceIndex === void 0) { faceIndex = 0; }
  115882. if (lod === void 0) { lod = 0; }
  115883. };
  115884. /** @hidden */
  115885. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  115886. if (faceIndex === void 0) { faceIndex = 0; }
  115887. if (lod === void 0) { lod = 0; }
  115888. };
  115889. /** @hidden */
  115890. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  115891. if (faceIndex === void 0) { faceIndex = 0; }
  115892. if (lod === void 0) { lod = 0; }
  115893. };
  115894. return NullEngine;
  115895. }(BABYLON.Engine));
  115896. BABYLON.NullEngine = NullEngine;
  115897. })(BABYLON || (BABYLON = {}));
  115898. //# sourceMappingURL=babylon.nullEngine.js.map
  115899. var BABYLON;
  115900. (function (BABYLON) {
  115901. /**
  115902. * This class can be used to get instrumentation data from a Babylon engine
  115903. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  115904. */
  115905. var EngineInstrumentation = /** @class */ (function () {
  115906. /**
  115907. * Instantiates a new engine instrumentation.
  115908. * This class can be used to get instrumentation data from a Babylon engine
  115909. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  115910. * @param engine Defines the engine to instrument
  115911. */
  115912. function EngineInstrumentation(
  115913. /**
  115914. * Define the instrumented engine.
  115915. */
  115916. engine) {
  115917. this.engine = engine;
  115918. this._captureGPUFrameTime = false;
  115919. this._gpuFrameTime = new BABYLON.PerfCounter();
  115920. this._captureShaderCompilationTime = false;
  115921. this._shaderCompilationTime = new BABYLON.PerfCounter();
  115922. // Observers
  115923. this._onBeginFrameObserver = null;
  115924. this._onEndFrameObserver = null;
  115925. this._onBeforeShaderCompilationObserver = null;
  115926. this._onAfterShaderCompilationObserver = null;
  115927. }
  115928. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  115929. // Properties
  115930. /**
  115931. * Gets the perf counter used for GPU frame time
  115932. */
  115933. get: function () {
  115934. return this._gpuFrameTime;
  115935. },
  115936. enumerable: true,
  115937. configurable: true
  115938. });
  115939. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  115940. /**
  115941. * Gets the GPU frame time capture status
  115942. */
  115943. get: function () {
  115944. return this._captureGPUFrameTime;
  115945. },
  115946. /**
  115947. * Enable or disable the GPU frame time capture
  115948. */
  115949. set: function (value) {
  115950. var _this = this;
  115951. if (value === this._captureGPUFrameTime) {
  115952. return;
  115953. }
  115954. this._captureGPUFrameTime = value;
  115955. if (value) {
  115956. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  115957. if (!_this._gpuFrameTimeToken) {
  115958. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  115959. }
  115960. });
  115961. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  115962. if (!_this._gpuFrameTimeToken) {
  115963. return;
  115964. }
  115965. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  115966. if (time > -1) {
  115967. _this._gpuFrameTimeToken = null;
  115968. _this._gpuFrameTime.fetchNewFrame();
  115969. _this._gpuFrameTime.addCount(time, true);
  115970. }
  115971. });
  115972. }
  115973. else {
  115974. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  115975. this._onBeginFrameObserver = null;
  115976. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  115977. this._onEndFrameObserver = null;
  115978. }
  115979. },
  115980. enumerable: true,
  115981. configurable: true
  115982. });
  115983. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  115984. /**
  115985. * Gets the perf counter used for shader compilation time
  115986. */
  115987. get: function () {
  115988. return this._shaderCompilationTime;
  115989. },
  115990. enumerable: true,
  115991. configurable: true
  115992. });
  115993. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  115994. /**
  115995. * Gets the shader compilation time capture status
  115996. */
  115997. get: function () {
  115998. return this._captureShaderCompilationTime;
  115999. },
  116000. /**
  116001. * Enable or disable the shader compilation time capture
  116002. */
  116003. set: function (value) {
  116004. var _this = this;
  116005. if (value === this._captureShaderCompilationTime) {
  116006. return;
  116007. }
  116008. this._captureShaderCompilationTime = value;
  116009. if (value) {
  116010. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  116011. _this._shaderCompilationTime.fetchNewFrame();
  116012. _this._shaderCompilationTime.beginMonitoring();
  116013. });
  116014. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  116015. _this._shaderCompilationTime.endMonitoring();
  116016. });
  116017. }
  116018. else {
  116019. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116020. this._onBeforeShaderCompilationObserver = null;
  116021. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116022. this._onAfterShaderCompilationObserver = null;
  116023. }
  116024. },
  116025. enumerable: true,
  116026. configurable: true
  116027. });
  116028. /**
  116029. * Dispose and release associated resources.
  116030. */
  116031. EngineInstrumentation.prototype.dispose = function () {
  116032. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116033. this._onBeginFrameObserver = null;
  116034. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116035. this._onEndFrameObserver = null;
  116036. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116037. this._onBeforeShaderCompilationObserver = null;
  116038. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116039. this._onAfterShaderCompilationObserver = null;
  116040. this.engine = null;
  116041. };
  116042. return EngineInstrumentation;
  116043. }());
  116044. BABYLON.EngineInstrumentation = EngineInstrumentation;
  116045. })(BABYLON || (BABYLON = {}));
  116046. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  116047. var BABYLON;
  116048. (function (BABYLON) {
  116049. /**
  116050. * This class can be used to get instrumentation data from a Babylon engine
  116051. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116052. */
  116053. var SceneInstrumentation = /** @class */ (function () {
  116054. /**
  116055. * Instantiates a new scene instrumentation.
  116056. * This class can be used to get instrumentation data from a Babylon engine
  116057. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116058. * @param scene Defines the scene to instrument
  116059. */
  116060. function SceneInstrumentation(
  116061. /**
  116062. * Defines the scene to instrument
  116063. */
  116064. scene) {
  116065. var _this = this;
  116066. this.scene = scene;
  116067. this._captureActiveMeshesEvaluationTime = false;
  116068. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  116069. this._captureRenderTargetsRenderTime = false;
  116070. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  116071. this._captureFrameTime = false;
  116072. this._frameTime = new BABYLON.PerfCounter();
  116073. this._captureRenderTime = false;
  116074. this._renderTime = new BABYLON.PerfCounter();
  116075. this._captureInterFrameTime = false;
  116076. this._interFrameTime = new BABYLON.PerfCounter();
  116077. this._captureParticlesRenderTime = false;
  116078. this._particlesRenderTime = new BABYLON.PerfCounter();
  116079. this._captureSpritesRenderTime = false;
  116080. this._spritesRenderTime = new BABYLON.PerfCounter();
  116081. this._capturePhysicsTime = false;
  116082. this._physicsTime = new BABYLON.PerfCounter();
  116083. this._captureAnimationsTime = false;
  116084. this._animationsTime = new BABYLON.PerfCounter();
  116085. this._captureCameraRenderTime = false;
  116086. this._cameraRenderTime = new BABYLON.PerfCounter();
  116087. // Observers
  116088. this._onBeforeActiveMeshesEvaluationObserver = null;
  116089. this._onAfterActiveMeshesEvaluationObserver = null;
  116090. this._onBeforeRenderTargetsRenderObserver = null;
  116091. this._onAfterRenderTargetsRenderObserver = null;
  116092. this._onAfterRenderObserver = null;
  116093. this._onBeforeDrawPhaseObserver = null;
  116094. this._onAfterDrawPhaseObserver = null;
  116095. this._onBeforeAnimationsObserver = null;
  116096. this._onBeforeParticlesRenderingObserver = null;
  116097. this._onAfterParticlesRenderingObserver = null;
  116098. this._onBeforeSpritesRenderingObserver = null;
  116099. this._onAfterSpritesRenderingObserver = null;
  116100. this._onBeforePhysicsObserver = null;
  116101. this._onAfterPhysicsObserver = null;
  116102. this._onAfterAnimationsObserver = null;
  116103. this._onBeforeCameraRenderObserver = null;
  116104. this._onAfterCameraRenderObserver = null;
  116105. // Before render
  116106. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  116107. if (_this._captureActiveMeshesEvaluationTime) {
  116108. _this._activeMeshesEvaluationTime.fetchNewFrame();
  116109. }
  116110. if (_this._captureRenderTargetsRenderTime) {
  116111. _this._renderTargetsRenderTime.fetchNewFrame();
  116112. }
  116113. if (_this._captureFrameTime) {
  116114. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  116115. _this._frameTime.beginMonitoring();
  116116. }
  116117. if (_this._captureInterFrameTime) {
  116118. _this._interFrameTime.endMonitoring();
  116119. }
  116120. if (_this._captureParticlesRenderTime) {
  116121. _this._particlesRenderTime.fetchNewFrame();
  116122. }
  116123. if (_this._captureSpritesRenderTime) {
  116124. _this._spritesRenderTime.fetchNewFrame();
  116125. }
  116126. if (_this._captureAnimationsTime) {
  116127. _this._animationsTime.beginMonitoring();
  116128. }
  116129. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  116130. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  116131. });
  116132. // After render
  116133. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  116134. if (_this._captureFrameTime) {
  116135. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  116136. _this._frameTime.endMonitoring();
  116137. }
  116138. if (_this._captureRenderTime) {
  116139. _this._renderTime.endMonitoring(false);
  116140. }
  116141. if (_this._captureInterFrameTime) {
  116142. _this._interFrameTime.beginMonitoring();
  116143. }
  116144. });
  116145. }
  116146. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  116147. // Properties
  116148. /**
  116149. * Gets the perf counter used for active meshes evaluation time
  116150. */
  116151. get: function () {
  116152. return this._activeMeshesEvaluationTime;
  116153. },
  116154. enumerable: true,
  116155. configurable: true
  116156. });
  116157. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  116158. /**
  116159. * Gets the active meshes evaluation time capture status
  116160. */
  116161. get: function () {
  116162. return this._captureActiveMeshesEvaluationTime;
  116163. },
  116164. /**
  116165. * Enable or disable the active meshes evaluation time capture
  116166. */
  116167. set: function (value) {
  116168. var _this = this;
  116169. if (value === this._captureActiveMeshesEvaluationTime) {
  116170. return;
  116171. }
  116172. this._captureActiveMeshesEvaluationTime = value;
  116173. if (value) {
  116174. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  116175. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  116176. _this._activeMeshesEvaluationTime.beginMonitoring();
  116177. });
  116178. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  116179. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  116180. _this._activeMeshesEvaluationTime.endMonitoring();
  116181. });
  116182. }
  116183. else {
  116184. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  116185. this._onBeforeActiveMeshesEvaluationObserver = null;
  116186. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  116187. this._onAfterActiveMeshesEvaluationObserver = null;
  116188. }
  116189. },
  116190. enumerable: true,
  116191. configurable: true
  116192. });
  116193. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  116194. /**
  116195. * Gets the perf counter used for render targets render time
  116196. */
  116197. get: function () {
  116198. return this._renderTargetsRenderTime;
  116199. },
  116200. enumerable: true,
  116201. configurable: true
  116202. });
  116203. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  116204. /**
  116205. * Gets the render targets render time capture status
  116206. */
  116207. get: function () {
  116208. return this._captureRenderTargetsRenderTime;
  116209. },
  116210. /**
  116211. * Enable or disable the render targets render time capture
  116212. */
  116213. set: function (value) {
  116214. var _this = this;
  116215. if (value === this._captureRenderTargetsRenderTime) {
  116216. return;
  116217. }
  116218. this._captureRenderTargetsRenderTime = value;
  116219. if (value) {
  116220. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  116221. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  116222. _this._renderTargetsRenderTime.beginMonitoring();
  116223. });
  116224. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  116225. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  116226. _this._renderTargetsRenderTime.endMonitoring(false);
  116227. });
  116228. }
  116229. else {
  116230. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  116231. this._onBeforeRenderTargetsRenderObserver = null;
  116232. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  116233. this._onAfterRenderTargetsRenderObserver = null;
  116234. }
  116235. },
  116236. enumerable: true,
  116237. configurable: true
  116238. });
  116239. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  116240. /**
  116241. * Gets the perf counter used for particles render time
  116242. */
  116243. get: function () {
  116244. return this._particlesRenderTime;
  116245. },
  116246. enumerable: true,
  116247. configurable: true
  116248. });
  116249. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  116250. /**
  116251. * Gets the particles render time capture status
  116252. */
  116253. get: function () {
  116254. return this._captureParticlesRenderTime;
  116255. },
  116256. /**
  116257. * Enable or disable the particles render time capture
  116258. */
  116259. set: function (value) {
  116260. var _this = this;
  116261. if (value === this._captureParticlesRenderTime) {
  116262. return;
  116263. }
  116264. this._captureParticlesRenderTime = value;
  116265. if (value) {
  116266. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  116267. BABYLON.Tools.StartPerformanceCounter("Particles");
  116268. _this._particlesRenderTime.beginMonitoring();
  116269. });
  116270. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  116271. BABYLON.Tools.EndPerformanceCounter("Particles");
  116272. _this._particlesRenderTime.endMonitoring(false);
  116273. });
  116274. }
  116275. else {
  116276. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  116277. this._onBeforeParticlesRenderingObserver = null;
  116278. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  116279. this._onAfterParticlesRenderingObserver = null;
  116280. }
  116281. },
  116282. enumerable: true,
  116283. configurable: true
  116284. });
  116285. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  116286. /**
  116287. * Gets the perf counter used for sprites render time
  116288. */
  116289. get: function () {
  116290. return this._spritesRenderTime;
  116291. },
  116292. enumerable: true,
  116293. configurable: true
  116294. });
  116295. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  116296. /**
  116297. * Gets the sprites render time capture status
  116298. */
  116299. get: function () {
  116300. return this._captureSpritesRenderTime;
  116301. },
  116302. /**
  116303. * Enable or disable the sprites render time capture
  116304. */
  116305. set: function (value) {
  116306. var _this = this;
  116307. if (value === this._captureSpritesRenderTime) {
  116308. return;
  116309. }
  116310. this._captureSpritesRenderTime = value;
  116311. if (!this.scene.spriteManagers) {
  116312. return;
  116313. }
  116314. if (value) {
  116315. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  116316. BABYLON.Tools.StartPerformanceCounter("Sprites");
  116317. _this._spritesRenderTime.beginMonitoring();
  116318. });
  116319. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  116320. BABYLON.Tools.EndPerformanceCounter("Sprites");
  116321. _this._spritesRenderTime.endMonitoring(false);
  116322. });
  116323. }
  116324. else {
  116325. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  116326. this._onBeforeSpritesRenderingObserver = null;
  116327. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  116328. this._onAfterSpritesRenderingObserver = null;
  116329. }
  116330. },
  116331. enumerable: true,
  116332. configurable: true
  116333. });
  116334. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  116335. /**
  116336. * Gets the perf counter used for physics time
  116337. */
  116338. get: function () {
  116339. return this._physicsTime;
  116340. },
  116341. enumerable: true,
  116342. configurable: true
  116343. });
  116344. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  116345. /**
  116346. * Gets the physics time capture status
  116347. */
  116348. get: function () {
  116349. return this._capturePhysicsTime;
  116350. },
  116351. /**
  116352. * Enable or disable the physics time capture
  116353. */
  116354. set: function (value) {
  116355. var _this = this;
  116356. if (value === this._capturePhysicsTime) {
  116357. return;
  116358. }
  116359. if (!this.scene.onBeforePhysicsObservable) {
  116360. return;
  116361. }
  116362. this._capturePhysicsTime = value;
  116363. if (value) {
  116364. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  116365. BABYLON.Tools.StartPerformanceCounter("Physics");
  116366. _this._physicsTime.beginMonitoring();
  116367. });
  116368. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  116369. BABYLON.Tools.EndPerformanceCounter("Physics");
  116370. _this._physicsTime.endMonitoring();
  116371. });
  116372. }
  116373. else {
  116374. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  116375. this._onBeforePhysicsObserver = null;
  116376. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  116377. this._onAfterPhysicsObserver = null;
  116378. }
  116379. },
  116380. enumerable: true,
  116381. configurable: true
  116382. });
  116383. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  116384. /**
  116385. * Gets the perf counter used for animations time
  116386. */
  116387. get: function () {
  116388. return this._animationsTime;
  116389. },
  116390. enumerable: true,
  116391. configurable: true
  116392. });
  116393. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  116394. /**
  116395. * Gets the animations time capture status
  116396. */
  116397. get: function () {
  116398. return this._captureAnimationsTime;
  116399. },
  116400. /**
  116401. * Enable or disable the animations time capture
  116402. */
  116403. set: function (value) {
  116404. var _this = this;
  116405. if (value === this._captureAnimationsTime) {
  116406. return;
  116407. }
  116408. this._captureAnimationsTime = value;
  116409. if (value) {
  116410. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  116411. _this._animationsTime.endMonitoring();
  116412. });
  116413. }
  116414. else {
  116415. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  116416. this._onAfterAnimationsObserver = null;
  116417. }
  116418. },
  116419. enumerable: true,
  116420. configurable: true
  116421. });
  116422. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  116423. /**
  116424. * Gets the perf counter used for frame time capture
  116425. */
  116426. get: function () {
  116427. return this._frameTime;
  116428. },
  116429. enumerable: true,
  116430. configurable: true
  116431. });
  116432. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  116433. /**
  116434. * Gets the frame time capture status
  116435. */
  116436. get: function () {
  116437. return this._captureFrameTime;
  116438. },
  116439. /**
  116440. * Enable or disable the frame time capture
  116441. */
  116442. set: function (value) {
  116443. this._captureFrameTime = value;
  116444. },
  116445. enumerable: true,
  116446. configurable: true
  116447. });
  116448. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  116449. /**
  116450. * Gets the perf counter used for inter-frames time capture
  116451. */
  116452. get: function () {
  116453. return this._interFrameTime;
  116454. },
  116455. enumerable: true,
  116456. configurable: true
  116457. });
  116458. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  116459. /**
  116460. * Gets the inter-frames time capture status
  116461. */
  116462. get: function () {
  116463. return this._captureInterFrameTime;
  116464. },
  116465. /**
  116466. * Enable or disable the inter-frames time capture
  116467. */
  116468. set: function (value) {
  116469. this._captureInterFrameTime = value;
  116470. },
  116471. enumerable: true,
  116472. configurable: true
  116473. });
  116474. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  116475. /**
  116476. * Gets the perf counter used for render time capture
  116477. */
  116478. get: function () {
  116479. return this._renderTime;
  116480. },
  116481. enumerable: true,
  116482. configurable: true
  116483. });
  116484. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  116485. /**
  116486. * Gets the render time capture status
  116487. */
  116488. get: function () {
  116489. return this._captureRenderTime;
  116490. },
  116491. /**
  116492. * Enable or disable the render time capture
  116493. */
  116494. set: function (value) {
  116495. var _this = this;
  116496. if (value === this._captureRenderTime) {
  116497. return;
  116498. }
  116499. this._captureRenderTime = value;
  116500. if (value) {
  116501. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  116502. _this._renderTime.beginMonitoring();
  116503. BABYLON.Tools.StartPerformanceCounter("Main render");
  116504. });
  116505. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  116506. _this._renderTime.endMonitoring(false);
  116507. BABYLON.Tools.EndPerformanceCounter("Main render");
  116508. });
  116509. }
  116510. else {
  116511. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  116512. this._onBeforeDrawPhaseObserver = null;
  116513. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  116514. this._onAfterDrawPhaseObserver = null;
  116515. }
  116516. },
  116517. enumerable: true,
  116518. configurable: true
  116519. });
  116520. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  116521. /**
  116522. * Gets the perf counter used for camera render time capture
  116523. */
  116524. get: function () {
  116525. return this._cameraRenderTime;
  116526. },
  116527. enumerable: true,
  116528. configurable: true
  116529. });
  116530. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  116531. /**
  116532. * Gets the camera render time capture status
  116533. */
  116534. get: function () {
  116535. return this._captureCameraRenderTime;
  116536. },
  116537. /**
  116538. * Enable or disable the camera render time capture
  116539. */
  116540. set: function (value) {
  116541. var _this = this;
  116542. if (value === this._captureCameraRenderTime) {
  116543. return;
  116544. }
  116545. this._captureCameraRenderTime = value;
  116546. if (value) {
  116547. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  116548. _this._cameraRenderTime.beginMonitoring();
  116549. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  116550. });
  116551. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  116552. _this._cameraRenderTime.endMonitoring(false);
  116553. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  116554. });
  116555. }
  116556. else {
  116557. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  116558. this._onBeforeCameraRenderObserver = null;
  116559. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  116560. this._onAfterCameraRenderObserver = null;
  116561. }
  116562. },
  116563. enumerable: true,
  116564. configurable: true
  116565. });
  116566. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  116567. /**
  116568. * Gets the perf counter used for draw calls
  116569. */
  116570. get: function () {
  116571. return this.scene.getEngine()._drawCalls;
  116572. },
  116573. enumerable: true,
  116574. configurable: true
  116575. });
  116576. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  116577. /**
  116578. * Gets the perf counter used for texture collisions
  116579. */
  116580. get: function () {
  116581. return this.scene.getEngine()._textureCollisions;
  116582. },
  116583. enumerable: true,
  116584. configurable: true
  116585. });
  116586. /**
  116587. * Dispose and release associated resources.
  116588. */
  116589. SceneInstrumentation.prototype.dispose = function () {
  116590. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  116591. this._onAfterRenderObserver = null;
  116592. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  116593. this._onBeforeActiveMeshesEvaluationObserver = null;
  116594. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  116595. this._onAfterActiveMeshesEvaluationObserver = null;
  116596. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  116597. this._onBeforeRenderTargetsRenderObserver = null;
  116598. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  116599. this._onAfterRenderTargetsRenderObserver = null;
  116600. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  116601. this._onBeforeAnimationsObserver = null;
  116602. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  116603. this._onBeforeParticlesRenderingObserver = null;
  116604. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  116605. this._onAfterParticlesRenderingObserver = null;
  116606. if (this._onBeforeSpritesRenderingObserver) {
  116607. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  116608. this._onBeforeSpritesRenderingObserver = null;
  116609. }
  116610. if (this._onAfterSpritesRenderingObserver) {
  116611. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  116612. this._onAfterSpritesRenderingObserver = null;
  116613. }
  116614. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  116615. this._onBeforeDrawPhaseObserver = null;
  116616. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  116617. this._onAfterDrawPhaseObserver = null;
  116618. if (this._onBeforePhysicsObserver) {
  116619. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  116620. this._onBeforePhysicsObserver = null;
  116621. }
  116622. if (this._onAfterPhysicsObserver) {
  116623. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  116624. this._onAfterPhysicsObserver = null;
  116625. }
  116626. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  116627. this._onAfterAnimationsObserver = null;
  116628. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  116629. this._onBeforeCameraRenderObserver = null;
  116630. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  116631. this._onAfterCameraRenderObserver = null;
  116632. this.scene = null;
  116633. };
  116634. return SceneInstrumentation;
  116635. }());
  116636. BABYLON.SceneInstrumentation = SceneInstrumentation;
  116637. })(BABYLON || (BABYLON = {}));
  116638. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  116639. var BABYLON;
  116640. (function (BABYLON) {
  116641. /**
  116642. * @hidden
  116643. **/
  116644. var _TimeToken = /** @class */ (function () {
  116645. function _TimeToken() {
  116646. this._timeElapsedQueryEnded = false;
  116647. }
  116648. return _TimeToken;
  116649. }());
  116650. BABYLON._TimeToken = _TimeToken;
  116651. })(BABYLON || (BABYLON = {}));
  116652. //# sourceMappingURL=babylon.timeToken.js.map
  116653. var BABYLON;
  116654. (function (BABYLON) {
  116655. /**
  116656. * Background material defines definition.
  116657. * @hidden Mainly internal Use
  116658. */
  116659. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  116660. __extends(BackgroundMaterialDefines, _super);
  116661. /**
  116662. * Constructor of the defines.
  116663. */
  116664. function BackgroundMaterialDefines() {
  116665. var _this = _super.call(this) || this;
  116666. /**
  116667. * True if the diffuse texture is in use.
  116668. */
  116669. _this.DIFFUSE = false;
  116670. /**
  116671. * The direct UV channel to use.
  116672. */
  116673. _this.DIFFUSEDIRECTUV = 0;
  116674. /**
  116675. * True if the diffuse texture is in gamma space.
  116676. */
  116677. _this.GAMMADIFFUSE = false;
  116678. /**
  116679. * True if the diffuse texture has opacity in the alpha channel.
  116680. */
  116681. _this.DIFFUSEHASALPHA = false;
  116682. /**
  116683. * True if you want the material to fade to transparent at grazing angle.
  116684. */
  116685. _this.OPACITYFRESNEL = false;
  116686. /**
  116687. * True if an extra blur needs to be added in the reflection.
  116688. */
  116689. _this.REFLECTIONBLUR = false;
  116690. /**
  116691. * True if you want the material to fade to reflection at grazing angle.
  116692. */
  116693. _this.REFLECTIONFRESNEL = false;
  116694. /**
  116695. * True if you want the material to falloff as far as you move away from the scene center.
  116696. */
  116697. _this.REFLECTIONFALLOFF = false;
  116698. /**
  116699. * False if the current Webgl implementation does not support the texture lod extension.
  116700. */
  116701. _this.TEXTURELODSUPPORT = false;
  116702. /**
  116703. * True to ensure the data are premultiplied.
  116704. */
  116705. _this.PREMULTIPLYALPHA = false;
  116706. /**
  116707. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  116708. */
  116709. _this.USERGBCOLOR = false;
  116710. /**
  116711. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  116712. * stays aligned with the desired configuration.
  116713. */
  116714. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  116715. /**
  116716. * True to add noise in order to reduce the banding effect.
  116717. */
  116718. _this.NOISE = false;
  116719. /**
  116720. * is the reflection texture in BGR color scheme?
  116721. * Mainly used to solve a bug in ios10 video tag
  116722. */
  116723. _this.REFLECTIONBGR = false;
  116724. _this.IMAGEPROCESSING = false;
  116725. _this.VIGNETTE = false;
  116726. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  116727. _this.VIGNETTEBLENDMODEOPAQUE = false;
  116728. _this.TONEMAPPING = false;
  116729. _this.TONEMAPPING_ACES = false;
  116730. _this.CONTRAST = false;
  116731. _this.COLORCURVES = false;
  116732. _this.COLORGRADING = false;
  116733. _this.COLORGRADING3D = false;
  116734. _this.SAMPLER3DGREENDEPTH = false;
  116735. _this.SAMPLER3DBGRMAP = false;
  116736. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  116737. _this.EXPOSURE = false;
  116738. // Reflection.
  116739. _this.REFLECTION = false;
  116740. _this.REFLECTIONMAP_3D = false;
  116741. _this.REFLECTIONMAP_SPHERICAL = false;
  116742. _this.REFLECTIONMAP_PLANAR = false;
  116743. _this.REFLECTIONMAP_CUBIC = false;
  116744. _this.REFLECTIONMAP_PROJECTION = false;
  116745. _this.REFLECTIONMAP_SKYBOX = false;
  116746. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  116747. _this.REFLECTIONMAP_EXPLICIT = false;
  116748. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  116749. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  116750. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  116751. _this.INVERTCUBICMAP = false;
  116752. _this.REFLECTIONMAP_OPPOSITEZ = false;
  116753. _this.LODINREFLECTIONALPHA = false;
  116754. _this.GAMMAREFLECTION = false;
  116755. _this.RGBDREFLECTION = false;
  116756. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  116757. // Default BJS.
  116758. _this.MAINUV1 = false;
  116759. _this.MAINUV2 = false;
  116760. _this.UV1 = false;
  116761. _this.UV2 = false;
  116762. _this.CLIPPLANE = false;
  116763. _this.CLIPPLANE2 = false;
  116764. _this.CLIPPLANE3 = false;
  116765. _this.CLIPPLANE4 = false;
  116766. _this.POINTSIZE = false;
  116767. _this.FOG = false;
  116768. _this.NORMAL = false;
  116769. _this.NUM_BONE_INFLUENCERS = 0;
  116770. _this.BonesPerMesh = 0;
  116771. _this.INSTANCES = false;
  116772. _this.SHADOWFLOAT = false;
  116773. _this.rebuild();
  116774. return _this;
  116775. }
  116776. return BackgroundMaterialDefines;
  116777. }(BABYLON.MaterialDefines));
  116778. /**
  116779. * Background material used to create an efficient environement around your scene.
  116780. */
  116781. var BackgroundMaterial = /** @class */ (function (_super) {
  116782. __extends(BackgroundMaterial, _super);
  116783. /**
  116784. * Instantiates a Background Material in the given scene
  116785. * @param name The friendly name of the material
  116786. * @param scene The scene to add the material to
  116787. */
  116788. function BackgroundMaterial(name, scene) {
  116789. var _this = _super.call(this, name, scene) || this;
  116790. /**
  116791. * Key light Color (multiply against the environement texture)
  116792. */
  116793. _this.primaryColor = BABYLON.Color3.White();
  116794. _this._primaryColorShadowLevel = 0;
  116795. _this._primaryColorHighlightLevel = 0;
  116796. /**
  116797. * Reflection Texture used in the material.
  116798. * Should be author in a specific way for the best result (refer to the documentation).
  116799. */
  116800. _this.reflectionTexture = null;
  116801. /**
  116802. * Reflection Texture level of blur.
  116803. *
  116804. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  116805. * texture twice.
  116806. */
  116807. _this.reflectionBlur = 0;
  116808. /**
  116809. * Diffuse Texture used in the material.
  116810. * Should be author in a specific way for the best result (refer to the documentation).
  116811. */
  116812. _this.diffuseTexture = null;
  116813. _this._shadowLights = null;
  116814. /**
  116815. * Specify the list of lights casting shadow on the material.
  116816. * All scene shadow lights will be included if null.
  116817. */
  116818. _this.shadowLights = null;
  116819. /**
  116820. * Helps adjusting the shadow to a softer level if required.
  116821. * 0 means black shadows and 1 means no shadows.
  116822. */
  116823. _this.shadowLevel = 0;
  116824. /**
  116825. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  116826. * It is usually zero but might be interesting to modify according to your setup.
  116827. */
  116828. _this.sceneCenter = BABYLON.Vector3.Zero();
  116829. /**
  116830. * This helps specifying that the material is falling off to the sky box at grazing angle.
  116831. * This helps ensuring a nice transition when the camera goes under the ground.
  116832. */
  116833. _this.opacityFresnel = true;
  116834. /**
  116835. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  116836. * This helps adding a mirror texture on the ground.
  116837. */
  116838. _this.reflectionFresnel = false;
  116839. /**
  116840. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  116841. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  116842. */
  116843. _this.reflectionFalloffDistance = 0.0;
  116844. /**
  116845. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  116846. */
  116847. _this.reflectionAmount = 1.0;
  116848. /**
  116849. * This specifies the weight of the reflection at grazing angle.
  116850. */
  116851. _this.reflectionReflectance0 = 0.05;
  116852. /**
  116853. * This specifies the weight of the reflection at a perpendicular point of view.
  116854. */
  116855. _this.reflectionReflectance90 = 0.5;
  116856. /**
  116857. * Helps to directly use the maps channels instead of their level.
  116858. */
  116859. _this.useRGBColor = true;
  116860. /**
  116861. * This helps reducing the banding effect that could occur on the background.
  116862. */
  116863. _this.enableNoise = false;
  116864. _this._fovMultiplier = 1.0;
  116865. /**
  116866. * Enable the FOV adjustment feature controlled by fovMultiplier.
  116867. */
  116868. _this.useEquirectangularFOV = false;
  116869. _this._maxSimultaneousLights = 4;
  116870. /**
  116871. * Number of Simultaneous lights allowed on the material.
  116872. */
  116873. _this.maxSimultaneousLights = 4;
  116874. /**
  116875. * Keep track of the image processing observer to allow dispose and replace.
  116876. */
  116877. _this._imageProcessingObserver = null;
  116878. /**
  116879. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  116880. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  116881. */
  116882. _this.switchToBGR = false;
  116883. // Temp values kept as cache in the material.
  116884. _this._renderTargets = new BABYLON.SmartArray(16);
  116885. _this._reflectionControls = BABYLON.Vector4.Zero();
  116886. _this._white = BABYLON.Color3.White();
  116887. _this._primaryShadowColor = BABYLON.Color3.Black();
  116888. _this._primaryHighlightColor = BABYLON.Color3.Black();
  116889. // Setup the default processing configuration to the scene.
  116890. _this._attachImageProcessingConfiguration(null);
  116891. _this.getRenderTargetTextures = function () {
  116892. _this._renderTargets.reset();
  116893. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  116894. _this._renderTargets.push(_this._diffuseTexture);
  116895. }
  116896. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  116897. _this._renderTargets.push(_this._reflectionTexture);
  116898. }
  116899. return _this._renderTargets;
  116900. };
  116901. return _this;
  116902. }
  116903. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  116904. /**
  116905. * Experimental Internal Use Only.
  116906. *
  116907. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  116908. * This acts as a helper to set the primary color to a more "human friendly" value.
  116909. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  116910. * output color as close as possible from the chosen value.
  116911. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  116912. * part of lighting setup.)
  116913. */
  116914. get: function () {
  116915. return this.__perceptualColor;
  116916. },
  116917. set: function (value) {
  116918. this.__perceptualColor = value;
  116919. this._computePrimaryColorFromPerceptualColor();
  116920. this._markAllSubMeshesAsLightsDirty();
  116921. },
  116922. enumerable: true,
  116923. configurable: true
  116924. });
  116925. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  116926. /**
  116927. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  116928. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  116929. */
  116930. get: function () {
  116931. return this._primaryColorShadowLevel;
  116932. },
  116933. set: function (value) {
  116934. this._primaryColorShadowLevel = value;
  116935. this._computePrimaryColors();
  116936. this._markAllSubMeshesAsLightsDirty();
  116937. },
  116938. enumerable: true,
  116939. configurable: true
  116940. });
  116941. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  116942. /**
  116943. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  116944. * The primary color is used at the level chosen to define what the white area would look.
  116945. */
  116946. get: function () {
  116947. return this._primaryColorHighlightLevel;
  116948. },
  116949. set: function (value) {
  116950. this._primaryColorHighlightLevel = value;
  116951. this._computePrimaryColors();
  116952. this._markAllSubMeshesAsLightsDirty();
  116953. },
  116954. enumerable: true,
  116955. configurable: true
  116956. });
  116957. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  116958. /**
  116959. * Sets the reflection reflectance fresnel values according to the default standard
  116960. * empirically know to work well :-)
  116961. */
  116962. set: function (value) {
  116963. var reflectionWeight = value;
  116964. if (reflectionWeight < 0.5) {
  116965. reflectionWeight = reflectionWeight * 2.0;
  116966. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  116967. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  116968. }
  116969. else {
  116970. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  116971. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  116972. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  116973. }
  116974. },
  116975. enumerable: true,
  116976. configurable: true
  116977. });
  116978. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  116979. /**
  116980. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  116981. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  116982. * Recommended to be keep at 1.0 except for special cases.
  116983. */
  116984. get: function () {
  116985. return this._fovMultiplier;
  116986. },
  116987. set: function (value) {
  116988. if (isNaN(value)) {
  116989. value = 1.0;
  116990. }
  116991. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  116992. },
  116993. enumerable: true,
  116994. configurable: true
  116995. });
  116996. /**
  116997. * Attaches a new image processing configuration to the PBR Material.
  116998. * @param configuration (if null the scene configuration will be use)
  116999. */
  117000. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  117001. var _this = this;
  117002. if (configuration === this._imageProcessingConfiguration) {
  117003. return;
  117004. }
  117005. // Detaches observer.
  117006. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  117007. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  117008. }
  117009. // Pick the scene configuration if needed.
  117010. if (!configuration) {
  117011. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  117012. }
  117013. else {
  117014. this._imageProcessingConfiguration = configuration;
  117015. }
  117016. // Attaches observer.
  117017. if (this._imageProcessingConfiguration) {
  117018. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  117019. _this._computePrimaryColorFromPerceptualColor();
  117020. _this._markAllSubMeshesAsImageProcessingDirty();
  117021. });
  117022. }
  117023. };
  117024. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  117025. /**
  117026. * Gets the image processing configuration used either in this material.
  117027. */
  117028. get: function () {
  117029. return this._imageProcessingConfiguration;
  117030. },
  117031. /**
  117032. * Sets the Default image processing configuration used either in the this material.
  117033. *
  117034. * If sets to null, the scene one is in use.
  117035. */
  117036. set: function (value) {
  117037. this._attachImageProcessingConfiguration(value);
  117038. // Ensure the effect will be rebuilt.
  117039. this._markAllSubMeshesAsTexturesDirty();
  117040. },
  117041. enumerable: true,
  117042. configurable: true
  117043. });
  117044. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  117045. /**
  117046. * Gets wether the color curves effect is enabled.
  117047. */
  117048. get: function () {
  117049. return this.imageProcessingConfiguration.colorCurvesEnabled;
  117050. },
  117051. /**
  117052. * Sets wether the color curves effect is enabled.
  117053. */
  117054. set: function (value) {
  117055. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  117056. },
  117057. enumerable: true,
  117058. configurable: true
  117059. });
  117060. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  117061. /**
  117062. * Gets wether the color grading effect is enabled.
  117063. */
  117064. get: function () {
  117065. return this.imageProcessingConfiguration.colorGradingEnabled;
  117066. },
  117067. /**
  117068. * Gets wether the color grading effect is enabled.
  117069. */
  117070. set: function (value) {
  117071. this.imageProcessingConfiguration.colorGradingEnabled = value;
  117072. },
  117073. enumerable: true,
  117074. configurable: true
  117075. });
  117076. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  117077. /**
  117078. * Gets wether tonemapping is enabled or not.
  117079. */
  117080. get: function () {
  117081. return this._imageProcessingConfiguration.toneMappingEnabled;
  117082. },
  117083. /**
  117084. * Sets wether tonemapping is enabled or not
  117085. */
  117086. set: function (value) {
  117087. this._imageProcessingConfiguration.toneMappingEnabled = value;
  117088. },
  117089. enumerable: true,
  117090. configurable: true
  117091. });
  117092. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  117093. /**
  117094. * The camera exposure used on this material.
  117095. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117096. * This corresponds to a photographic exposure.
  117097. */
  117098. get: function () {
  117099. return this._imageProcessingConfiguration.exposure;
  117100. },
  117101. /**
  117102. * The camera exposure used on this material.
  117103. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117104. * This corresponds to a photographic exposure.
  117105. */
  117106. set: function (value) {
  117107. this._imageProcessingConfiguration.exposure = value;
  117108. },
  117109. enumerable: true,
  117110. configurable: true
  117111. });
  117112. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  117113. /**
  117114. * Gets The camera contrast used on this material.
  117115. */
  117116. get: function () {
  117117. return this._imageProcessingConfiguration.contrast;
  117118. },
  117119. /**
  117120. * Sets The camera contrast used on this material.
  117121. */
  117122. set: function (value) {
  117123. this._imageProcessingConfiguration.contrast = value;
  117124. },
  117125. enumerable: true,
  117126. configurable: true
  117127. });
  117128. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  117129. /**
  117130. * Gets the Color Grading 2D Lookup Texture.
  117131. */
  117132. get: function () {
  117133. return this._imageProcessingConfiguration.colorGradingTexture;
  117134. },
  117135. /**
  117136. * Sets the Color Grading 2D Lookup Texture.
  117137. */
  117138. set: function (value) {
  117139. this.imageProcessingConfiguration.colorGradingTexture = value;
  117140. },
  117141. enumerable: true,
  117142. configurable: true
  117143. });
  117144. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  117145. /**
  117146. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117147. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117148. * 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;
  117149. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117150. */
  117151. get: function () {
  117152. return this.imageProcessingConfiguration.colorCurves;
  117153. },
  117154. /**
  117155. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117156. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117157. * 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;
  117158. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117159. */
  117160. set: function (value) {
  117161. this.imageProcessingConfiguration.colorCurves = value;
  117162. },
  117163. enumerable: true,
  117164. configurable: true
  117165. });
  117166. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  117167. /**
  117168. * Gets a boolean indicating that current material needs to register RTT
  117169. */
  117170. get: function () {
  117171. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  117172. return true;
  117173. }
  117174. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  117175. return true;
  117176. }
  117177. return false;
  117178. },
  117179. enumerable: true,
  117180. configurable: true
  117181. });
  117182. /**
  117183. * The entire material has been created in order to prevent overdraw.
  117184. * @returns false
  117185. */
  117186. BackgroundMaterial.prototype.needAlphaTesting = function () {
  117187. return true;
  117188. };
  117189. /**
  117190. * The entire material has been created in order to prevent overdraw.
  117191. * @returns true if blending is enable
  117192. */
  117193. BackgroundMaterial.prototype.needAlphaBlending = function () {
  117194. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  117195. };
  117196. /**
  117197. * Checks wether the material is ready to be rendered for a given mesh.
  117198. * @param mesh The mesh to render
  117199. * @param subMesh The submesh to check against
  117200. * @param useInstances Specify wether or not the material is used with instances
  117201. * @returns true if all the dependencies are ready (Textures, Effects...)
  117202. */
  117203. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  117204. var _this = this;
  117205. if (useInstances === void 0) { useInstances = false; }
  117206. if (subMesh.effect && this.isFrozen) {
  117207. if (this._wasPreviouslyReady) {
  117208. return true;
  117209. }
  117210. }
  117211. if (!subMesh._materialDefines) {
  117212. subMesh._materialDefines = new BackgroundMaterialDefines();
  117213. }
  117214. var scene = this.getScene();
  117215. var defines = subMesh._materialDefines;
  117216. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  117217. if (defines._renderId === scene.getRenderId()) {
  117218. return true;
  117219. }
  117220. }
  117221. var engine = scene.getEngine();
  117222. // Lights
  117223. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  117224. defines._needNormals = true;
  117225. // Textures
  117226. if (defines._areTexturesDirty) {
  117227. defines._needUVs = false;
  117228. if (scene.texturesEnabled) {
  117229. if (scene.getEngine().getCaps().textureLOD) {
  117230. defines.TEXTURELODSUPPORT = true;
  117231. }
  117232. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117233. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  117234. return false;
  117235. }
  117236. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  117237. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  117238. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  117239. defines.OPACITYFRESNEL = this._opacityFresnel;
  117240. }
  117241. else {
  117242. defines.DIFFUSE = false;
  117243. defines.DIFFUSEHASALPHA = false;
  117244. defines.GAMMADIFFUSE = false;
  117245. defines.OPACITYFRESNEL = false;
  117246. }
  117247. var reflectionTexture = this._reflectionTexture;
  117248. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117249. if (!reflectionTexture.isReadyOrNotBlocking()) {
  117250. return false;
  117251. }
  117252. defines.REFLECTION = true;
  117253. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  117254. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  117255. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  117256. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  117257. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  117258. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  117259. defines.REFLECTIONBGR = this.switchToBGR;
  117260. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  117261. defines.INVERTCUBICMAP = true;
  117262. }
  117263. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  117264. switch (reflectionTexture.coordinatesMode) {
  117265. case BABYLON.Texture.EXPLICIT_MODE:
  117266. defines.REFLECTIONMAP_EXPLICIT = true;
  117267. break;
  117268. case BABYLON.Texture.PLANAR_MODE:
  117269. defines.REFLECTIONMAP_PLANAR = true;
  117270. break;
  117271. case BABYLON.Texture.PROJECTION_MODE:
  117272. defines.REFLECTIONMAP_PROJECTION = true;
  117273. break;
  117274. case BABYLON.Texture.SKYBOX_MODE:
  117275. defines.REFLECTIONMAP_SKYBOX = true;
  117276. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  117277. break;
  117278. case BABYLON.Texture.SPHERICAL_MODE:
  117279. defines.REFLECTIONMAP_SPHERICAL = true;
  117280. break;
  117281. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  117282. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  117283. break;
  117284. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  117285. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  117286. break;
  117287. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  117288. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  117289. break;
  117290. case BABYLON.Texture.CUBIC_MODE:
  117291. case BABYLON.Texture.INVCUBIC_MODE:
  117292. default:
  117293. defines.REFLECTIONMAP_CUBIC = true;
  117294. break;
  117295. }
  117296. if (this.reflectionFresnel) {
  117297. defines.REFLECTIONFRESNEL = true;
  117298. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  117299. this._reflectionControls.x = this.reflectionAmount;
  117300. this._reflectionControls.y = this.reflectionReflectance0;
  117301. this._reflectionControls.z = this.reflectionReflectance90;
  117302. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  117303. }
  117304. else {
  117305. defines.REFLECTIONFRESNEL = false;
  117306. defines.REFLECTIONFALLOFF = false;
  117307. }
  117308. }
  117309. else {
  117310. defines.REFLECTION = false;
  117311. defines.REFLECTIONFRESNEL = false;
  117312. defines.REFLECTIONFALLOFF = false;
  117313. defines.REFLECTIONBLUR = false;
  117314. defines.REFLECTIONMAP_3D = false;
  117315. defines.REFLECTIONMAP_SPHERICAL = false;
  117316. defines.REFLECTIONMAP_PLANAR = false;
  117317. defines.REFLECTIONMAP_CUBIC = false;
  117318. defines.REFLECTIONMAP_PROJECTION = false;
  117319. defines.REFLECTIONMAP_SKYBOX = false;
  117320. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  117321. defines.REFLECTIONMAP_EXPLICIT = false;
  117322. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  117323. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  117324. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  117325. defines.INVERTCUBICMAP = false;
  117326. defines.REFLECTIONMAP_OPPOSITEZ = false;
  117327. defines.LODINREFLECTIONALPHA = false;
  117328. defines.GAMMAREFLECTION = false;
  117329. defines.RGBDREFLECTION = false;
  117330. }
  117331. }
  117332. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  117333. defines.USERGBCOLOR = this._useRGBColor;
  117334. defines.NOISE = this._enableNoise;
  117335. }
  117336. if (defines._areLightsDirty) {
  117337. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  117338. }
  117339. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  117340. if (!this._imageProcessingConfiguration.isReady()) {
  117341. return false;
  117342. }
  117343. this._imageProcessingConfiguration.prepareDefines(defines);
  117344. }
  117345. // Misc.
  117346. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  117347. // Values that need to be evaluated on every frame
  117348. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  117349. // Attribs
  117350. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  117351. if (mesh) {
  117352. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  117353. mesh.createNormals(true);
  117354. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  117355. }
  117356. }
  117357. }
  117358. // Get correct effect
  117359. if (defines.isDirty) {
  117360. defines.markAsProcessed();
  117361. scene.resetCachedMaterial();
  117362. // Fallbacks
  117363. var fallbacks = new BABYLON.EffectFallbacks();
  117364. if (defines.FOG) {
  117365. fallbacks.addFallback(0, "FOG");
  117366. }
  117367. if (defines.POINTSIZE) {
  117368. fallbacks.addFallback(1, "POINTSIZE");
  117369. }
  117370. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  117371. if (defines.NUM_BONE_INFLUENCERS > 0) {
  117372. fallbacks.addCPUSkinningFallback(0, mesh);
  117373. }
  117374. //Attributes
  117375. var attribs = [BABYLON.VertexBuffer.PositionKind];
  117376. if (defines.NORMAL) {
  117377. attribs.push(BABYLON.VertexBuffer.NormalKind);
  117378. }
  117379. if (defines.UV1) {
  117380. attribs.push(BABYLON.VertexBuffer.UVKind);
  117381. }
  117382. if (defines.UV2) {
  117383. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  117384. }
  117385. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  117386. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  117387. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  117388. "vFogInfos", "vFogColor", "pointSize",
  117389. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  117390. "vPrimaryColor", "vPrimaryColorShadow",
  117391. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  117392. "shadowLevel", "alpha",
  117393. "vBackgroundCenter", "vReflectionControl",
  117394. "vDiffuseInfos", "diffuseMatrix",
  117395. ];
  117396. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  117397. var uniformBuffers = ["Material", "Scene"];
  117398. if (BABYLON.ImageProcessingConfiguration) {
  117399. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  117400. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  117401. }
  117402. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  117403. uniformsNames: uniforms,
  117404. uniformBuffersNames: uniformBuffers,
  117405. samplers: samplers,
  117406. defines: defines,
  117407. maxSimultaneousLights: this._maxSimultaneousLights
  117408. });
  117409. var onCompiled = function (effect) {
  117410. if (_this.onCompiled) {
  117411. _this.onCompiled(effect);
  117412. }
  117413. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  117414. };
  117415. var join = defines.toString();
  117416. subMesh.setEffect(scene.getEngine().createEffect("background", {
  117417. attributes: attribs,
  117418. uniformsNames: uniforms,
  117419. uniformBuffersNames: uniformBuffers,
  117420. samplers: samplers,
  117421. defines: join,
  117422. fallbacks: fallbacks,
  117423. onCompiled: onCompiled,
  117424. onError: this.onError,
  117425. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  117426. }, engine), defines);
  117427. this.buildUniformLayout();
  117428. }
  117429. if (!subMesh.effect || !subMesh.effect.isReady()) {
  117430. return false;
  117431. }
  117432. defines._renderId = scene.getRenderId();
  117433. this._wasPreviouslyReady = true;
  117434. return true;
  117435. };
  117436. /**
  117437. * Compute the primary color according to the chosen perceptual color.
  117438. */
  117439. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  117440. if (!this.__perceptualColor) {
  117441. return;
  117442. }
  117443. this._primaryColor.copyFrom(this.__perceptualColor);
  117444. // Revert gamma space.
  117445. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  117446. // Revert image processing configuration.
  117447. if (this._imageProcessingConfiguration) {
  117448. // Revert Exposure.
  117449. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  117450. }
  117451. this._computePrimaryColors();
  117452. };
  117453. /**
  117454. * Compute the highlights and shadow colors according to their chosen levels.
  117455. */
  117456. BackgroundMaterial.prototype._computePrimaryColors = function () {
  117457. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  117458. return;
  117459. }
  117460. // Find the highlight color based on the configuration.
  117461. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  117462. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  117463. // Find the shadow color based on the configuration.
  117464. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  117465. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  117466. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  117467. };
  117468. /**
  117469. * Build the uniform buffer used in the material.
  117470. */
  117471. BackgroundMaterial.prototype.buildUniformLayout = function () {
  117472. // Order is important !
  117473. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  117474. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  117475. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  117476. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  117477. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  117478. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  117479. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  117480. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  117481. this._uniformBuffer.addUniform("pointSize", 1);
  117482. this._uniformBuffer.addUniform("shadowLevel", 1);
  117483. this._uniformBuffer.addUniform("alpha", 1);
  117484. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  117485. this._uniformBuffer.addUniform("vReflectionControl", 4);
  117486. this._uniformBuffer.create();
  117487. };
  117488. /**
  117489. * Unbind the material.
  117490. */
  117491. BackgroundMaterial.prototype.unbind = function () {
  117492. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  117493. this._uniformBuffer.setTexture("diffuseSampler", null);
  117494. }
  117495. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  117496. this._uniformBuffer.setTexture("reflectionSampler", null);
  117497. }
  117498. _super.prototype.unbind.call(this);
  117499. };
  117500. /**
  117501. * Bind only the world matrix to the material.
  117502. * @param world The world matrix to bind.
  117503. */
  117504. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  117505. this._activeEffect.setMatrix("world", world);
  117506. };
  117507. /**
  117508. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  117509. * @param world The world matrix to bind.
  117510. * @param subMesh The submesh to bind for.
  117511. */
  117512. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  117513. var scene = this.getScene();
  117514. var defines = subMesh._materialDefines;
  117515. if (!defines) {
  117516. return;
  117517. }
  117518. var effect = subMesh.effect;
  117519. if (!effect) {
  117520. return;
  117521. }
  117522. this._activeEffect = effect;
  117523. // Matrices
  117524. this.bindOnlyWorldMatrix(world);
  117525. // Bones
  117526. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  117527. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  117528. if (mustRebind) {
  117529. this._uniformBuffer.bindToEffect(effect, "Material");
  117530. this.bindViewProjection(effect);
  117531. var reflectionTexture = this._reflectionTexture;
  117532. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  117533. // Texture uniforms
  117534. if (scene.texturesEnabled) {
  117535. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117536. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  117537. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  117538. }
  117539. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117540. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  117541. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  117542. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  117543. }
  117544. }
  117545. if (this.shadowLevel > 0) {
  117546. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  117547. }
  117548. this._uniformBuffer.updateFloat("alpha", this.alpha);
  117549. // Point size
  117550. if (this.pointsCloud) {
  117551. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  117552. }
  117553. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  117554. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  117555. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  117556. }
  117557. else {
  117558. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  117559. }
  117560. }
  117561. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  117562. // Textures
  117563. if (scene.texturesEnabled) {
  117564. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117565. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  117566. }
  117567. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117568. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  117569. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  117570. }
  117571. else if (!defines.REFLECTIONBLUR) {
  117572. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  117573. }
  117574. else {
  117575. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  117576. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  117577. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  117578. }
  117579. if (defines.REFLECTIONFRESNEL) {
  117580. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  117581. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  117582. }
  117583. }
  117584. }
  117585. // Clip plane
  117586. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  117587. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  117588. }
  117589. if (mustRebind || !this.isFrozen) {
  117590. if (scene.lightsEnabled) {
  117591. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  117592. }
  117593. // View
  117594. this.bindView(effect);
  117595. // Fog
  117596. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  117597. // image processing
  117598. if (this._imageProcessingConfiguration) {
  117599. this._imageProcessingConfiguration.bind(this._activeEffect);
  117600. }
  117601. }
  117602. this._uniformBuffer.update();
  117603. this._afterBind(mesh, this._activeEffect);
  117604. };
  117605. /**
  117606. * Dispose the material.
  117607. * @param forceDisposeEffect Force disposal of the associated effect.
  117608. * @param forceDisposeTextures Force disposal of the associated textures.
  117609. */
  117610. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  117611. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  117612. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  117613. if (forceDisposeTextures) {
  117614. if (this.diffuseTexture) {
  117615. this.diffuseTexture.dispose();
  117616. }
  117617. if (this.reflectionTexture) {
  117618. this.reflectionTexture.dispose();
  117619. }
  117620. }
  117621. this._renderTargets.dispose();
  117622. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  117623. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  117624. }
  117625. _super.prototype.dispose.call(this, forceDisposeEffect);
  117626. };
  117627. /**
  117628. * Clones the material.
  117629. * @param name The cloned name.
  117630. * @returns The cloned material.
  117631. */
  117632. BackgroundMaterial.prototype.clone = function (name) {
  117633. var _this = this;
  117634. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  117635. };
  117636. /**
  117637. * Serializes the current material to its JSON representation.
  117638. * @returns The JSON representation.
  117639. */
  117640. BackgroundMaterial.prototype.serialize = function () {
  117641. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  117642. serializationObject.customType = "BABYLON.BackgroundMaterial";
  117643. return serializationObject;
  117644. };
  117645. /**
  117646. * Gets the class name of the material
  117647. * @returns "BackgroundMaterial"
  117648. */
  117649. BackgroundMaterial.prototype.getClassName = function () {
  117650. return "BackgroundMaterial";
  117651. };
  117652. /**
  117653. * Parse a JSON input to create back a background material.
  117654. * @param source The JSON data to parse
  117655. * @param scene The scene to create the parsed material in
  117656. * @param rootUrl The root url of the assets the material depends upon
  117657. * @returns the instantiated BackgroundMaterial.
  117658. */
  117659. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  117660. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  117661. };
  117662. /**
  117663. * Standard reflectance value at parallel view angle.
  117664. */
  117665. BackgroundMaterial.StandardReflectance0 = 0.05;
  117666. /**
  117667. * Standard reflectance value at grazing angle.
  117668. */
  117669. BackgroundMaterial.StandardReflectance90 = 0.5;
  117670. __decorate([
  117671. BABYLON.serializeAsColor3()
  117672. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  117673. __decorate([
  117674. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  117675. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  117676. __decorate([
  117677. BABYLON.serializeAsColor3()
  117678. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  117679. __decorate([
  117680. BABYLON.serialize()
  117681. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  117682. __decorate([
  117683. BABYLON.serialize()
  117684. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  117685. __decorate([
  117686. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  117687. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  117688. __decorate([
  117689. BABYLON.serializeAsTexture()
  117690. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  117691. __decorate([
  117692. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117693. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  117694. __decorate([
  117695. BABYLON.serialize()
  117696. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  117697. __decorate([
  117698. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117699. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  117700. __decorate([
  117701. BABYLON.serializeAsTexture()
  117702. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  117703. __decorate([
  117704. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117705. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  117706. __decorate([
  117707. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117708. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  117709. __decorate([
  117710. BABYLON.serialize()
  117711. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  117712. __decorate([
  117713. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117714. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  117715. __decorate([
  117716. BABYLON.serializeAsVector3()
  117717. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  117718. __decorate([
  117719. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117720. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  117721. __decorate([
  117722. BABYLON.serialize()
  117723. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  117724. __decorate([
  117725. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117726. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  117727. __decorate([
  117728. BABYLON.serialize()
  117729. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  117730. __decorate([
  117731. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117732. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  117733. __decorate([
  117734. BABYLON.serialize()
  117735. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  117736. __decorate([
  117737. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117738. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  117739. __decorate([
  117740. BABYLON.serialize()
  117741. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  117742. __decorate([
  117743. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117744. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  117745. __decorate([
  117746. BABYLON.serialize()
  117747. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  117748. __decorate([
  117749. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117750. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  117751. __decorate([
  117752. BABYLON.serialize()
  117753. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  117754. __decorate([
  117755. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117756. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  117757. __decorate([
  117758. BABYLON.serialize()
  117759. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  117760. __decorate([
  117761. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117762. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  117763. __decorate([
  117764. BABYLON.serialize()
  117765. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  117766. __decorate([
  117767. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117768. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  117769. __decorate([
  117770. BABYLON.serialize()
  117771. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  117772. __decorate([
  117773. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117774. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  117775. __decorate([
  117776. BABYLON.serializeAsImageProcessingConfiguration()
  117777. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  117778. return BackgroundMaterial;
  117779. }(BABYLON.PushMaterial));
  117780. BABYLON.BackgroundMaterial = BackgroundMaterial;
  117781. })(BABYLON || (BABYLON = {}));
  117782. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  117783. var __assign = (this && this.__assign) || function () {
  117784. __assign = Object.assign || function(t) {
  117785. for (var s, i = 1, n = arguments.length; i < n; i++) {
  117786. s = arguments[i];
  117787. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  117788. t[p] = s[p];
  117789. }
  117790. return t;
  117791. };
  117792. return __assign.apply(this, arguments);
  117793. };
  117794. var BABYLON;
  117795. (function (BABYLON) {
  117796. /**
  117797. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  117798. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  117799. * It also helps with the default setup of your imageProcessing configuration.
  117800. */
  117801. var EnvironmentHelper = /** @class */ (function () {
  117802. /**
  117803. * constructor
  117804. * @param options
  117805. * @param scene The scene to add the material to
  117806. */
  117807. function EnvironmentHelper(options, scene) {
  117808. var _this = this;
  117809. this._errorHandler = function (message, exception) {
  117810. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  117811. };
  117812. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  117813. this._scene = scene;
  117814. this.onErrorObservable = new BABYLON.Observable();
  117815. this._setupBackground();
  117816. this._setupImageProcessing();
  117817. }
  117818. /**
  117819. * Creates the default options for the helper.
  117820. */
  117821. EnvironmentHelper._getDefaultOptions = function () {
  117822. return {
  117823. createGround: true,
  117824. groundSize: 15,
  117825. groundTexture: this._groundTextureCDNUrl,
  117826. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  117827. groundOpacity: 0.9,
  117828. enableGroundShadow: true,
  117829. groundShadowLevel: 0.5,
  117830. enableGroundMirror: false,
  117831. groundMirrorSizeRatio: 0.3,
  117832. groundMirrorBlurKernel: 64,
  117833. groundMirrorAmount: 1,
  117834. groundMirrorFresnelWeight: 1,
  117835. groundMirrorFallOffDistance: 0,
  117836. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  117837. groundYBias: 0.00001,
  117838. createSkybox: true,
  117839. skyboxSize: 20,
  117840. skyboxTexture: this._skyboxTextureCDNUrl,
  117841. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  117842. backgroundYRotation: 0,
  117843. sizeAuto: true,
  117844. rootPosition: BABYLON.Vector3.Zero(),
  117845. setupImageProcessing: true,
  117846. environmentTexture: this._environmentTextureCDNUrl,
  117847. cameraExposure: 0.8,
  117848. cameraContrast: 1.2,
  117849. toneMappingEnabled: true,
  117850. };
  117851. };
  117852. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  117853. /**
  117854. * Gets the root mesh created by the helper.
  117855. */
  117856. get: function () {
  117857. return this._rootMesh;
  117858. },
  117859. enumerable: true,
  117860. configurable: true
  117861. });
  117862. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  117863. /**
  117864. * Gets the skybox created by the helper.
  117865. */
  117866. get: function () {
  117867. return this._skybox;
  117868. },
  117869. enumerable: true,
  117870. configurable: true
  117871. });
  117872. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  117873. /**
  117874. * Gets the skybox texture created by the helper.
  117875. */
  117876. get: function () {
  117877. return this._skyboxTexture;
  117878. },
  117879. enumerable: true,
  117880. configurable: true
  117881. });
  117882. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  117883. /**
  117884. * Gets the skybox material created by the helper.
  117885. */
  117886. get: function () {
  117887. return this._skyboxMaterial;
  117888. },
  117889. enumerable: true,
  117890. configurable: true
  117891. });
  117892. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  117893. /**
  117894. * Gets the ground mesh created by the helper.
  117895. */
  117896. get: function () {
  117897. return this._ground;
  117898. },
  117899. enumerable: true,
  117900. configurable: true
  117901. });
  117902. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  117903. /**
  117904. * Gets the ground texture created by the helper.
  117905. */
  117906. get: function () {
  117907. return this._groundTexture;
  117908. },
  117909. enumerable: true,
  117910. configurable: true
  117911. });
  117912. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  117913. /**
  117914. * Gets the ground mirror created by the helper.
  117915. */
  117916. get: function () {
  117917. return this._groundMirror;
  117918. },
  117919. enumerable: true,
  117920. configurable: true
  117921. });
  117922. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  117923. /**
  117924. * Gets the ground mirror render list to helps pushing the meshes
  117925. * you wish in the ground reflection.
  117926. */
  117927. get: function () {
  117928. if (this._groundMirror) {
  117929. return this._groundMirror.renderList;
  117930. }
  117931. return null;
  117932. },
  117933. enumerable: true,
  117934. configurable: true
  117935. });
  117936. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  117937. /**
  117938. * Gets the ground material created by the helper.
  117939. */
  117940. get: function () {
  117941. return this._groundMaterial;
  117942. },
  117943. enumerable: true,
  117944. configurable: true
  117945. });
  117946. /**
  117947. * Updates the background according to the new options
  117948. * @param options
  117949. */
  117950. EnvironmentHelper.prototype.updateOptions = function (options) {
  117951. var newOptions = __assign({}, this._options, options);
  117952. if (this._ground && !newOptions.createGround) {
  117953. this._ground.dispose();
  117954. this._ground = null;
  117955. }
  117956. if (this._groundMaterial && !newOptions.createGround) {
  117957. this._groundMaterial.dispose();
  117958. this._groundMaterial = null;
  117959. }
  117960. if (this._groundTexture) {
  117961. if (this._options.groundTexture != newOptions.groundTexture) {
  117962. this._groundTexture.dispose();
  117963. this._groundTexture = null;
  117964. }
  117965. }
  117966. if (this._skybox && !newOptions.createSkybox) {
  117967. this._skybox.dispose();
  117968. this._skybox = null;
  117969. }
  117970. if (this._skyboxMaterial && !newOptions.createSkybox) {
  117971. this._skyboxMaterial.dispose();
  117972. this._skyboxMaterial = null;
  117973. }
  117974. if (this._skyboxTexture) {
  117975. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  117976. this._skyboxTexture.dispose();
  117977. this._skyboxTexture = null;
  117978. }
  117979. }
  117980. if (this._groundMirror && !newOptions.enableGroundMirror) {
  117981. this._groundMirror.dispose();
  117982. this._groundMirror = null;
  117983. }
  117984. if (this._scene.environmentTexture) {
  117985. if (this._options.environmentTexture != newOptions.environmentTexture) {
  117986. this._scene.environmentTexture.dispose();
  117987. }
  117988. }
  117989. this._options = newOptions;
  117990. this._setupBackground();
  117991. this._setupImageProcessing();
  117992. };
  117993. /**
  117994. * Sets the primary color of all the available elements.
  117995. * @param color the main color to affect to the ground and the background
  117996. */
  117997. EnvironmentHelper.prototype.setMainColor = function (color) {
  117998. if (this.groundMaterial) {
  117999. this.groundMaterial.primaryColor = color;
  118000. }
  118001. if (this.skyboxMaterial) {
  118002. this.skyboxMaterial.primaryColor = color;
  118003. }
  118004. if (this.groundMirror) {
  118005. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  118006. }
  118007. };
  118008. /**
  118009. * Setup the image processing according to the specified options.
  118010. */
  118011. EnvironmentHelper.prototype._setupImageProcessing = function () {
  118012. if (this._options.setupImageProcessing) {
  118013. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  118014. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  118015. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  118016. this._setupEnvironmentTexture();
  118017. }
  118018. };
  118019. /**
  118020. * Setup the environment texture according to the specified options.
  118021. */
  118022. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  118023. if (this._scene.environmentTexture) {
  118024. return;
  118025. }
  118026. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  118027. this._scene.environmentTexture = this._options.environmentTexture;
  118028. return;
  118029. }
  118030. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  118031. this._scene.environmentTexture = environmentTexture;
  118032. };
  118033. /**
  118034. * Setup the background according to the specified options.
  118035. */
  118036. EnvironmentHelper.prototype._setupBackground = function () {
  118037. if (!this._rootMesh) {
  118038. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  118039. }
  118040. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  118041. var sceneSize = this._getSceneSize();
  118042. if (this._options.createGround) {
  118043. this._setupGround(sceneSize);
  118044. this._setupGroundMaterial();
  118045. this._setupGroundDiffuseTexture();
  118046. if (this._options.enableGroundMirror) {
  118047. this._setupGroundMirrorTexture(sceneSize);
  118048. }
  118049. this._setupMirrorInGroundMaterial();
  118050. }
  118051. if (this._options.createSkybox) {
  118052. this._setupSkybox(sceneSize);
  118053. this._setupSkyboxMaterial();
  118054. this._setupSkyboxReflectionTexture();
  118055. }
  118056. this._rootMesh.position.x = sceneSize.rootPosition.x;
  118057. this._rootMesh.position.z = sceneSize.rootPosition.z;
  118058. this._rootMesh.position.y = sceneSize.rootPosition.y;
  118059. };
  118060. /**
  118061. * Get the scene sizes according to the setup.
  118062. */
  118063. EnvironmentHelper.prototype._getSceneSize = function () {
  118064. var _this = this;
  118065. var groundSize = this._options.groundSize;
  118066. var skyboxSize = this._options.skyboxSize;
  118067. var rootPosition = this._options.rootPosition;
  118068. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  118069. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118070. }
  118071. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  118072. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  118073. });
  118074. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  118075. if (this._options.sizeAuto) {
  118076. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  118077. this._scene.activeCamera.upperRadiusLimit) {
  118078. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  118079. skyboxSize = groundSize;
  118080. }
  118081. var sceneDiagonalLenght = sceneDiagonal.length();
  118082. if (sceneDiagonalLenght > groundSize) {
  118083. groundSize = sceneDiagonalLenght * 2;
  118084. skyboxSize = groundSize;
  118085. }
  118086. // 10 % bigger.
  118087. groundSize *= 1.1;
  118088. skyboxSize *= 1.5;
  118089. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  118090. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  118091. }
  118092. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118093. };
  118094. /**
  118095. * Setup the ground according to the specified options.
  118096. */
  118097. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  118098. var _this = this;
  118099. if (!this._ground || this._ground.isDisposed()) {
  118100. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  118101. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  118102. this._ground.parent = this._rootMesh;
  118103. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  118104. }
  118105. this._ground.receiveShadows = this._options.enableGroundShadow;
  118106. };
  118107. /**
  118108. * Setup the ground material according to the specified options.
  118109. */
  118110. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  118111. if (!this._groundMaterial) {
  118112. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  118113. }
  118114. this._groundMaterial.alpha = this._options.groundOpacity;
  118115. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  118116. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  118117. this._groundMaterial.primaryColor = this._options.groundColor;
  118118. this._groundMaterial.useRGBColor = false;
  118119. this._groundMaterial.enableNoise = true;
  118120. if (this._ground) {
  118121. this._ground.material = this._groundMaterial;
  118122. }
  118123. };
  118124. /**
  118125. * Setup the ground diffuse texture according to the specified options.
  118126. */
  118127. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  118128. if (!this._groundMaterial) {
  118129. return;
  118130. }
  118131. if (this._groundTexture) {
  118132. return;
  118133. }
  118134. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  118135. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  118136. return;
  118137. }
  118138. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118139. diffuseTexture.gammaSpace = false;
  118140. diffuseTexture.hasAlpha = true;
  118141. this._groundMaterial.diffuseTexture = diffuseTexture;
  118142. };
  118143. /**
  118144. * Setup the ground mirror texture according to the specified options.
  118145. */
  118146. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  118147. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118148. if (!this._groundMirror) {
  118149. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  118150. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  118151. this._groundMirror.anisotropicFilteringLevel = 1;
  118152. this._groundMirror.wrapU = wrapping;
  118153. this._groundMirror.wrapV = wrapping;
  118154. this._groundMirror.gammaSpace = false;
  118155. if (this._groundMirror.renderList) {
  118156. for (var i = 0; i < this._scene.meshes.length; i++) {
  118157. var mesh = this._scene.meshes[i];
  118158. if (mesh !== this._ground &&
  118159. mesh !== this._skybox &&
  118160. mesh !== this._rootMesh) {
  118161. this._groundMirror.renderList.push(mesh);
  118162. }
  118163. }
  118164. }
  118165. }
  118166. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  118167. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  118168. };
  118169. /**
  118170. * Setup the ground to receive the mirror texture.
  118171. */
  118172. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  118173. if (this._groundMaterial) {
  118174. this._groundMaterial.reflectionTexture = this._groundMirror;
  118175. this._groundMaterial.reflectionFresnel = true;
  118176. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  118177. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  118178. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  118179. }
  118180. };
  118181. /**
  118182. * Setup the skybox according to the specified options.
  118183. */
  118184. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  118185. var _this = this;
  118186. if (!this._skybox || this._skybox.isDisposed()) {
  118187. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  118188. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  118189. }
  118190. this._skybox.parent = this._rootMesh;
  118191. };
  118192. /**
  118193. * Setup the skybox material according to the specified options.
  118194. */
  118195. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  118196. if (!this._skybox) {
  118197. return;
  118198. }
  118199. if (!this._skyboxMaterial) {
  118200. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  118201. }
  118202. this._skyboxMaterial.useRGBColor = false;
  118203. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  118204. this._skyboxMaterial.enableNoise = true;
  118205. this._skybox.material = this._skyboxMaterial;
  118206. };
  118207. /**
  118208. * Setup the skybox reflection texture according to the specified options.
  118209. */
  118210. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  118211. if (!this._skyboxMaterial) {
  118212. return;
  118213. }
  118214. if (this._skyboxTexture) {
  118215. return;
  118216. }
  118217. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  118218. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  118219. return;
  118220. }
  118221. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118222. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118223. this._skyboxTexture.gammaSpace = false;
  118224. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  118225. };
  118226. /**
  118227. * Dispose all the elements created by the Helper.
  118228. */
  118229. EnvironmentHelper.prototype.dispose = function () {
  118230. if (this._groundMaterial) {
  118231. this._groundMaterial.dispose(true, true);
  118232. }
  118233. if (this._skyboxMaterial) {
  118234. this._skyboxMaterial.dispose(true, true);
  118235. }
  118236. this._rootMesh.dispose(false);
  118237. };
  118238. /**
  118239. * Default ground texture URL.
  118240. */
  118241. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  118242. /**
  118243. * Default skybox texture URL.
  118244. */
  118245. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  118246. /**
  118247. * Default environment texture URL.
  118248. */
  118249. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  118250. return EnvironmentHelper;
  118251. }());
  118252. BABYLON.EnvironmentHelper = EnvironmentHelper;
  118253. })(BABYLON || (BABYLON = {}));
  118254. //# sourceMappingURL=babylon.environmentHelper.js.map
  118255. var BABYLON;
  118256. (function (BABYLON) {
  118257. /** Internal class used to store shapes for emitters */
  118258. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  118259. function ParticleSystemSetEmitterCreationOptions() {
  118260. }
  118261. return ParticleSystemSetEmitterCreationOptions;
  118262. }());
  118263. /**
  118264. * Represents a set of particle systems working together to create a specific effect
  118265. */
  118266. var ParticleSystemSet = /** @class */ (function () {
  118267. function ParticleSystemSet() {
  118268. /**
  118269. * Gets the particle system list
  118270. */
  118271. this.systems = new Array();
  118272. }
  118273. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  118274. /**
  118275. * Gets the emitter node used with this set
  118276. */
  118277. get: function () {
  118278. return this._emitterNode;
  118279. },
  118280. enumerable: true,
  118281. configurable: true
  118282. });
  118283. /**
  118284. * Creates a new emitter mesh as a sphere
  118285. * @param options defines the options used to create the sphere
  118286. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  118287. * @param scene defines the hosting scene
  118288. */
  118289. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  118290. if (this._emitterNode) {
  118291. this._emitterNode.dispose();
  118292. }
  118293. this._emitterCreationOptions = {
  118294. kind: "Sphere",
  118295. options: options,
  118296. renderingGroupId: renderingGroupId
  118297. };
  118298. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  118299. emitterMesh.renderingGroupId = renderingGroupId;
  118300. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  118301. material.emissiveColor = options.color;
  118302. emitterMesh.material = material;
  118303. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118304. var system = _a[_i];
  118305. system.emitter = emitterMesh;
  118306. }
  118307. this._emitterNode = emitterMesh;
  118308. };
  118309. /**
  118310. * Starts all particle systems of the set
  118311. * @param emitter defines an optional mesh to use as emitter for the particle systems
  118312. */
  118313. ParticleSystemSet.prototype.start = function (emitter) {
  118314. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118315. var system = _a[_i];
  118316. if (emitter) {
  118317. system.emitter = emitter;
  118318. }
  118319. system.start();
  118320. }
  118321. };
  118322. /**
  118323. * Release all associated resources
  118324. */
  118325. ParticleSystemSet.prototype.dispose = function () {
  118326. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118327. var system = _a[_i];
  118328. system.dispose();
  118329. }
  118330. this.systems = [];
  118331. if (this._emitterNode) {
  118332. this._emitterNode.dispose();
  118333. this._emitterNode = null;
  118334. }
  118335. };
  118336. /**
  118337. * Serialize the set into a JSON compatible object
  118338. * @returns a JSON compatible representation of the set
  118339. */
  118340. ParticleSystemSet.prototype.serialize = function () {
  118341. var result = {};
  118342. result.systems = [];
  118343. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118344. var system = _a[_i];
  118345. result.systems.push(system.serialize());
  118346. }
  118347. if (this._emitterNode) {
  118348. result.emitter = this._emitterCreationOptions;
  118349. }
  118350. return result;
  118351. };
  118352. /**
  118353. * Parse a new ParticleSystemSet from a serialized source
  118354. * @param data defines a JSON compatible representation of the set
  118355. * @param scene defines the hosting scene
  118356. * @param gpu defines if we want GPU particles or CPU particles
  118357. * @returns a new ParticleSystemSet
  118358. */
  118359. ParticleSystemSet.Parse = function (data, scene, gpu) {
  118360. if (gpu === void 0) { gpu = false; }
  118361. var result = new ParticleSystemSet();
  118362. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  118363. scene = scene || BABYLON.Engine.LastCreatedScene;
  118364. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  118365. var system = _a[_i];
  118366. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  118367. }
  118368. if (data.emitter) {
  118369. var options = data.emitter.options;
  118370. switch (data.emitter.kind) {
  118371. case "Sphere":
  118372. result.setEmitterAsSphere({
  118373. diameter: options.diameter,
  118374. segments: options.segments,
  118375. color: BABYLON.Color3.FromArray(options.color)
  118376. }, data.emitter.renderingGroupId, scene);
  118377. break;
  118378. }
  118379. }
  118380. return result;
  118381. };
  118382. return ParticleSystemSet;
  118383. }());
  118384. BABYLON.ParticleSystemSet = ParticleSystemSet;
  118385. })(BABYLON || (BABYLON = {}));
  118386. //# sourceMappingURL=babylon.particleSystemSet.js.map
  118387. var BABYLON;
  118388. (function (BABYLON) {
  118389. /**
  118390. * This class is made for on one-liner static method to help creating particle system set.
  118391. */
  118392. var ParticleHelper = /** @class */ (function () {
  118393. function ParticleHelper() {
  118394. }
  118395. /**
  118396. * Create a default particle system that you can tweak
  118397. * @param emitter defines the emitter to use
  118398. * @param capacity defines the system capacity (default is 500 particles)
  118399. * @param scene defines the hosting scene
  118400. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  118401. * @returns the new Particle system
  118402. */
  118403. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  118404. if (capacity === void 0) { capacity = 500; }
  118405. if (useGPU === void 0) { useGPU = false; }
  118406. var system;
  118407. if (useGPU) {
  118408. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  118409. }
  118410. else {
  118411. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  118412. }
  118413. system.emitter = emitter;
  118414. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  118415. system.createConeEmitter(0.1, Math.PI / 4);
  118416. // Particle color
  118417. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  118418. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  118419. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  118420. // Particle Size
  118421. system.minSize = 0.1;
  118422. system.maxSize = 0.1;
  118423. // Emission speed
  118424. system.minEmitPower = 2;
  118425. system.maxEmitPower = 2;
  118426. // Update speed
  118427. system.updateSpeed = 1 / 60;
  118428. system.emitRate = 30;
  118429. return system;
  118430. };
  118431. /**
  118432. * This is the main static method (one-liner) of this helper to create different particle systems
  118433. * @param type This string represents the type to the particle system to create
  118434. * @param scene The scene where the particle system should live
  118435. * @param gpu If the system will use gpu
  118436. * @returns the ParticleSystemSet created
  118437. */
  118438. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  118439. if (gpu === void 0) { gpu = false; }
  118440. if (!scene) {
  118441. scene = BABYLON.Engine.LastCreatedScene;
  118442. }
  118443. var token = {};
  118444. scene._addPendingData(token);
  118445. return new Promise(function (resolve, reject) {
  118446. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  118447. scene._removePendingData(token);
  118448. return reject("Particle system with GPU is not supported.");
  118449. }
  118450. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  118451. scene._removePendingData(token);
  118452. var newData = JSON.parse(data.toString());
  118453. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  118454. }, undefined, undefined, undefined, function (req, exception) {
  118455. scene._removePendingData(token);
  118456. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  118457. });
  118458. });
  118459. };
  118460. /**
  118461. * Static function used to export a particle system to a ParticleSystemSet variable.
  118462. * Please note that the emitter shape is not exported
  118463. * @param systems defines the particle systems to export
  118464. * @returns the created particle system set
  118465. */
  118466. ParticleHelper.ExportSet = function (systems) {
  118467. var set = new BABYLON.ParticleSystemSet();
  118468. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  118469. var system = systems_1[_i];
  118470. set.systems.push(system);
  118471. }
  118472. return set;
  118473. };
  118474. /**
  118475. * Gets or sets base Assets URL
  118476. */
  118477. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  118478. return ParticleHelper;
  118479. }());
  118480. BABYLON.ParticleHelper = ParticleHelper;
  118481. })(BABYLON || (BABYLON = {}));
  118482. //# sourceMappingURL=babylon.particleHelper.js.map
  118483. var BABYLON;
  118484. (function (BABYLON) {
  118485. /**
  118486. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  118487. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  118488. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  118489. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  118490. */
  118491. var VideoDome = /** @class */ (function (_super) {
  118492. __extends(VideoDome, _super);
  118493. /**
  118494. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  118495. * @param name Element's name, child elements will append suffixes for their own names.
  118496. * @param urlsOrVideo defines the url(s) or the video element to use
  118497. * @param options An object containing optional or exposed sub element properties
  118498. */
  118499. function VideoDome(name, urlsOrVideo, options, scene) {
  118500. var _this = _super.call(this, name, scene) || this;
  118501. _this._useDirectMapping = false;
  118502. // set defaults and manage values
  118503. name = name || "videoDome";
  118504. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  118505. options.clickToPlay = Boolean(options.clickToPlay);
  118506. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  118507. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  118508. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  118509. if (options.useDirectMapping === undefined) {
  118510. _this._useDirectMapping = true;
  118511. }
  118512. else {
  118513. _this._useDirectMapping = options.useDirectMapping;
  118514. }
  118515. _this._setReady(false);
  118516. // create
  118517. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  118518. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  118519. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  118520. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  118521. texture.onLoadObservable.addOnce(function () {
  118522. _this._setReady(true);
  118523. });
  118524. // configure material
  118525. material.useEquirectangularFOV = true;
  118526. material.fovMultiplier = 1.0;
  118527. material.opacityFresnel = false;
  118528. if (_this._useDirectMapping) {
  118529. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118530. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118531. material.diffuseTexture = texture;
  118532. }
  118533. else {
  118534. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  118535. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118536. material.reflectionTexture = texture;
  118537. }
  118538. // configure mesh
  118539. _this._mesh.material = material;
  118540. _this._mesh.parent = _this;
  118541. // optional configuration
  118542. if (options.clickToPlay) {
  118543. scene.onPointerUp = function () {
  118544. _this._videoTexture.video.play();
  118545. };
  118546. }
  118547. return _this;
  118548. }
  118549. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  118550. /**
  118551. * Gets the video texture being displayed on the sphere
  118552. */
  118553. get: function () {
  118554. return this._videoTexture;
  118555. },
  118556. enumerable: true,
  118557. configurable: true
  118558. });
  118559. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  118560. /**
  118561. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118562. * Also see the options.resolution property.
  118563. */
  118564. get: function () {
  118565. return this._material.fovMultiplier;
  118566. },
  118567. set: function (value) {
  118568. this._material.fovMultiplier = value;
  118569. },
  118570. enumerable: true,
  118571. configurable: true
  118572. });
  118573. /**
  118574. * Releases resources associated with this node.
  118575. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  118576. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  118577. */
  118578. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  118579. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  118580. this._videoTexture.dispose();
  118581. this._mesh.dispose();
  118582. this._material.dispose();
  118583. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  118584. };
  118585. return VideoDome;
  118586. }(BABYLON.TransformNode));
  118587. BABYLON.VideoDome = VideoDome;
  118588. })(BABYLON || (BABYLON = {}));
  118589. //# sourceMappingURL=babylon.videoDome.js.map
  118590. var BABYLON;
  118591. (function (BABYLON) {
  118592. /**
  118593. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  118594. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  118595. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  118596. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  118597. */
  118598. var PhotoDome = /** @class */ (function (_super) {
  118599. __extends(PhotoDome, _super);
  118600. /**
  118601. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  118602. * @param name Element's name, child elements will append suffixes for their own names.
  118603. * @param urlsOfPhoto defines the url of the photo to display
  118604. * @param options defines an object containing optional or exposed sub element properties
  118605. * @param onError defines a callback called when an error occured while loading the texture
  118606. */
  118607. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  118608. if (onError === void 0) { onError = null; }
  118609. var _this = _super.call(this, name, scene) || this;
  118610. _this._useDirectMapping = false;
  118611. /**
  118612. * Observable raised when an error occured while loading the 360 image
  118613. */
  118614. _this.onLoadErrorObservable = new BABYLON.Observable();
  118615. // set defaults and manage values
  118616. name = name || "photoDome";
  118617. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  118618. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  118619. if (options.useDirectMapping === undefined) {
  118620. _this._useDirectMapping = true;
  118621. }
  118622. else {
  118623. _this._useDirectMapping = options.useDirectMapping;
  118624. }
  118625. _this._setReady(false);
  118626. // create
  118627. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  118628. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  118629. // configure material
  118630. material.opacityFresnel = false;
  118631. material.useEquirectangularFOV = true;
  118632. material.fovMultiplier = 1.0;
  118633. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  118634. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  118635. if (onError) {
  118636. onError(message, exception);
  118637. }
  118638. });
  118639. _this.photoTexture.onLoadObservable.addOnce(function () {
  118640. _this._setReady(true);
  118641. });
  118642. // configure mesh
  118643. _this._mesh.material = material;
  118644. _this._mesh.parent = _this;
  118645. return _this;
  118646. }
  118647. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  118648. /**
  118649. * Gets or sets the texture being displayed on the sphere
  118650. */
  118651. get: function () {
  118652. return this._photoTexture;
  118653. },
  118654. set: function (value) {
  118655. if (this._photoTexture === value) {
  118656. return;
  118657. }
  118658. this._photoTexture = value;
  118659. if (this._useDirectMapping) {
  118660. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118661. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118662. this._material.diffuseTexture = this._photoTexture;
  118663. }
  118664. else {
  118665. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  118666. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118667. this._material.reflectionTexture = this._photoTexture;
  118668. }
  118669. },
  118670. enumerable: true,
  118671. configurable: true
  118672. });
  118673. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  118674. /**
  118675. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118676. * Also see the options.resolution property.
  118677. */
  118678. get: function () {
  118679. return this._material.fovMultiplier;
  118680. },
  118681. set: function (value) {
  118682. this._material.fovMultiplier = value;
  118683. },
  118684. enumerable: true,
  118685. configurable: true
  118686. });
  118687. /**
  118688. * Releases resources associated with this node.
  118689. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  118690. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  118691. */
  118692. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  118693. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  118694. this._photoTexture.dispose();
  118695. this._mesh.dispose();
  118696. this._material.dispose();
  118697. this.onLoadErrorObservable.clear();
  118698. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  118699. };
  118700. return PhotoDome;
  118701. }(BABYLON.TransformNode));
  118702. BABYLON.PhotoDome = PhotoDome;
  118703. })(BABYLON || (BABYLON = {}));
  118704. //# sourceMappingURL=babylon.photoDome.js.map
  118705. var BABYLON;
  118706. (function (BABYLON) {
  118707. /** @hidden */
  118708. var _OcclusionDataStorage = /** @class */ (function () {
  118709. function _OcclusionDataStorage() {
  118710. /** @hidden */
  118711. this.occlusionInternalRetryCounter = 0;
  118712. /** @hidden */
  118713. this.isOcclusionQueryInProgress = false;
  118714. /** @hidden */
  118715. this.isOccluded = false;
  118716. /** @hidden */
  118717. this.occlusionRetryCount = -1;
  118718. /** @hidden */
  118719. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  118720. /** @hidden */
  118721. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  118722. }
  118723. return _OcclusionDataStorage;
  118724. }());
  118725. BABYLON.Engine.prototype.createQuery = function () {
  118726. return this._gl.createQuery();
  118727. };
  118728. BABYLON.Engine.prototype.deleteQuery = function (query) {
  118729. this._gl.deleteQuery(query);
  118730. return this;
  118731. };
  118732. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  118733. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  118734. };
  118735. BABYLON.Engine.prototype.getQueryResult = function (query) {
  118736. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  118737. };
  118738. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  118739. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  118740. this._gl.beginQuery(glAlgorithm, query);
  118741. return this;
  118742. };
  118743. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  118744. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  118745. this._gl.endQuery(glAlgorithm);
  118746. return this;
  118747. };
  118748. BABYLON.Engine.prototype._createTimeQuery = function () {
  118749. var timerQuery = this.getCaps().timerQuery;
  118750. if (timerQuery.createQueryEXT) {
  118751. return timerQuery.createQueryEXT();
  118752. }
  118753. return this.createQuery();
  118754. };
  118755. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  118756. var timerQuery = this.getCaps().timerQuery;
  118757. if (timerQuery.deleteQueryEXT) {
  118758. timerQuery.deleteQueryEXT(query);
  118759. return;
  118760. }
  118761. this.deleteQuery(query);
  118762. };
  118763. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  118764. var timerQuery = this.getCaps().timerQuery;
  118765. if (timerQuery.getQueryObjectEXT) {
  118766. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  118767. }
  118768. return this.getQueryResult(query);
  118769. };
  118770. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  118771. var timerQuery = this.getCaps().timerQuery;
  118772. if (timerQuery.getQueryObjectEXT) {
  118773. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  118774. }
  118775. return this.isQueryResultAvailable(query);
  118776. };
  118777. BABYLON.Engine.prototype.startTimeQuery = function () {
  118778. var caps = this.getCaps();
  118779. var timerQuery = caps.timerQuery;
  118780. if (!timerQuery) {
  118781. return null;
  118782. }
  118783. var token = new BABYLON._TimeToken();
  118784. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  118785. if (caps.canUseTimestampForTimerQuery) {
  118786. token._startTimeQuery = this._createTimeQuery();
  118787. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  118788. }
  118789. else {
  118790. if (this._currentNonTimestampToken) {
  118791. return this._currentNonTimestampToken;
  118792. }
  118793. token._timeElapsedQuery = this._createTimeQuery();
  118794. if (timerQuery.beginQueryEXT) {
  118795. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  118796. }
  118797. else {
  118798. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  118799. }
  118800. this._currentNonTimestampToken = token;
  118801. }
  118802. return token;
  118803. };
  118804. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  118805. var caps = this.getCaps();
  118806. var timerQuery = caps.timerQuery;
  118807. if (!timerQuery || !token) {
  118808. return -1;
  118809. }
  118810. if (caps.canUseTimestampForTimerQuery) {
  118811. if (!token._startTimeQuery) {
  118812. return -1;
  118813. }
  118814. if (!token._endTimeQuery) {
  118815. token._endTimeQuery = this._createTimeQuery();
  118816. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  118817. }
  118818. }
  118819. else if (!token._timeElapsedQueryEnded) {
  118820. if (!token._timeElapsedQuery) {
  118821. return -1;
  118822. }
  118823. if (timerQuery.endQueryEXT) {
  118824. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  118825. }
  118826. else {
  118827. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  118828. }
  118829. token._timeElapsedQueryEnded = true;
  118830. }
  118831. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  118832. var available = false;
  118833. if (token._endTimeQuery) {
  118834. available = this._getTimeQueryAvailability(token._endTimeQuery);
  118835. }
  118836. else if (token._timeElapsedQuery) {
  118837. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  118838. }
  118839. if (available && !disjoint) {
  118840. var result = 0;
  118841. if (caps.canUseTimestampForTimerQuery) {
  118842. if (!token._startTimeQuery || !token._endTimeQuery) {
  118843. return -1;
  118844. }
  118845. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  118846. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  118847. result = timeEnd - timeStart;
  118848. this._deleteTimeQuery(token._startTimeQuery);
  118849. this._deleteTimeQuery(token._endTimeQuery);
  118850. token._startTimeQuery = null;
  118851. token._endTimeQuery = null;
  118852. }
  118853. else {
  118854. if (!token._timeElapsedQuery) {
  118855. return -1;
  118856. }
  118857. result = this._getTimeQueryResult(token._timeElapsedQuery);
  118858. this._deleteTimeQuery(token._timeElapsedQuery);
  118859. token._timeElapsedQuery = null;
  118860. token._timeElapsedQueryEnded = false;
  118861. this._currentNonTimestampToken = null;
  118862. }
  118863. return result;
  118864. }
  118865. return -1;
  118866. };
  118867. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  118868. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  118869. };
  118870. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  118871. get: function () {
  118872. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  118873. },
  118874. enumerable: false,
  118875. configurable: true
  118876. });
  118877. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  118878. get: function () {
  118879. if (!this.__occlusionDataStorage) {
  118880. this.__occlusionDataStorage = new _OcclusionDataStorage();
  118881. }
  118882. return this.__occlusionDataStorage;
  118883. },
  118884. enumerable: false,
  118885. configurable: true
  118886. });
  118887. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  118888. get: function () {
  118889. return this._occlusionDataStorage.isOccluded;
  118890. },
  118891. set: function (value) {
  118892. this._occlusionDataStorage.isOccluded = value;
  118893. },
  118894. enumerable: true,
  118895. configurable: true
  118896. });
  118897. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  118898. get: function () {
  118899. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  118900. },
  118901. set: function (value) {
  118902. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  118903. },
  118904. enumerable: true,
  118905. configurable: true
  118906. });
  118907. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  118908. get: function () {
  118909. return this._occlusionDataStorage.occlusionType;
  118910. },
  118911. set: function (value) {
  118912. this._occlusionDataStorage.occlusionType = value;
  118913. },
  118914. enumerable: true,
  118915. configurable: true
  118916. });
  118917. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  118918. get: function () {
  118919. return this._occlusionDataStorage.occlusionRetryCount;
  118920. },
  118921. set: function (value) {
  118922. this._occlusionDataStorage.occlusionRetryCount = value;
  118923. },
  118924. enumerable: true,
  118925. configurable: true
  118926. });
  118927. // We also need to update AbstractMesh as there is a portion of the code there
  118928. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  118929. var dataStorage = this._occlusionDataStorage;
  118930. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  118931. dataStorage.isOccluded = false;
  118932. return false;
  118933. }
  118934. var engine = this.getEngine();
  118935. if (engine.webGLVersion < 2) {
  118936. dataStorage.isOccluded = false;
  118937. return false;
  118938. }
  118939. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  118940. dataStorage.isOccluded = false;
  118941. return false;
  118942. }
  118943. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  118944. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  118945. if (isOcclusionQueryAvailable) {
  118946. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  118947. dataStorage.isOcclusionQueryInProgress = false;
  118948. dataStorage.occlusionInternalRetryCounter = 0;
  118949. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  118950. }
  118951. else {
  118952. dataStorage.occlusionInternalRetryCounter++;
  118953. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  118954. dataStorage.isOcclusionQueryInProgress = false;
  118955. dataStorage.occlusionInternalRetryCounter = 0;
  118956. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  118957. // if strict continue the last state of the object.
  118958. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  118959. }
  118960. else {
  118961. return false;
  118962. }
  118963. }
  118964. }
  118965. var scene = this.getScene();
  118966. if (scene.getBoundingBoxRenderer) {
  118967. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  118968. if (!this._occlusionQuery) {
  118969. this._occlusionQuery = engine.createQuery();
  118970. }
  118971. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  118972. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  118973. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  118974. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  118975. }
  118976. return dataStorage.isOccluded;
  118977. };
  118978. })(BABYLON || (BABYLON = {}));
  118979. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  118980. var BABYLON;
  118981. (function (BABYLON) {
  118982. /**
  118983. * Class used to generate noise procedural textures
  118984. */
  118985. var NoiseProceduralTexture = /** @class */ (function (_super) {
  118986. __extends(NoiseProceduralTexture, _super);
  118987. /**
  118988. * Creates a new NoiseProceduralTexture
  118989. * @param name defines the name fo the texture
  118990. * @param size defines the size of the texture (default is 256)
  118991. * @param scene defines the hosting scene
  118992. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  118993. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  118994. */
  118995. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  118996. if (size === void 0) { size = 256; }
  118997. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  118998. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  118999. _this._time = 0;
  119000. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  119001. _this.brightness = 0.2;
  119002. /** Defines the number of octaves to process */
  119003. _this.octaves = 3;
  119004. /** Defines the level of persistence (0.8 by default) */
  119005. _this.persistence = 0.8;
  119006. /** Gets or sets animation speed factor (default is 1) */
  119007. _this.animationSpeedFactor = 1;
  119008. _this.autoClear = false;
  119009. _this._updateShaderUniforms();
  119010. return _this;
  119011. }
  119012. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  119013. var scene = this.getScene();
  119014. if (!scene) {
  119015. return;
  119016. }
  119017. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  119018. this.setFloat("brightness", this.brightness);
  119019. this.setFloat("persistence", this.persistence);
  119020. this.setFloat("timeScale", this._time);
  119021. };
  119022. NoiseProceduralTexture.prototype._getDefines = function () {
  119023. return "#define OCTAVES " + (this.octaves | 0);
  119024. };
  119025. /** Generate the current state of the procedural texture */
  119026. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  119027. this._updateShaderUniforms();
  119028. _super.prototype.render.call(this, useCameraPostProcess);
  119029. };
  119030. /**
  119031. * Serializes this noise procedural texture
  119032. * @returns a serialized noise procedural texture object
  119033. */
  119034. NoiseProceduralTexture.prototype.serialize = function () {
  119035. var serializationObject = {};
  119036. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  119037. serializationObject.brightness = this.brightness;
  119038. serializationObject.octaves = this.octaves;
  119039. serializationObject.persistence = this.persistence;
  119040. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  119041. serializationObject.size = this.getSize().width;
  119042. serializationObject.generateMipMaps = this._generateMipMaps;
  119043. return serializationObject;
  119044. };
  119045. /**
  119046. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  119047. * @param parsedTexture defines parsed texture data
  119048. * @param scene defines the current scene
  119049. * @param rootUrl defines the root URL containing noise procedural texture information
  119050. * @returns a parsed NoiseProceduralTexture
  119051. */
  119052. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  119053. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  119054. texture.brightness = parsedTexture.brightness;
  119055. texture.octaves = parsedTexture.octaves;
  119056. texture.persistence = parsedTexture.persistence;
  119057. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  119058. return texture;
  119059. };
  119060. return NoiseProceduralTexture;
  119061. }(BABYLON.ProceduralTexture));
  119062. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  119063. })(BABYLON || (BABYLON = {}));
  119064. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  119065. var __assign = (this && this.__assign) || function () {
  119066. __assign = Object.assign || function(t) {
  119067. for (var s, i = 1, n = arguments.length; i < n; i++) {
  119068. s = arguments[i];
  119069. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  119070. t[p] = s[p];
  119071. }
  119072. return t;
  119073. };
  119074. return __assign.apply(this, arguments);
  119075. };
  119076. var BABYLON;
  119077. (function (BABYLON) {
  119078. /**
  119079. * This can helps recording videos from BabylonJS.
  119080. * This is based on the available WebRTC functionalities of the browser.
  119081. *
  119082. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  119083. */
  119084. var VideoRecorder = /** @class */ (function () {
  119085. /**
  119086. * Create a new VideoCapture object which can help converting what you see in Babylon to
  119087. * a video file.
  119088. * @param engine Defines the BabylonJS Engine you wish to record
  119089. * @param options Defines options that can be used to customized the capture
  119090. */
  119091. function VideoRecorder(engine, options) {
  119092. if (options === void 0) { options = null; }
  119093. if (!VideoRecorder.IsSupported(engine)) {
  119094. throw "Your browser does not support recording so far.";
  119095. }
  119096. var canvas = engine.getRenderingCanvas();
  119097. if (!canvas) {
  119098. throw "The babylon engine must have a canvas to be recorded";
  119099. }
  119100. this._canvas = canvas;
  119101. this._canvas.isRecording = false;
  119102. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  119103. var stream = this._canvas.captureStream(this._options.fps);
  119104. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  119105. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  119106. this._mediaRecorder.onerror = this._handleError.bind(this);
  119107. this._mediaRecorder.onstop = this._handleStop.bind(this);
  119108. }
  119109. /**
  119110. * Returns wehther or not the VideoRecorder is available in your browser.
  119111. * @param engine Defines the Babylon Engine to check the support for
  119112. * @returns true if supported otherwise false
  119113. */
  119114. VideoRecorder.IsSupported = function (engine) {
  119115. var canvas = engine.getRenderingCanvas();
  119116. return (!!canvas && typeof canvas.captureStream === "function");
  119117. };
  119118. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  119119. /**
  119120. * True wether a recording is already in progress.
  119121. */
  119122. get: function () {
  119123. return !!this._canvas && this._canvas.isRecording;
  119124. },
  119125. enumerable: true,
  119126. configurable: true
  119127. });
  119128. /**
  119129. * Stops the current recording before the default capture timeout passed in the startRecording
  119130. * functions.
  119131. */
  119132. VideoRecorder.prototype.stopRecording = function () {
  119133. if (!this._canvas || !this._mediaRecorder) {
  119134. return;
  119135. }
  119136. if (!this.isRecording) {
  119137. return;
  119138. }
  119139. this._canvas.isRecording = false;
  119140. this._mediaRecorder.stop();
  119141. };
  119142. /**
  119143. * Starts recording the canvas for a max duration specified in parameters.
  119144. * @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.
  119145. * @param maxDuration Defines the maximum recording time in seconds.
  119146. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  119147. * @return a promise callback at the end of the recording with the video data in Blob.
  119148. */
  119149. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  119150. var _this = this;
  119151. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  119152. if (maxDuration === void 0) { maxDuration = 7; }
  119153. if (!this._canvas || !this._mediaRecorder) {
  119154. throw "Recorder has already been disposed";
  119155. }
  119156. if (this.isRecording) {
  119157. throw "Recording already in progress";
  119158. }
  119159. if (maxDuration > 0) {
  119160. setTimeout(function () {
  119161. _this.stopRecording();
  119162. }, maxDuration * 1000);
  119163. }
  119164. this._fileName = fileName;
  119165. this._recordedChunks = [];
  119166. this._resolve = null;
  119167. this._reject = null;
  119168. this._canvas.isRecording = true;
  119169. this._mediaRecorder.start(this._options.recordChunckSize);
  119170. return new Promise(function (resolve, reject) {
  119171. _this._resolve = resolve;
  119172. _this._reject = reject;
  119173. });
  119174. };
  119175. /**
  119176. * Releases internal resources used during the recording.
  119177. */
  119178. VideoRecorder.prototype.dispose = function () {
  119179. this._canvas = null;
  119180. this._mediaRecorder = null;
  119181. this._recordedChunks = [];
  119182. this._fileName = null;
  119183. this._resolve = null;
  119184. this._reject = null;
  119185. };
  119186. VideoRecorder.prototype._handleDataAvailable = function (event) {
  119187. if (event.data.size > 0) {
  119188. this._recordedChunks.push(event.data);
  119189. }
  119190. };
  119191. VideoRecorder.prototype._handleError = function (event) {
  119192. this.stopRecording();
  119193. if (this._reject) {
  119194. this._reject(event.error);
  119195. }
  119196. else {
  119197. throw new event.error();
  119198. }
  119199. };
  119200. VideoRecorder.prototype._handleStop = function () {
  119201. this.stopRecording();
  119202. var superBuffer = new Blob(this._recordedChunks);
  119203. if (this._resolve) {
  119204. this._resolve(superBuffer);
  119205. }
  119206. window.URL.createObjectURL(superBuffer);
  119207. if (this._fileName) {
  119208. BABYLON.Tools.Download(superBuffer, this._fileName);
  119209. }
  119210. };
  119211. VideoRecorder._defaultOptions = {
  119212. mimeType: "video/webm",
  119213. fps: 25,
  119214. recordChunckSize: 3000
  119215. };
  119216. return VideoRecorder;
  119217. }());
  119218. BABYLON.VideoRecorder = VideoRecorder;
  119219. })(BABYLON || (BABYLON = {}));
  119220. //# sourceMappingURL=babylon.videoRecorder.js.map
  119221. var BABYLON;
  119222. (function (BABYLON) {
  119223. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  119224. if (replace === void 0) { replace = false; }
  119225. // Dispose existing light in replace mode.
  119226. if (replace) {
  119227. if (this.lights) {
  119228. for (var i = 0; i < this.lights.length; i++) {
  119229. this.lights[i].dispose();
  119230. }
  119231. }
  119232. }
  119233. // Light
  119234. if (this.lights.length === 0) {
  119235. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  119236. }
  119237. };
  119238. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  119239. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  119240. if (replace === void 0) { replace = false; }
  119241. if (attachCameraControls === void 0) { attachCameraControls = false; }
  119242. // Dispose existing camera in replace mode.
  119243. if (replace) {
  119244. if (this.activeCamera) {
  119245. this.activeCamera.dispose();
  119246. this.activeCamera = null;
  119247. }
  119248. }
  119249. // Camera
  119250. if (!this.activeCamera) {
  119251. var worldExtends = this.getWorldExtends();
  119252. var worldSize = worldExtends.max.subtract(worldExtends.min);
  119253. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  119254. var camera;
  119255. var radius = worldSize.length() * 1.5;
  119256. // empty scene scenario!
  119257. if (!isFinite(radius)) {
  119258. radius = 1;
  119259. worldCenter.copyFromFloats(0, 0, 0);
  119260. }
  119261. if (createArcRotateCamera) {
  119262. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  119263. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  119264. arcRotateCamera.wheelPrecision = 100 / radius;
  119265. camera = arcRotateCamera;
  119266. }
  119267. else {
  119268. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  119269. freeCamera.setTarget(worldCenter);
  119270. camera = freeCamera;
  119271. }
  119272. camera.minZ = radius * 0.01;
  119273. camera.maxZ = radius * 1000;
  119274. camera.speed = radius * 0.2;
  119275. this.activeCamera = camera;
  119276. var canvas = this.getEngine().getRenderingCanvas();
  119277. if (attachCameraControls && canvas) {
  119278. camera.attachControl(canvas);
  119279. }
  119280. }
  119281. };
  119282. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  119283. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  119284. if (replace === void 0) { replace = false; }
  119285. if (attachCameraControls === void 0) { attachCameraControls = false; }
  119286. this.createDefaultLight(replace);
  119287. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  119288. };
  119289. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  119290. if (pbr === void 0) { pbr = false; }
  119291. if (scale === void 0) { scale = 1000; }
  119292. if (blur === void 0) { blur = 0; }
  119293. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  119294. if (!environmentTexture) {
  119295. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  119296. return null;
  119297. }
  119298. if (setGlobalEnvTexture) {
  119299. if (environmentTexture) {
  119300. this.environmentTexture = environmentTexture;
  119301. }
  119302. }
  119303. // Skybox
  119304. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  119305. if (pbr) {
  119306. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  119307. hdrSkyboxMaterial.backFaceCulling = false;
  119308. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  119309. if (hdrSkyboxMaterial.reflectionTexture) {
  119310. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119311. }
  119312. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  119313. hdrSkyboxMaterial.disableLighting = true;
  119314. hdrSkyboxMaterial.twoSidedLighting = true;
  119315. hdrSkybox.infiniteDistance = true;
  119316. hdrSkybox.material = hdrSkyboxMaterial;
  119317. }
  119318. else {
  119319. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  119320. skyboxMaterial.backFaceCulling = false;
  119321. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  119322. if (skyboxMaterial.reflectionTexture) {
  119323. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119324. }
  119325. skyboxMaterial.disableLighting = true;
  119326. hdrSkybox.infiniteDistance = true;
  119327. hdrSkybox.material = skyboxMaterial;
  119328. }
  119329. return hdrSkybox;
  119330. };
  119331. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  119332. if (BABYLON.EnvironmentHelper) {
  119333. return new BABYLON.EnvironmentHelper(options, this);
  119334. }
  119335. return null;
  119336. };
  119337. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  119338. if (webVROptions === void 0) { webVROptions = {}; }
  119339. return new BABYLON.VRExperienceHelper(this, webVROptions);
  119340. };
  119341. BABYLON.Scene.prototype.createDefaultXRExperienceAsync = function () {
  119342. var _this = this;
  119343. return BABYLON.WebXRExperienceHelper.CreateAsync(this).then(function (helper) {
  119344. var outputCanvas = new BABYLON.WebXRManagedOutputCanvas(helper);
  119345. return BABYLON.WebXREnterExitUI.CreateAsync(_this, helper, { outputCanvasContext: outputCanvas.canvasContext })
  119346. .then(function (ui) {
  119347. new BABYLON.WebXRInput(helper);
  119348. return helper;
  119349. });
  119350. });
  119351. };
  119352. })(BABYLON || (BABYLON = {}));
  119353. //# sourceMappingURL=babylon.sceneHelpers.js.map
  119354. BABYLON.Effect.ShadersStore={"defaultVertexShader":"#include<__decl__defaultVertex>\n\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nvarying vec2 vSpecularUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL \nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n","defaultPixelShader":"#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n\n#define RECIPROCAL_PI2 0.15915494\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY \n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\n#if SPECULARDIRECTUV == 1\n#define vSpecularUV vMainUV1\n#elif SPECULARDIRECTUV == 2\n#define vSpecularUV vMainUV2\n#else\nvarying vec2 vSpecularUV;\n#endif\nuniform sampler2D specularSampler;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n\n#include<fresnelFunction>\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#ifdef ALPHATEST\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\n\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\nspecularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb*vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n\nvec3 refractionColor=vec3(0.,0.,0.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nif (dot(refractionVector,viewDirectionW)<1.0) {\nrefractionColor=textureCube(refractionCubeSampler,refractionVector).rgb;\n}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\nrefractionColor=texture2D(refraction2DSampler,refractionCoords).rgb;\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=toGammaSpace(refractionColor);\n#endif\nrefractionColor*=vRefractionInfos.x;\n#endif\n\nvec3 reflectionColor=vec3(0.,0.,0.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias).rgb;\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb;\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;\nreflectionColor=texture2D(reflection2DSampler,coords).rgb;\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=toGammaSpace(reflectionColor);\n#endif\nreflectionColor*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\nrefractionColor*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\nemissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\ndiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+emissiveColor+refractionColor,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+refractionColor,alpha);\n#endif\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor;\n#else\ncolor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\ngl_FragColor=color;\n}\n","pbrVertexShader":"precision highp float;\n#include<__decl__pbrVertex>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif \n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#if defined(ALBEDO) && ALBEDODIRECTUV == 0\nvarying vec2 vAlbedoUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0\nvarying vec2 vReflectivityUV;\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(positionUpdated,1.0)).xyz;\n#else\nvPositionUVW=positionUpdated;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=environmentIrradianceJones(reflectionVector);\n#endif\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif \n#if defined(ALBEDO) && ALBEDODIRECTUV == 0 \nif (vAlbedoInfos.x == 0.)\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0 \nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0 \nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0 \nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0 \nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0 \nif (vReflectivityInfos.x == 0.)\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0 \nif (vMicroSurfaceSamplerInfos.x == 0.)\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0 \nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<bumpVertex>\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n\n#include<logDepthVertex>\n}","pbrPixelShader":"#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\n#include<__decl__pbrFragment>\nuniform vec4 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vCameraInfos;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2;\n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n#ifdef ALBEDO\n#if ALBEDODIRECTUV == 1\n#define vAlbedoUV vMainUV1\n#elif ALBEDODIRECTUV == 2\n#define vAlbedoUV vMainUV2\n#else\nvarying vec2 vAlbedoUV;\n#endif\nuniform sampler2D albedoSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY\n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFLECTIVITY\n#if REFLECTIVITYDIRECTUV == 1\n#define vReflectivityUV vMainUV1\n#elif REFLECTIVITYDIRECTUV == 2\n#define vReflectivityUV vMainUV2\n#else\nvarying vec2 vReflectivityUV;\n#endif\nuniform sampler2D reflectivitySampler;\n#endif\n#ifdef MICROSURFACEMAP\n#if MICROSURFACEMAPDIRECTUV == 1\n#define vMicroSurfaceSamplerUV vMainUV1\n#elif MICROSURFACEMAPDIRECTUV == 2\n#define vMicroSurfaceSamplerUV vMainUV2\n#else\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\nuniform sampler2D microSurfaceSampler;\n#endif\n\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\n#define sampleRefraction(s,c) textureCube(s,c)\nuniform samplerCube refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#else\n#define sampleRefraction(s,c) texture2D(s,c)\nuniform sampler2D refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#endif\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifdef ENVIRONMENTBRDF\nuniform sampler2D environmentBrdfSampler;\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n\n#include<shadowsFragmentFunctions>\n#include<pbrFunctions>\n#include<harmonicsFunctions>\n#include<pbrLightFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\n\n\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef SPECULARAA\nvec3 nDfdx=dFdx(normalW.xyz);\nvec3 nDfdy=dFdy(normalW.xyz);\nfloat slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));\n\nfloat geometricRoughnessFactor=pow(clamp(slopeSquare ,0.,1.),0.333);\n\nfloat geometricAlphaGFactor=sqrt(slopeSquare);\n#else\nfloat geometricRoughnessFactor=0.;\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nvec3 faceNormal=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#if defined(TWOSIDEDLIGHTING)\nfaceNormal=gl_FrontFacing ? faceNormal : -faceNormal;\n#endif\nnormalW*=sign(dot(normalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n\n\nvec3 surfaceAlbedo=vAlbedoColor.rgb;\n\nfloat alpha=vAlbedoColor.a;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\n#endif\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\nsurfaceAlbedo*=vAlbedoInfos.y;\n#endif\n\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\n#else\nalpha*=opacityMap.a;\n#endif\nalpha*=vOpacityInfos.y;\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#if !defined(LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nsurfaceAlbedo*=vColor.rgb;\n#endif\n\nvec3 ambientOcclusionColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap=vec3(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\n#endif\nambientOcclusionColor=mix(ambientOcclusionColor,ambientOcclusionColorMap,vAmbientInfos.z);\n#endif\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nfloat microSurface=vReflectivityColor.a;\nvec3 surfaceReflectivityColor=vReflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness=surfaceReflectivityColor.rg;\n#ifdef REFLECTIVITY\nvec4 surfaceMetallicColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\n#ifdef AOSTOREINMETALMAPRED\nvec3 aoStoreInMetalMap=vec3(surfaceMetallicColorMap.r,surfaceMetallicColorMap.r,surfaceMetallicColorMap.r);\nambientOcclusionColor=mix(ambientOcclusionColor,aoStoreInMetalMap,vReflectivityInfos.z);\n#endif\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nmetallicRoughness.r*=surfaceMetallicColorMap.b;\n#else\nmetallicRoughness.r*=surfaceMetallicColorMap.r;\n#endif\n#ifdef ROUGHNESSSTOREINMETALMAPALPHA\nmetallicRoughness.g*=surfaceMetallicColorMap.a;\n#else\n#ifdef ROUGHNESSSTOREINMETALMAPGREEN\nmetallicRoughness.g*=surfaceMetallicColorMap.g;\n#endif\n#endif\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmetallicRoughness.g*=microSurfaceTexel.r;\n#endif\n\nmicroSurface=1.0-metallicRoughness.g;\n\nvec3 baseColor=surfaceAlbedo;\n\n\nconst vec3 DefaultSpecularReflectanceDielectric=vec3(0.04,0.04,0.04);\n\nsurfaceAlbedo=mix(baseColor.rgb*(1.0-DefaultSpecularReflectanceDielectric.r),vec3(0.,0.,0.),metallicRoughness.r);\n\nsurfaceReflectivityColor=mix(DefaultSpecularReflectanceDielectric,baseColor,metallicRoughness.r);\n#else\n#ifdef REFLECTIVITY\nvec4 surfaceReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\nsurfaceReflectivityColor*=toLinearSpace(surfaceReflectivityColorMap.rgb);\nsurfaceReflectivityColor*=vReflectivityInfos.y;\n#ifdef MICROSURFACEFROMREFLECTIVITYMAP\nmicroSurface*=surfaceReflectivityColorMap.a;\nmicroSurface*=vReflectivityInfos.z;\n#else\n#ifdef MICROSURFACEAUTOMATIC\nmicroSurface*=computeDefaultMicroSurface(microSurface,surfaceReflectivityColor);\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmicroSurface*=microSurfaceTexel.r;\n#endif\n#endif\n#endif\n#endif\n\nmicroSurface=clamp(microSurface,0.,1.);\n\nfloat roughness=1.-microSurface;\n\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\n\n\n\nfloat opacityPerceptual=alpha;\n#ifdef LINEARALPHAFRESNEL\nfloat opacity0=opacityPerceptual;\n#else\nfloat opacity0=opacityPerceptual*opacityPerceptual;\n#endif\nfloat opacity90=fresnelGrazingReflectance(opacity0);\nvec3 normalForward=faceforward(normalW,-viewDirectionW,normalW);\n\nalpha=fresnelSchlickEnvironmentGGX(clamp(dot(viewDirectionW,normalForward),0.0,1.0),vec3(opacity0),vec3(opacity90),sqrt(microSurface)).x;\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#endif\n\n\nfloat NdotVUnclamped=dot(normalW,viewDirectionW);\nfloat NdotV=clamp(NdotVUnclamped,0.,1.)+0.00001;\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\n#ifdef SPECULARAA\n\n\nalphaG+=(0.75*geometricAlphaGFactor);\n#endif\n\n#ifdef REFRACTION\nvec4 environmentRefraction=vec4(0.,0.,0.,0.);\nvec3 refractionVector=refract(-viewDirectionW,normalW,vRefractionInfos.y);\n#ifdef REFRACTIONMAP_OPPOSITEZ\nrefractionVector.z*=-1.0;\n#endif\n\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nvec3 refractionCoords=refractionVector;\nrefractionCoords=vec3(refractionMatrix*vec4(refractionCoords,0));\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\n#endif\n#ifdef LODINREFRACTIONALPHA\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,1.0);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nrefractionLOD=refractionLOD*vRefractionMicrosurfaceInfos.y+vRefractionMicrosurfaceInfos.z;\n#ifdef LODINREFRACTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticRefractionLOD=UNPACK_LOD(sampleRefraction(refractionSampler,refractionCoords).a);\nfloat requestedRefractionLOD=max(automaticRefractionLOD,refractionLOD);\n#else\nfloat requestedRefractionLOD=refractionLOD;\n#endif\nenvironmentRefraction=sampleRefractionLod(refractionSampler,refractionCoords,requestedRefractionLOD);\n#else\nfloat lodRefractionNormalized=clamp(refractionLOD/log2(vRefractionMicrosurfaceInfos.x),0.,1.);\nfloat lodRefractionNormalizedDoubled=lodRefractionNormalized*2.0;\nvec4 environmentRefractionMid=sampleRefraction(refractionSampler,refractionCoords);\nif(lodRefractionNormalizedDoubled<1.0){\nenvironmentRefraction=mix(\nsampleRefraction(refractionSamplerHigh,refractionCoords),\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);\n}else{\nenvironmentRefraction=mix(\nenvironmentRefractionMid,\nsampleRefraction(refractionSamplerLow,refractionCoords),\nlodRefractionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef GAMMAREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef RGBDREFRACTION\nenvironmentRefraction.rgb=toLinearSpace(environmentRefraction.rgb);\n#endif\n\nenvironmentRefraction.rgb*=vRefractionInfos.x;\n#endif\n\n#ifdef REFLECTION\nvec4 environmentRadiance=vec4(0.,0.,0.,0.);\nvec3 environmentIrradiance=vec3(0.,0.,0.);\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,1.);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticReflectionLOD=UNPACK_LOD(sampleReflection(reflectionSampler,reflectionCoords).a);\nfloat requestedReflectionLOD=max(automaticReflectionLOD,reflectionLOD);\n#else\nfloat requestedReflectionLOD=reflectionLOD;\n#endif\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,requestedReflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x),0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 environmentSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nenvironmentRadiance=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nenvironmentSpecularMid,\nlodReflectionNormalizedDoubled\n);\n}else{\nenvironmentRadiance=mix(\nenvironmentSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\n\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\nenvironmentIrradiance=environmentIrradianceJones(irradianceVector);\n#endif\n#endif\n\nenvironmentRadiance.rgb*=vReflectionInfos.x;\nenvironmentRadiance.rgb*=vReflectionColor.rgb;\nenvironmentIrradiance*=vReflectionColor.rgb;\n#endif\n\n\n\nfloat reflectance=max(max(surfaceReflectivityColor.r,surfaceReflectivityColor.g),surfaceReflectivityColor.b);\nfloat reflectance90=fresnelGrazingReflectance(reflectance);\nvec3 specularEnvironmentR0=surfaceReflectivityColor.rgb;\nvec3 specularEnvironmentR90=vec3(1.0,1.0,1.0)*reflectance90;\n\nvec3 diffuseBase=vec3(0.,0.,0.);\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb;\n#ifdef GAMMALIGHTMAP\nlightmapColor=toLinearSpace(lightmapColor);\n#endif\nlightmapColor*=vLightmapInfos.y;\n#endif\nlightingInfo info;\npointLightingInfo pointInfo;\nspotLightingInfo spotInfo;\nfloat shadow=1.; \nfloat NdotL=-1.;\n#include<lightFragment>[0..maxSimultaneousLights]\n\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n\nvec2 brdfSamplerUV=vec2(NdotV,roughness);\n\nvec4 environmentBrdf=texture2D(environmentBrdfSampler,brdfSamplerUV);\nvec3 specularEnvironmentReflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#ifdef RADIANCEOCCLUSION\n#ifdef AMBIENTINGRAYSCALE\nfloat ambientMonochrome=ambientOcclusionColor.r;\n#else\nfloat ambientMonochrome=getLuminance(ambientOcclusionColor);\n#endif\nfloat seo=environmentRadianceOcclusion(ambientMonochrome,NdotVUnclamped);\nspecularEnvironmentReflectance*=seo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat eho=environmentHorizonOcclusion(-viewDirectionW,normalW);\nspecularEnvironmentReflectance*=eho;\n#endif\n#endif\n#endif\n#else\n\nvec3 specularEnvironmentReflectance=fresnelSchlickEnvironmentGGX(NdotV,specularEnvironmentR0,specularEnvironmentR90,sqrt(microSurface));\n#endif\n\n#ifdef REFRACTION\nvec3 refractance=vec3(0.0,0.0,0.0);\nvec3 transmission=vec3(1.0,1.0,1.0);\n#ifdef LINKREFRACTIONTOTRANSPARENCY\n\ntransmission*=(1.0-alpha);\n\n\nvec3 mixedAlbedo=surfaceAlbedo;\nfloat maxChannel=max(max(mixedAlbedo.r,mixedAlbedo.g),mixedAlbedo.b);\nvec3 tint=clamp(maxChannel*mixedAlbedo,0.0,1.0);\n\nsurfaceAlbedo*=alpha;\n\nenvironmentIrradiance*=alpha;\n\nenvironmentRefraction.rgb*=tint;\n\nalpha=1.0;\n#endif\n\nvec3 bounceSpecularEnvironmentReflectance=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);\nspecularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,alpha);\n\ntransmission*=1.0-specularEnvironmentReflectance;\n\nrefractance=transmission;\n#endif\n\n\n\n\nsurfaceAlbedo.rgb=(1.-reflectance)*surfaceAlbedo.rgb;\n\n#ifdef REFLECTION\nvec3 finalIrradiance=environmentIrradiance;\nfinalIrradiance*=surfaceAlbedo.rgb;\n#endif\n\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase;\nfinalSpecular=max(finalSpecular,0.0);\n\nvec3 finalSpecularScaled=finalSpecular*vLightingIntensity.x*vLightingIntensity.w;\n#endif\n\n#ifdef REFLECTION\nvec3 finalRadiance=environmentRadiance.rgb;\nfinalRadiance*=specularEnvironmentReflectance;\n\nvec3 finalRadianceScaled=finalRadiance*vLightingIntensity.z;\n#endif\n\n#ifdef REFRACTION\nvec3 finalRefraction=environmentRefraction.rgb;\nfinalRefraction*=refractance;\n#endif\n\n#ifdef ALPHABLEND\nfloat luminanceOverAlpha=0.0;\n#if defined(REFLECTION) && defined(RADIANCEOVERALPHA)\nluminanceOverAlpha+=getLuminance(finalRadianceScaled);\n#endif\n#if defined(SPECULARTERM) && defined(SPECULAROVERALPHA)\nluminanceOverAlpha+=getLuminance(finalSpecularScaled);\n#endif\n#if defined(RADIANCEOVERALPHA) || defined(SPECULAROVERALPHA)\nalpha=clamp(alpha+luminanceOverAlpha*luminanceOverAlpha,0.,1.);\n#endif\n#endif\n#endif\n\nvec3 finalDiffuse=diffuseBase;\nfinalDiffuse.rgb+=vAmbientColor;\nfinalDiffuse*=surfaceAlbedo.rgb;\nfinalDiffuse=max(finalDiffuse,0.0);\n\nvec3 finalEmissive=vEmissiveColor;\n#ifdef EMISSIVE\nvec3 emissiveColorTex=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb;\nfinalEmissive*=toLinearSpace(emissiveColorTex.rgb);\nfinalEmissive*=vEmissiveInfos.y;\n#endif\n\n#ifdef AMBIENT\nvec3 ambientOcclusionForDirectDiffuse=mix(vec3(1.),ambientOcclusionColor,vAmbientInfos.w);\n#else\nvec3 ambientOcclusionForDirectDiffuse=ambientOcclusionColor;\n#endif\n\n\n\nvec4 finalColor=vec4(\nfinalDiffuse*ambientOcclusionForDirectDiffuse*vLightingIntensity.x +\n#ifndef UNLIT\n#ifdef REFLECTION\nfinalIrradiance*ambientOcclusionColor*vLightingIntensity.z +\n#endif\n#ifdef SPECULARTERM\n\n\nfinalSpecularScaled +\n#endif\n#ifdef REFLECTION\n\n\nfinalRadianceScaled +\n#endif\n#ifdef REFRACTION\nfinalRefraction*vLightingIntensity.z +\n#endif\n#endif\nfinalEmissive*vLightingIntensity.y,\nalpha);\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\nfinalColor.rgb*=lightmapColor;\n#else\nfinalColor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n\nfinalColor=max(finalColor,0.0);\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\nfinalColor.rgb=clamp(finalColor.rgb,0.,30.0);\n#else\n\nfinalColor=applyImageProcessing(finalColor);\n#endif\n#ifdef PREMULTIPLYALPHA\n\nfinalColor.rgb*=finalColor.a;\n#endif\ngl_FragColor=finalColor;\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n}","rgbdEncodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);\n}","rgbdDecodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);\n}","spritesVertexShader":"\nattribute vec4 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#include<fogVertexDeclaration>\nvoid main(void) { \nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz; \nvec2 cornerPos;\nfloat angle=position.w;\nvec2 size=vec2(options.x,options.y);\nvec2 offset=options.zw;\nvec2 uvScale=textureInfos.xy;\ncornerPos=vec2(offset.x-0.5,offset.y-0.5)*size;\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nviewPos+=rotatedCorner;\ngl_Position=projection*vec4(viewPos,1.0); \n\nvColor=color;\n\nvec2 uvOffset=vec2(abs(offset.x-cellInfo.x),1.0-abs(offset.y-cellInfo.y));\nvUV=(uvOffset+cellInfo.zw)*uvScale;\n\n#ifdef FOG\nvFogDistance=viewPos;\n#endif\n}","spritesPixelShader":"uniform bool alphaTest;\nvarying vec4 vColor;\n\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\nvec4 color=texture2D(diffuseSampler,vUV);\nif (alphaTest) \n{\nif (color.a<0.95)\ndiscard;\n}\ncolor*=vColor;\n#include<fogFragment>\ngl_FragColor=color;\n}","particlesVertexShader":"\nattribute vec3 position;\nattribute vec4 color;\nattribute float angle;\nattribute vec2 size;\n#ifdef ANIMATESHEET \nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD \nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction; \n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;\n\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n#ifdef ANIMATESHEET \nuniform vec3 particlesInfos; \n#endif\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main(void) { \nvec2 cornerPos;\ncornerPos=(vec2(offset.x-0.5,offset.y-0.5)-translationPivot)*size+translationPivot;\n#ifdef BILLBOARD \n\nvec3 rotatedCorner;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner; \n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\n\ngl_Position=projection*vec4(viewPos,1.0); \n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=normalize(direction);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\ngl_Position=projection*view*vec4(worldPos,1.0); \n#endif \nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/particlesInfos.z);\nfloat columnOffset=cellIndex-rowOffset*particlesInfos.z;\nvec2 uvScale=particlesInfos.xy;\nvec2 uvOffset=vec2(offset.x ,1.0-offset.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*vec4(viewPos,1.0);\n#endif\n#include<clipPlaneVertex>\n}","particlesPixelShader":"\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\nuniform sampler2D rampSampler;\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);\nvec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;\nfloat remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);\nvec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));\nbaseColor.rgb*=rampColor.rgb;\n\nfloat finalAlpha=baseColor.a;\nbaseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;\nbaseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\n#endif\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\nbaseColor=applyImageProcessing(baseColor);\n#endif\n#endif\ngl_FragColor=baseColor;\n}","colorVertexShader":"\nattribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n}","colorPixelShader":"#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#else\nuniform vec4 color;\n#endif\nvoid main(void) {\n#ifdef VERTEXCOLOR\ngl_FragColor=vColor;\n#else\ngl_FragColor=color;\n#endif\n}","gpuRenderParticlesVertexShader":"#version 300 es\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n\nin vec3 position;\nin float age;\nin float life;\nin vec3 size;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef BILLBOARDSTRETCHED\nin vec3 direction;\n#endif\nin float angle;\n#ifdef ANIMATESHEET\nin float cellIndex;\n#endif\nin vec2 offset;\nin vec2 uv;\nout vec2 vUV;\nout vec4 vColor;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration2>\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\n#else\nuniform vec4 colorDead;\nin vec4 color;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\n#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner;\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main() {\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);\nfloat columnOffset=cellIndex-rowOffset*sheetInfos.z;\nvec2 uvScale=sheetInfos.xy;\nvec2 uvOffset=vec2(uv.x ,1.0-uv.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else \nvUV=uv;\n#endif\nfloat ratio=age/life;\n#ifdef COLORGRADIENTS\nvColor=texture(colorGradientSampler,vec2(ratio,0));\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x+translationPivot;\n#ifdef BILLBOARD\nvec4 rotatedCorner;\nrotatedCorner.w=0.;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#else\n\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nvec4 viewPosition=view*vec4(position,1.0)+rotatedCorner;\n#endif\n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=0.;\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nvec3 yaxis=normalize(initialDirection);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\n\nvec4 viewPosition=view*vec4(worldPos,1.0); \n#endif\ngl_Position=projection*viewPosition;\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*viewPosition;\n#endif \n#include<clipPlaneVertex>\n}","gpuRenderParticlesPixelShader":"#version 300 es\nuniform sampler2D textureSampler;\nin vec2 vUV;\nin vec4 vColor;\nout vec4 outFragColor;\n#include<clipPlaneFragmentDeclaration2> \n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main() {\n#include<clipPlaneFragment> \nvec4 textureColor=texture(textureSampler,vUV);\noutFragColor=textureColor*vColor;\n#ifdef BLENDMULTIPLYMODE\nfloat alpha=vColor.a*textureColor.a;\noutFragColor.rgb=outFragColor.rgb*alpha+vec3(1.0)*(1.0-alpha); \n#endif \n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\noutFragColor=applyImageProcessing(outFragColor);\n#endif\n#endif\n}\n","gpuUpdateParticlesVertexShader":"#version 300 es\n#define PI 3.14159\nuniform float currentCount;\nuniform float timeDelta;\nuniform float stopFactor;\nuniform mat4 emitterWM;\nuniform vec2 lifeTime;\nuniform vec2 emitPower;\nuniform vec2 sizeRange;\nuniform vec4 scaleRange;\n#ifndef COLORGRADIENTS\nuniform vec4 color1;\nuniform vec4 color2;\n#endif\nuniform vec3 gravity;\nuniform sampler2D randomSampler;\nuniform sampler2D randomSampler2;\nuniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\nuniform vec3 minEmitBox;\nuniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;\nuniform float radiusRange;\nuniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;\nuniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;\nuniform float height;\nuniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;\nuniform float coneAngle;\nuniform vec2 height;\nuniform float directionRandomizer;\n#endif\n\nin vec3 position;\nin float age;\nin float life;\nin vec4 seed;\nin vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;\nin vec3 noiseCoordinates2;\n#endif\n\nout vec3 outPosition;\nout float outAge;\nout float outLife;\nout vec4 outSeed;\nout vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;\nout vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;\nuniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;\nuniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {\nreturn texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;\n}\nvec4 getRandomVec4(float offset) {\nreturn texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));\n}\nvoid main() {\nfloat newAge=age+timeDelta; \n\nif (newAge>=life && stopFactor != 0.) {\nvec3 position;\nvec3 direction;\n\nvec4 randoms=getRandomVec4(seed.x);\n\noutLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\noutAge=mod(newAge,outLife);\n\noutSeed=seed;\n\n#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;\noutSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\n\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;\noutAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n\n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=vec3(0,0,0);\ndirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;\ndirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);\ndirection=position+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\ndirection=position+directionRandomizer*randoms3;\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat yPos=(randoms2.x-0.5)*height;\nfloat angle=randoms2.y*PI*2.;\nfloat inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));\nfloat positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));\nfloat xPos=positionRadius*cos(angle);\nfloat zPos=positionRadius*sin(angle);\nposition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\nangle=angle+((randoms3.x-0.5)*PI);\ndirection=vec3(cos(angle),randoms3.y-0.5,sin(angle));\ndirection=normalize(direction);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nfloat s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.00001;\n#else\nfloat h=randoms2.y*height.y;\n\nh=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;\nlRadius=lRadius*h;\nfloat randX=lRadius*sin(s);\nfloat randZ=lRadius*cos(s);\nfloat randY=h*height.x;\nposition=vec3(randX,randY,randZ); \n\nif (abs(cos(coneAngle)) == 1.0) {\ndirection=vec3(0.,1.0,0.);\n} else {\nvec3 randoms3=getRandomVec3(seed.z);\ndirection=position+directionRandomizer*randoms3;\n}\n#else \n\nposition=vec3(0.,0.,0.);\n\ndirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\noutPosition=(emitterWM*vec4(position,1.)).xyz;\nvec3 initial=(emitterWM*vec4(direction,0.)).xyz;\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {\nfloat directionScale=timeDelta;\noutAge=newAge;\nfloat ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\noutPosition=position+direction*directionScale;\noutLife=life;\noutSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;\noutSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;\nfloat currentVelocity=length(updatedDirection);\nif (currentVelocity>limitVelocity) {\nupdatedDirection=updatedDirection*limitVelocityDamping;\n}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nvec3 localPosition=outPosition-emitterWM[3].xyz;\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;\nvec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;\noutDirection=outDirection+force*timeDelta;\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;\noutAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;\nfloat dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;\noffsetAge+=cellStartOffset;\n#endif \nfloat ratio=clamp(mod(offsetAge*cellInfos.z,life)/life,0.,1.0);\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}\n}","gpuUpdateParticlesPixelShader":"#version 300 es\nvoid main() {\ndiscard;\n}\n","postprocessVertexShader":"\nattribute vec2 position;\nuniform vec2 scale;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd)*scale;\ngl_Position=vec4(position,0.0,1.0);\n}","passPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\n}","shadowMapVertexShader":"\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\nuniform vec3 lightData;\n#endif\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\n#include<helperFunctions>\nuniform mat4 viewProjection;\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvec3 worldNor=normalize(normalWorld*normal);\n#ifdef DIRECTIONINLIGHTDATA\nvec3 worldLightDir=normalize(-lightData.xyz);\n#else\nvec3 directionToLight=lightData.xyz-worldPos.xyz;\nvec3 worldLightDir=normalize(directionToLight);\n#endif\nfloat ndl=dot(worldNor,worldLightDir);\nfloat sinNL=sqrt(1.0-ndl*ndl);\nfloat normalBias=biasAndScale.y*sinNL;\nworldPos.xyz-=worldNor*normalBias;\n#endif\n\ngl_Position=viewProjection*worldPos;\n#ifdef DEPTHTEXTURE\n\ngl_Position.z+=biasAndScale.x*gl_Position.w;\n#endif\n\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y))+biasAndScale.x;\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","shadowMapPixelShader":"#ifndef FLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nfloat depth=vDepthMetric;\n#ifdef ESM\ndepth=clamp(exp(-min(87.,biasAndScale.z*depth)),0.,1.);\n#endif\n#ifdef FLOAT\ngl_FragColor=vec4(depth,1.0,1.0,1.0);\n#else\ngl_FragColor=pack(depth);\n#endif\n}","depthBoxBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nvoid main(void)\n{\nvec4 colorDepth=vec4(0.0);\nfor (int x=-OFFSET; x<=OFFSET; x++)\nfor (int y=-OFFSET; y<=OFFSET; y++)\ncolorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);\ngl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));\n}","proceduralVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvPosition=position;\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","depthVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nuniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","depthPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(vDepthMetric,vDepthMetric*vDepthMetric,0.0,1.0);\n}","geometryVertexShader":"precision highp float;\nprecision highp int;\n#include<bonesDeclaration>\n#include<instancesDeclaration>\nattribute vec3 position;\nattribute vec3 normal;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nvarying vec2 uv;\n#endif\n#ifdef UV2\nvarying vec2 uv2;\n#endif\n#endif\n\nuniform mat4 viewProjection;\nuniform mat4 view;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nuniform mat4 previousWorldViewProjection;\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 pos=vec4(finalWorld*vec4(position,1.0));\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normal,0.0)));\nvViewPos=view*pos;\n#ifdef POSITION\nvPosition=pos.xyz/pos.w;\n#endif\n#ifdef VELOCITY\nvCurrentPosition=viewProjection*finalWorld*vec4(position,1.0);\nvPreviousPosition=previousWorldViewProjection*vec4(position,1.0);\n#endif\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","geometryPixelShader":"#extension GL_EXT_draw_buffers : require\nprecision highp float;\nprecision highp int;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\nvoid main() {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n\ngl_FragData[1]=vec4(normalize(vNormalV),1.0);\n\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPosition,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=(a-b)*0.5+0.5;\nvelocity*=0.5+0.5;\nvelocity=vec2(pow(velocity.x,3.0),pow(velocity.y,3.0));\ngl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n}","ssaoPixelShader":"\nuniform sampler2D textureSampler;\nvarying vec2 vUV;\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float radius;\nuniform float area;\nuniform float fallOff;\nuniform float base;\nvec3 normalFromDepth(float depth,vec2 coords)\n{\nvec2 offset1=vec2(0.0,radius);\nvec2 offset2=vec2(radius,0.0);\nfloat depth1=texture2D(textureSampler,coords+offset1).r;\nfloat depth2=texture2D(textureSampler,coords+offset2).r;\nvec3 p1=vec3(offset1,depth1-depth);\nvec3 p2=vec3(offset2,depth2-depth);\nvec3 normal=cross(p1,p2);\nnormal.z=-normal.z;\nreturn normalize(normal);\n}\nvoid main()\n{\nvec3 random=normalize(texture2D(randomSampler,vUV*randTextureTiles).rgb);\nfloat depth=texture2D(textureSampler,vUV).r;\nvec3 position=vec3(vUV,depth);\nvec3 normal=normalFromDepth(depth,vUV);\nfloat radiusDepth=radius/depth;\nfloat occlusion=0.0;\nvec3 ray;\nvec3 hemiRay;\nfloat occlusionDepth;\nfloat difference;\nfor (int i=0; i<SAMPLES; i++)\n{\nray=radiusDepth*reflect(sampleSphere[i],random);\nhemiRay=position+sign(dot(ray,normal))*ray;\nocclusionDepth=texture2D(textureSampler,clamp(hemiRay.xy,vec2(0.001,0.001),vec2(0.999,0.999))).r;\ndifference=depth-occlusionDepth;\nocclusion+=step(fallOff,difference)*(1.0-smoothstep(fallOff,area,difference));\n}\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor.r=result;\ngl_FragColor.g=result;\ngl_FragColor.b=result;\ngl_FragColor.a=1.0;\n}\n#endif\n","ssao2PixelShader":"\nprecision highp float;\nuniform sampler2D textureSampler;\nuniform float near;\nuniform float far;\nuniform float radius;\nfloat scales[16]=float[16](\n0.1,\n0.11406250000000001,\n0.131640625,\n0.15625,\n0.187890625,\n0.2265625,\n0.272265625,\n0.325,\n0.384765625,\n0.4515625,\n0.525390625,\n0.60625,\n0.694140625,\n0.7890625,\n0.891015625,\n1.0\n);\nvarying vec2 vUV;\nfloat perspectiveDepthToViewZ( const in float invClipZ,const in float near,const in float far ) {\nreturn ( near*far )/( ( far-near )*invClipZ-far );\n}\nfloat viewZToPerspectiveDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( near*far/viewZ+far)/( far-near );\n}\nfloat viewZToOrthographicDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( viewZ+near )/( near-far );\n}\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform sampler2D normalSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float base;\nuniform float xViewport;\nuniform float yViewport;\nuniform float maxZ;\nuniform float minZAspect;\nuniform vec2 texelSize;\nuniform mat4 projection;\nvoid main()\n{\nvec3 random=texture2D(randomSampler,vUV*randTextureTiles).rgb;\nfloat depth=texture2D(textureSampler,vUV).r;\nfloat depthSign=depth/abs(depth);\ndepth=depth*depthSign;\nvec3 normal=texture2D(normalSampler,vUV).rgb; \nfloat occlusion=0.0;\nfloat correctedRadius=min(radius,minZAspect*depth/near);\nvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\nvec3 origin=vViewRay*depth;\nvec3 rvec=random*2.0-1.0;\nrvec.z=0.0;\n\nfloat dotProduct=dot(rvec,normal);\nrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\nvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\nvec3 bitangent=cross(normal,tangent);\nmat3 tbn=mat3(tangent,bitangent,normal);\nfloat difference;\nfor (int i=0; i<SAMPLES; ++i) {\n\nvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\nsamplePosition=samplePosition*correctedRadius+origin;\n\nvec4 offset=vec4(samplePosition,1.0);\noffset=projection*offset;\noffset.xyz/=offset.w;\noffset.xy=offset.xy*0.5+0.5;\nif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\ncontinue;\n}\n\nfloat sampleDepth=abs(texture2D(textureSampler,offset.xy).r);\n\ndifference=depthSign*samplePosition.z-sampleDepth;\nfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\nocclusion+=(difference>=0.0 ? 1.0 : 0.0)*rangeCheck;\n}\nocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor=vec4(vec3(result),1.0);\n}\n#endif\n#ifdef BILATERAL_BLUR\nuniform sampler2D depthSampler;\nuniform float outSize;\nuniform float samplerOffsets[SAMPLES];\nvec4 blur9(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.3846153846)*direction;\nvec2 off2=vec2(3.2307692308)*direction;\ncolor+=texture2D(image,uv)*0.2270270270;\ncolor+=texture2D(image,uv+(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv-(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv+(off2/resolution))*0.0702702703;\ncolor+=texture2D(image,uv-(off2/resolution))*0.0702702703;\nreturn color;\n}\nvec4 blur13(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\ncolor+=texture2D(image,uv)*0.1964825501511404;\ncolor+=texture2D(image,uv+(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv-(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv+(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv-(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv+(off3/resolution))*0.010381362401148057;\ncolor+=texture2D(image,uv-(off3/resolution))*0.010381362401148057;\nreturn color;\n}\nvec4 blur13Bilateral(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\nfloat compareDepth=abs(texture2D(depthSampler,uv).r);\nfloat sampleDepth;\nfloat weight;\nfloat weightSum=30.0;\ncolor+=texture2D(image,uv)*30.0;\nsampleDepth=abs(texture2D(depthSampler,uv+(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off3/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off3/resolution))*weight;\nreturn color/weightSum;\n}\nvoid main()\n{\n#if EXPENSIVE\nfloat compareDepth=abs(texture2D(depthSampler,vUV).r);\nfloat texelsize=1.0/outSize;\nfloat result=0.0;\nfloat weightSum=0.0;\nfor (int i=0; i<SAMPLES; ++i)\n{\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\nvec2 sampleOffset=vec2(texelsize*samplerOffsets[i],0.0);\n#else\nvec2 direction=vec2(0.0,1.0);\nvec2 sampleOffset=vec2(0.0,texelsize*samplerOffsets[i]);\n#endif\nvec2 samplePos=vUV+sampleOffset;\nfloat sampleDepth=abs(texture2D(depthSampler,samplePos).r);\nfloat weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30000.0);\nresult+=texture2D(textureSampler,samplePos).r*weight;\nweightSum+=weight;\n}\nresult/=weightSum;\ngl_FragColor.rgb=vec3(result);\ngl_FragColor.a=1.0;\n#else\nvec4 color;\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#else\nvec2 direction=vec2(0.0,1.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#endif\ngl_FragColor.rgb=vec3(color.r);\ngl_FragColor.a=1.0;\n#endif\n}\n#endif\n","ssaoCombinePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D originalColor;\nuniform vec4 viewport;\nvarying vec2 vUV;\nvoid main(void) {\nvec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);\nvec4 sceneColor=texture2D(originalColor,vUV);\ngl_FragColor=sceneColor*ssaoColor;\n}\n","lensHighlightsPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float gain;\nuniform float threshold;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\n\nvec4 highlightColor(vec4 color) {\nvec4 highlight=color;\nfloat luminance=dot(highlight.rgb,vec3(0.2125,0.7154,0.0721));\nfloat lum_threshold;\nif (threshold>1.0) { lum_threshold=0.94+0.01*threshold; }\nelse { lum_threshold=0.5+0.44*threshold; }\nluminance=clamp((luminance-lum_threshold)*(1.0/(1.0-lum_threshold)),0.0,1.0);\nhighlight*=luminance*gain;\nhighlight.a=1.0;\nreturn highlight;\n}\nvoid main(void)\n{\nvec4 original=texture2D(textureSampler,vUV);\n\nif (gain == -1.0) {\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\nreturn;\n}\nfloat w=2.0/screen_width;\nfloat h=2.0/screen_height;\nfloat weight=1.0;\n\nvec4 blurred=vec4(0.0,0.0,0.0,0.0);\n#ifdef PENTAGON\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.48*w,-1.29*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.61*w,1.51*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.55*w,-0.74*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.71*w,-0.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.94*w,1.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.40*w,-1.87*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.62*w,1.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.09*w,0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.46*w,-1.71*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.08*w,2.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.85*w,-1.89*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.89*w,0.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.29*w,1.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.40*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.54*w,2.26*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.60*w,-0.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.31*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.83*w,2.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.12*w,-2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.60*w,1.11*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.99*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.50*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.85*w,3.33*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.94*w,-1.92*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.27*w,-0.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.95*w,2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.23*w,-3.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.17*w,2.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.97*w,-0.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.25*w,-2.00*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.31*w,3.08*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.94*w,-2.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.37*w,0.64*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.13*w,1.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.03*w,-3.65*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.60*w,3.17*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.14*w,-1.19*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.00*w,-1.19*h)));\n#else\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.52*w,-1.14*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.46*w,1.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.46*w,-0.83*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.79*w,-0.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.11*w,1.62*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.29*w,-2.07*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.69*w,1.39*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.28*w,0.12*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.65*w,-1.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.08*w,2.44*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.63*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.55*w,0.31*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.13*w,1.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.56*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.38*w,2.34*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.64*w,-0.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.53*w,-1.21*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.06*w,2.63*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.00*w,-2.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.59*w,1.32*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.78*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.57*w,-2.50*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.54*w,2.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.39*w,-1.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,-0.28*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.04*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.02*w,-3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.09*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.07*w,-0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.44*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.52*w,3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.68*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,0.79*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.76*w,1.46*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.05*w,-2.94*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.21*w,2.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.84*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.98*w,-0.96*h)));\n#endif\nblurred/=39.0;\ngl_FragColor=blurred;\n\n}","depthOfFieldPixelShader":"\n\n\n\n\nuniform sampler2D textureSampler;\nuniform sampler2D highlightsSampler;\nuniform sampler2D depthSampler;\nuniform sampler2D grainSampler;\n\nuniform float grain_amount;\nuniform bool blur_noise;\nuniform float screen_width;\nuniform float screen_height;\nuniform float distortion;\nuniform bool dof_enabled;\n\nuniform float screen_distance; \nuniform float aperture;\nuniform float darken;\nuniform float edge_blur;\nuniform bool highlights;\n\nuniform float near;\nuniform float far;\n\nvarying vec2 vUV;\n\n#define PI 3.14159265\n#define TWOPI 6.28318530\n#define inverse_focal_length 0.1 \n\nvec2 centered_screen_pos;\nvec2 distorted_coords;\nfloat radius2;\nfloat radius;\n\nvec2 rand(vec2 co)\n{\nfloat noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));\nfloat noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));\nreturn clamp(vec2(noise1,noise2),0.0,1.0);\n}\n\nvec2 getDistortedCoords(vec2 coords) {\nif (distortion == 0.0) { return coords; }\nvec2 direction=1.0*normalize(centered_screen_pos);\nvec2 dist_coords=vec2(0.5,0.5);\ndist_coords.x=0.5+direction.x*radius2*1.0;\ndist_coords.y=0.5+direction.y*radius2*1.0;\nfloat dist_amount=clamp(distortion*0.23,0.0,1.0);\ndist_coords=mix(coords,dist_coords,dist_amount);\nreturn dist_coords;\n}\n\nfloat sampleScreen(inout vec4 color,const in vec2 offset,const in float weight) {\n\nvec2 coords=distorted_coords;\nfloat angle=rand(coords*100.0).x*TWOPI;\ncoords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));\ncolor+=texture2D(textureSampler,coords)*weight;\nreturn weight;\n}\n\nfloat getBlurLevel(float size) {\nreturn min(3.0,ceil(size/1.0));\n}\n\nvec4 getBlurColor(float size) {\nvec4 col=texture2D(textureSampler,distorted_coords);\nif (size == 0.0) { return col; }\n\n\nfloat blur_level=getBlurLevel(size);\nfloat w=(size/screen_width);\nfloat h=(size/screen_height);\nfloat total_weight=1.0;\nvec2 sample_coords;\ntotal_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);\ntotal_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);\ntotal_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);\ntotal_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);\ntotal_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);\ntotal_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);\ntotal_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);\ntotal_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);\ntotal_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);\nif (blur_level>1.0) {\ntotal_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);\ntotal_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);\ntotal_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);\ntotal_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);\ntotal_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);\ntotal_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);\ntotal_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);\ntotal_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);\ntotal_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);\n}\nif (blur_level>2.0) {\ntotal_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);\ntotal_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);\ntotal_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);\ntotal_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);\ntotal_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);\ntotal_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);\ntotal_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);\ntotal_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);\ntotal_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);\n}\ncol/=total_weight; \n\nif (darken>0.0) {\ncol.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);\n}\n\n\n\n\nreturn col;\n}\nvoid main(void)\n{\n\ncentered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);\nradius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;\nradius=sqrt(radius2);\ndistorted_coords=getDistortedCoords(vUV); \nvec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height); \nfloat depth=texture2D(depthSampler,distorted_coords).r; \nfloat distance=near+(far-near)*depth; \nvec4 color=texture2D(textureSampler,vUV); \n\n\nfloat coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));\n\nif (dof_enabled == false || coc<0.07) { coc=0.0; }\n\nfloat edge_blur_amount=0.0;\nif (edge_blur>0.0) {\nedge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;\n}\n\nfloat blur_amount=max(edge_blur_amount,coc);\n\nif (blur_amount == 0.0) {\ngl_FragColor=texture2D(textureSampler,distorted_coords);\n}\nelse {\n\ngl_FragColor=getBlurColor(blur_amount*1.7);\n\nif (highlights) {\ngl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;\n}\nif (blur_noise) {\n\nvec2 noise=rand(distorted_coords)*0.01*blur_amount;\nvec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);\ngl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;\n}\n}\n\nif (grain_amount>0.0) {\nvec4 grain_color=texture2D(grainSampler,texels_coords*0.003);\ngl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;\n}\n}\n","standardPixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\n#if defined(PASS_POST_PROCESS)\nvoid main(void)\n{\nvec4 color=texture2D(textureSampler,vUV);\ngl_FragColor=color;\n}\n#endif\n#if defined(DOWN_SAMPLE_X4)\nuniform vec2 dsOffsets[16];\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+dsOffsets[0]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[1]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[2]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[3]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[4]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[5]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[6]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[7]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[8]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[9]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[10]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[11]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[12]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[13]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[14]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[15]);\naverage/=16.0;\ngl_FragColor=average;\n}\n#endif\n#if defined(BRIGHT_PASS)\nuniform vec2 dsOffsets[4];\nuniform float brightThreshold;\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+vec2(dsOffsets[0].x,dsOffsets[0].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[1].x,dsOffsets[1].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[2].x,dsOffsets[2].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[3].x,dsOffsets[3].y));\naverage*=0.25;\nfloat luminance=length(average.rgb);\nif (luminance<brightThreshold) {\naverage=vec4(0.0,0.0,0.0,1.0);\n}\ngl_FragColor=average;\n}\n#endif\n#if defined(TEXTURE_ADDER)\nuniform sampler2D otherSampler;\nuniform sampler2D lensSampler;\nuniform float exposure;\nvoid main(void)\n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\ncolour*=exposure;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\ncolour+=colour*texture2D(lensSampler,vUV).rgb;\nvec4 finalColor=vec4(colour.rgb,1.0)+texture2D(otherSampler,vUV);\ngl_FragColor=finalColor;\n}\n#endif\n#if defined(VLS)\n#define PI 3.1415926535897932384626433832795\nuniform mat4 shadowViewProjection;\nuniform mat4 lightWorld;\nuniform vec3 cameraPosition;\nuniform vec3 sunDirection;\nuniform vec3 sunColor;\nuniform vec2 depthValues;\nuniform float scatteringCoefficient;\nuniform float scatteringPower;\nuniform sampler2D shadowMapSampler;\nuniform sampler2D positionSampler;\nfloat computeScattering(float lightDotView)\n{\nfloat result=1.0-scatteringCoefficient*scatteringCoefficient;\nresult/=(4.0*PI*pow(1.0+scatteringCoefficient*scatteringCoefficient-(2.0*scatteringCoefficient)*lightDotView,1.5));\nreturn result;\n}\nvoid main(void)\n{\n\nvec3 worldPos=texture2D(positionSampler,vUV).rgb;\nvec3 startPosition=cameraPosition;\nvec3 rayVector=worldPos-startPosition;\nfloat rayLength=length(rayVector);\nvec3 rayDirection=rayVector/rayLength;\nfloat stepLength=rayLength/NB_STEPS;\nvec3 stepL=rayDirection*stepLength;\nvec3 currentPosition=startPosition;\nvec3 accumFog=vec3(0.0);\nfor (int i=0; i<int(NB_STEPS); i++)\n{\nvec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);\nfloat depthMetric=(worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depthMetric,0.0,1.0);\nworldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;\nworldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);\nfloat shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;\nif (shadowMapValue>shadowPixelDepth)\naccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));\ncurrentPosition+=stepL;\n}\naccumFog/=NB_STEPS;\nvec3 color=accumFog*scatteringPower;\ngl_FragColor=vec4(color*exp(color) ,1.0);\n}\n#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);\n}\n#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];\nvoid main()\n{\nfloat average=0.0;\nvec4 color=vec4(0.0);\nfloat maximum=-1e20;\nvec3 weight=vec3(0.299,0.587,0.114);\nfor (int i=0; i<4; i++)\n{\ncolor=texture2D(textureSampler,vUV+ lumOffsets[i]);\n\nfloat GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\n\n#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\n#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\n#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\n#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\n#endif\nmaximum=max(maximum,GreyValue);\naverage+=(0.25*log(1e-5+GreyValue));\n}\naverage=exp(average);\ngl_FragColor=vec4(average,maximum,0.0,1.0);\n}\n#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];\nuniform float halfDestPixelSize;\n#ifdef FINAL_DOWN_SAMPLER\nvec4 pack(float value) {\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(value*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvoid main()\n{\nvec4 color=vec4(0.0);\nfloat average=0.0;\nfor (int i=0; i<9; i++)\n{\ncolor=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);\naverage+=color.r;\n}\naverage/=9.0;\n#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\n#else\ngl_FragColor=vec4(average,average,0.0,1.0);\n#endif\n}\n#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;\nuniform float averageLuminance;\nvoid main()\n{\nvec4 color=texture2D(textureAdderSampler,vUV);\nvec4 adjustedColor=color/averageLuminance;\ncolor=adjustedColor;\ncolor.a=1.0;\ngl_FragColor=color;\n}\n#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;\nuniform float strength;\nuniform float ghostDispersal;\nuniform float haloWidth;\nuniform vec2 resolution;\nuniform float distortionStrength;\nfloat hash(vec2 p)\n{\nfloat h=dot(p,vec2(127.1,311.7));\nreturn -1.0+2.0*fract(sin(h)*43758.5453123);\n}\nfloat noise(in vec2 p)\n{\nvec2 i=floor(p);\nvec2 f=fract(p);\nvec2 u=f*f*(3.0-2.0*f);\nreturn mix(mix(hash(i+vec2(0.0,0.0)),\nhash(i+vec2(1.0,0.0)),u.x),\nmix(hash(i+vec2(0.0,1.0)),\nhash(i+vec2(1.0,1.0)),u.x),u.y);\n}\nfloat fbm(vec2 p)\n{\nfloat f=0.0;\nf+=0.5000*noise(p); p*=2.02;\nf+=0.2500*noise(p); p*=2.03;\nf+=0.1250*noise(p); p*=2.01;\nf+=0.0625*noise(p); p*=2.04;\nf/=0.9375;\nreturn f;\n}\nvec3 pattern(vec2 uv)\n{\nvec2 p=-1.0+2.0*uv;\nfloat p2=dot(p,p);\nfloat f=fbm(vec2(15.0*p2))/2.0;\nfloat r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));\nfloat g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));\nfloat b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));\nreturn (1.0-f)*vec3(r,g,b);\n}\nfloat luminance(vec3 color)\n{\nreturn dot(color.rgb,vec3(0.2126,0.7152,0.0722));\n}\nvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\n{\nreturn vec4(\ntexture2D(tex,texcoord+direction*distortion.r).r,\ntexture2D(tex,texcoord+direction*distortion.g).g,\ntexture2D(tex,texcoord+direction*distortion.b).b,\n1.0\n);\n}\nvoid main(void)\n{\nvec2 uv=-vUV+vec2(1.0);\nvec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;\nvec2 texelSize=1.0/resolution;\nvec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);\nvec4 result=vec4(0.0);\nfloat ghostIndice=1.0;\nfor (int i=0; i<GHOSTS; ++i)\n{\nvec2 offset=fract(uv+ghostDir*ghostIndice);\nfloat weight=length(vec2(0.5)-offset)/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;\nghostIndice+=1.0;\n}\nvec2 haloVec=normalize(ghostDir)*haloWidth;\nfloat weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;\nresult*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));\ngl_FragColor=result;\n}\n#endif\n#if defined(LENS_FLARE_COMPOSE)\nuniform sampler2D otherSampler;\nuniform sampler2D lensDirtSampler;\nuniform sampler2D lensStarSampler;\nuniform mat4 lensStarMatrix;\nvoid main(void)\n{\nvec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;\nvec4 lensMod=texture2D(lensDirtSampler,vUV);\nlensMod+=texture2D(lensStarSampler,vUV);\nvec4 result=texture2D(textureSampler,vUV)*lensMod;\ngl_FragColor=texture2D(otherSampler,vUV)+result;\n}\n#endif\n#if defined(DEPTH_OF_FIELD)\nuniform sampler2D otherSampler;\nuniform sampler2D depthSampler;\nuniform float distance;\nvoid main(void)\n{\nvec4 sharp=texture2D(otherSampler,vUV);\nvec4 blur=texture2D(textureSampler,vUV);\nfloat dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);\nfloat factor=0.0;\nif (dist<0.05)\nfactor=1.0;\nelse if (dist<0.1)\nfactor=20.0*(0.1-dist);\nelse if (dist<0.5)\nfactor=0.0;\nelse\nfactor=2.0*(dist-0.5);\nfactor=clamp(factor,0.0,0.90);\ngl_FragColor=mix(sharp,blur,factor);\n}\n#endif\n#if defined(MOTION_BLUR)\nuniform mat4 inverseViewProjection;\nuniform mat4 prevViewProjection;\nuniform vec2 screenSize;\nuniform float motionScale;\nuniform float motionStrength;\nuniform sampler2D depthSampler;\nvoid main(void)\n{\nvec2 texelSize=1.0/screenSize;\nfloat depth=texture2D(depthSampler,vUV).r;\nvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\ncpos=cpos*inverseViewProjection;\nvec4 ppos=cpos*prevViewProjection;\nppos.xyz/=ppos.w;\nppos.xy=ppos.xy*0.5+0.5;\nvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {\nif (i>=nSamples)\nbreak;\nvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\nresult+=texture2D(textureSampler,offset1);\n}\ngl_FragColor=result/float(nSamples);\n}\n#endif\n","fxaaVertexShader":"\nattribute vec2 position;\nuniform vec2 texelSize;\n\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd);\nsampleCoordS=vUV+vec2( 0.0,1.0)*texelSize;\nsampleCoordE=vUV+vec2( 1.0,0.0)*texelSize;\nsampleCoordN=vUV+vec2( 0.0,-1.0)*texelSize;\nsampleCoordW=vUV+vec2(-1.0,0.0)*texelSize;\nsampleCoordNW=vUV+vec2(-1.0,-1.0)*texelSize;\nsampleCoordSE=vUV+vec2( 1.0,1.0)*texelSize;\nsampleCoordNE=vUV+vec2( 1.0,-1.0)*texelSize;\nsampleCoordSW=vUV+vec2(-1.0,1.0)*texelSize;\ngl_Position=vec4(position,0.0,1.0);\n}","fxaaPixelShader":"uniform sampler2D textureSampler;\nuniform vec2 texelSize;\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst float fxaaQualitySubpix=1.0;\nconst float fxaaQualityEdgeThreshold=0.166;\nconst float fxaaQualityEdgeThresholdMin=0.0833;\nconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\n#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){\nvec2 posM;\nposM.x=vUV.x;\nposM.y=vUV.y;\nvec4 rgbyM=texture2D(textureSampler,vUV,0.0);\nfloat lumaM=FxaaLuma(rgbyM);\nfloat lumaS=FxaaLuma(texture2D(textureSampler,sampleCoordS,0.0));\nfloat lumaE=FxaaLuma(texture2D(textureSampler,sampleCoordE,0.0));\nfloat lumaN=FxaaLuma(texture2D(textureSampler,sampleCoordN,0.0));\nfloat lumaW=FxaaLuma(texture2D(textureSampler,sampleCoordW,0.0));\nfloat maxSM=max(lumaS,lumaM);\nfloat minSM=min(lumaS,lumaM);\nfloat maxESM=max(lumaE,maxSM);\nfloat minESM=min(lumaE,minSM);\nfloat maxWN=max(lumaN,lumaW);\nfloat minWN=min(lumaN,lumaW);\nfloat rangeMax=max(maxWN,maxESM);\nfloat rangeMin=min(minWN,minESM);\nfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\nfloat range=rangeMax-rangeMin;\nfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\n#ifndef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\nreturn;\n}\n#endif\nfloat lumaNW=FxaaLuma(texture2D(textureSampler,sampleCoordNW,0.0));\nfloat lumaSE=FxaaLuma(texture2D(textureSampler,sampleCoordSE,0.0));\nfloat lumaNE=FxaaLuma(texture2D(textureSampler,sampleCoordNE,0.0));\nfloat lumaSW=FxaaLuma(texture2D(textureSampler,sampleCoordSW,0.0));\nfloat lumaNS=lumaN+lumaS;\nfloat lumaWE=lumaW+lumaE;\nfloat subpixRcpRange=1.0/range;\nfloat subpixNSWE=lumaNS+lumaWE;\nfloat edgeHorz1=(-2.0*lumaM)+lumaNS;\nfloat edgeVert1=(-2.0*lumaM)+lumaWE;\nfloat lumaNESE=lumaNE+lumaSE;\nfloat lumaNWNE=lumaNW+lumaNE;\nfloat edgeHorz2=(-2.0*lumaE)+lumaNESE;\nfloat edgeVert2=(-2.0*lumaN)+lumaNWNE;\nfloat lumaNWSW=lumaNW+lumaSW;\nfloat lumaSWSE=lumaSW+lumaSE;\nfloat edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);\nfloat edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);\nfloat edgeHorz3=(-2.0*lumaW)+lumaNWSW;\nfloat edgeVert3=(-2.0*lumaS)+lumaSWSE;\nfloat edgeHorz=abs(edgeHorz3)+edgeHorz4;\nfloat edgeVert=abs(edgeVert3)+edgeVert4;\nfloat subpixNWSWNESE=lumaNWSW+lumaNESE;\nfloat lengthSign=texelSize.x;\nbool horzSpan=edgeHorz>=edgeVert;\nfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\nif (!horzSpan)\n{\nlumaN=lumaW;\n}\nif (!horzSpan) \n{\nlumaS=lumaE;\n}\nif (horzSpan) \n{\nlengthSign=texelSize.y;\n}\nfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\nfloat gradientN=lumaN-lumaM;\nfloat gradientS=lumaS-lumaM;\nfloat lumaNN=lumaN+lumaM;\nfloat lumaSS=lumaS+lumaM;\nbool pairN=abs(gradientN)>=abs(gradientS);\nfloat gradient=max(abs(gradientN),abs(gradientS));\nif (pairN)\n{\nlengthSign=-lengthSign;\n}\nfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\nvec2 posB;\nposB.x=posM.x;\nposB.y=posM.y;\nvec2 offNP;\noffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\noffNP.y=(horzSpan) ? 0.0 : texelSize.y;\nif (!horzSpan) \n{\nposB.x+=lengthSign*0.5;\n}\nif (horzSpan)\n{\nposB.y+=lengthSign*0.5;\n}\nvec2 posN;\nposN.x=posB.x-offNP.x*1.5;\nposN.y=posB.y-offNP.y*1.5;\nvec2 posP;\nposP.x=posB.x+offNP.x*1.5;\nposP.y=posB.y+offNP.y*1.5;\nfloat subpixD=((-2.0)*subpixC)+3.0;\nfloat lumaEndN=FxaaLuma(texture2D(textureSampler,posN,0.0));\nfloat subpixE=subpixC*subpixC;\nfloat lumaEndP=FxaaLuma(texture2D(textureSampler,posP,0.0));\nif (!pairN) \n{\nlumaNN=lumaSS;\n}\nfloat gradientScaled=gradient*1.0/4.0;\nfloat lumaMM=lumaM-lumaNN*0.5;\nfloat subpixF=subpixD*subpixE;\nbool lumaMLTZero=lumaMM<0.0;\nlumaEndN-=lumaNN*0.5;\nlumaEndP-=lumaNN*0.5;\nbool doneN=abs(lumaEndN)>=gradientScaled;\nbool doneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) \n{\nposN.x-=offNP.x*3.0;\n}\nif (!doneN) \n{\nposN.y-=offNP.y*3.0;\n}\nbool doneNP=(!doneN) || (!doneP);\nif (!doneP) \n{\nposP.x+=offNP.x*3.0;\n}\nif (!doneP)\n{\nposP.y+=offNP.y*3.0;\n}\nif (doneNP)\n{\nif (!doneN) lumaEndN=FxaaLuma(texture2D(textureSampler,posN.xy,0.0));\nif (!doneP) lumaEndP=FxaaLuma(texture2D(textureSampler,posP.xy,0.0));\nif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\nif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\ndoneN=abs(lumaEndN)>=gradientScaled;\ndoneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) posN.x-=offNP.x*12.0;\nif (!doneN) posN.y-=offNP.y*12.0;\ndoneNP=(!doneN) || (!doneP);\nif (!doneP) posP.x+=offNP.x*12.0;\nif (!doneP) posP.y+=offNP.y*12.0;\n}\nfloat dstN=posM.x-posN.x;\nfloat dstP=posP.x-posM.x;\nif (!horzSpan)\n{\ndstN=posM.y-posN.y;\n}\nif (!horzSpan) \n{\ndstP=posP.y-posM.y;\n}\nbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\nfloat spanLength=(dstP+dstN);\nbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\nfloat spanLengthRcp=1.0/spanLength;\nbool directionN=dstN<dstP;\nfloat dst=min(dstN,dstP);\nbool goodSpan=directionN ? goodSpanN : goodSpanP;\nfloat subpixG=subpixF*subpixF;\nfloat pixelOffset=(dst*(-spanLengthRcp))+0.5;\nfloat subpixH=subpixG*fxaaQualitySubpix;\nfloat pixelOffsetGood=goodSpan ? pixelOffset : 0.0;\nfloat pixelOffsetSubpix=max(pixelOffsetGood,subpixH);\nif (!horzSpan)\n{\nposM.x+=pixelOffsetSubpix*lengthSign;\n}\nif (horzSpan)\n{\nposM.y+=pixelOffsetSubpix*lengthSign;\n}\n#ifdef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\n}\nelse\n{\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n}\n#else\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n#endif\n}","chromaticAberrationPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float chromatic_aberration;\nuniform float radialIntensity;\nuniform vec2 direction;\nuniform vec2 centerPosition;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\nvoid main(void)\n{\nvec2 centered_screen_pos=vec2(vUV.x-centerPosition.x,vUV.y-centerPosition.y);\nvec2 directionOfEffect=direction;\nif(directionOfEffect.x == 0. && directionOfEffect.y == 0.){\ndirectionOfEffect=normalize(centered_screen_pos);\n}\nfloat radius2=centered_screen_pos.x*centered_screen_pos.x\n+centered_screen_pos.y*centered_screen_pos.y;\nfloat radius=sqrt(radius2);\nvec4 original=texture2D(textureSampler,vUV);\n\nvec3 ref_indices=vec3(-0.3,0.0,0.3);\nfloat ref_shiftX=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.x/screen_width;\nfloat ref_shiftY=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.y/screen_height;\n\nvec2 ref_coords_r=vec2(vUV.x+ref_indices.r*ref_shiftX,vUV.y+ref_indices.r*ref_shiftY*0.5);\nvec2 ref_coords_g=vec2(vUV.x+ref_indices.g*ref_shiftX,vUV.y+ref_indices.g*ref_shiftY*0.5);\nvec2 ref_coords_b=vec2(vUV.x+ref_indices.b*ref_shiftX,vUV.y+ref_indices.b*ref_shiftY*0.5);\noriginal.r=texture2D(textureSampler,ref_coords_r).r;\noriginal.g=texture2D(textureSampler,ref_coords_g).g;\noriginal.b=texture2D(textureSampler,ref_coords_b).b;\noriginal.a=clamp(texture2D(textureSampler,ref_coords_r).a+texture2D(textureSampler,ref_coords_g).a+texture2D(textureSampler,ref_coords_b).a,0.,1.);\ngl_FragColor=original;\n}","grainPixelShader":"#include<helperFunctions>\n\nuniform sampler2D textureSampler; \n\nuniform float intensity;\nuniform float animatedSeed;\n\nvarying vec2 vUV;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec2 seed=vUV*(animatedSeed);\nfloat grain=dither(seed,intensity);\n\nfloat lum=getLuminance(gl_FragColor.rgb);\nfloat grainAmount=(cos(-PI+(lum*PI*2.))+1.)/2.;\ngl_FragColor.rgb+=grain*grainAmount;\ngl_FragColor.rgb=max(gl_FragColor.rgb,0.0);\n}","sharpenPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform vec2 sharpnessAmounts;\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 color=texture2D(textureSampler,vUV);\nvec4 edgeDetection=texture2D(textureSampler,vUV+onePixel*vec2(0,-1)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1)) -\ncolor*4.0;\ngl_FragColor=max(vec4(color.rgb*sharpnessAmounts.y,color.a)-(sharpnessAmounts.x*vec4(edgeDetection.rgb,0)),0.);\n}","kernelBlurVertexShader":"\nattribute vec2 position;\n\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nsampleCenter=(position*madd+madd);\n#include<kernelBlurVertex>[0..varyingCount]\ngl_Position=vec4(position,0.0,1.0);\n}","kernelBlurPixelShader":"\nuniform sampler2D textureSampler;\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#ifdef DOF\nuniform sampler2D circleOfConfusionSampler;\nuniform vec2 cameraMinMaxZ;\nfloat sampleDistance(const in vec2 offset) {\nfloat depth=texture2D(circleOfConfusionSampler,offset).g; \nreturn cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth; \n}\nfloat sampleCoC(const in vec2 offset) {\nfloat coc=texture2D(circleOfConfusionSampler,offset).r; \nreturn coc; \n}\n#endif\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#ifdef PACKEDFLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nvoid main(void)\n{\nfloat computedWeight=0.0;\n#ifdef PACKEDFLOAT \nfloat blend=0.;\n#else\nvec4 blend=vec4(0.);\n#endif\n#ifdef DOF\nfloat sumOfWeights=CENTER_WEIGHT; \nfloat factor=0.0;\n\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;\n#else\nblend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;\n#endif\n#endif\n#include<kernelBlurFragment>[0..varyingCount]\n#include<kernelBlurFragment2>[0..depCount]\n#ifdef PACKEDFLOAT\ngl_FragColor=pack(blend);\n#else\ngl_FragColor=blend;\n#endif\n#ifdef DOF\ngl_FragColor/=sumOfWeights;\n#endif\n}","depthOfFieldMergePixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\nuniform sampler2D circleOfConfusionSampler;\nuniform sampler2D blurStep0;\n#if BLUR_LEVEL>0\nuniform sampler2D blurStep1;\n#endif\n#if BLUR_LEVEL>1\nuniform sampler2D blurStep2;\n#endif\nvoid main(void)\n{\nfloat coc=texture2D(circleOfConfusionSampler,vUV).r;\n#if BLUR_LEVEL == 0\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred0=texture2D(blurStep0,vUV);\ngl_FragColor=mix(original,blurred0,coc);\n#endif\n#if BLUR_LEVEL == 1\nif(coc<0.5){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(original,blurred1,coc/0.5);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV); \nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);\n}\n#endif\n#if BLUR_LEVEL == 2\nif(coc<0.33){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(original,blurred2,coc/0.33);\n}else if(coc<0.66){\nvec4 blurred1=texture2D(blurStep1,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);\n}\n#endif\n}\n","circleOfConfusionPixelShader":"\nuniform sampler2D depthSampler;\n\nvarying vec2 vUV;\n\nuniform vec2 cameraMinMaxZ;\n\nuniform float focusDistance;\nuniform float cocPrecalculation;\nvoid main(void)\n{\nfloat depth=texture2D(depthSampler,vUV).r;\nfloat pixelDistance=(cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth)*1000.0; \nfloat coc=abs(cocPrecalculation* ((focusDistance-pixelDistance)/pixelDistance));\ncoc=clamp(coc,0.0,1.0);\ngl_FragColor=vec4(coc,depth,coc,1.0);\n}\n","bloomMergePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D bloomBlur;\nvarying vec2 vUV;\nuniform float bloomWeight;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec3 blurred=texture2D(bloomBlur,vUV).rgb;\ngl_FragColor.rgb=gl_FragColor.rgb+(blurred.rgb*bloomWeight); \n}\n","extractHighlightsPixelShader":"#include<helperFunctions>\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float threshold;\nuniform float exposure;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\nfloat luma=getLuminance(gl_FragColor.rgb*exposure);\ngl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;\n}","refractionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\nvoid main() {\nfloat ref=1.0-texture2D(refractionSampler,vUV).r;\nvec2 uv=vUV-vec2(0.5);\nvec2 offset=uv*depth*ref;\nvec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;\ngl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);\n}","blackAndWhitePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float degree;\nvoid main(void) \n{\nvec3 color=texture2D(textureSampler,vUV).rgb;\nfloat luminance=dot(color,vec3(0.3,0.59,0.11)); \nvec3 blackAndWhite=vec3(luminance,luminance,luminance);\ngl_FragColor=vec4(color-((color-blackAndWhite)*degree),1.0);\n}","convolutionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform float kernel[9];\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 colorSum =\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,-1))*kernel[0] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,-1))*kernel[1] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,-1))*kernel[2] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0))*kernel[3] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,0))*kernel[4] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0))*kernel[5] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,1))*kernel[6] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1))*kernel[7] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,1))*kernel[8];\nfloat kernelWeight =\nkernel[0] +\nkernel[1] +\nkernel[2] +\nkernel[3] +\nkernel[4] +\nkernel[5] +\nkernel[6] +\nkernel[7] +\nkernel[8];\nif (kernelWeight<=0.0) {\nkernelWeight=1.0;\n}\ngl_FragColor=vec4((colorSum/kernelWeight).rgb,1);\n}","filterPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform mat4 kernelMatrix;\nvoid main(void)\n{\nvec3 baseColor=texture2D(textureSampler,vUV).rgb;\nvec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;\ngl_FragColor=vec4(updatedColor,1.0);\n}","volumetricLightScatteringPixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D lightScatteringSampler;\nuniform float decay;\nuniform float exposure;\nuniform float weight;\nuniform float density;\nuniform vec2 meshPositionOnScreen;\nvarying vec2 vUV;\nvoid main(void) {\nvec2 tc=vUV;\nvec2 deltaTexCoord=(tc-meshPositionOnScreen.xy);\ndeltaTexCoord*=1.0/float(NUM_SAMPLES)*density;\nfloat illuminationDecay=1.0;\nvec4 color=texture2D(lightScatteringSampler,tc)*0.4;\nfor(int i=0; i<NUM_SAMPLES; i++) {\ntc-=deltaTexCoord;\nvec4 dataSample=texture2D(lightScatteringSampler,tc)*0.4;\ndataSample*=illuminationDecay*weight;\ncolor+=dataSample;\nilluminationDecay*=decay;\n}\nvec4 realColor=texture2D(textureSampler,vUV);\ngl_FragColor=((vec4((vec3(color.r,color.g,color.b)*exposure),1))+(realColor*(1.5-0.4)));\n}\n","volumetricLightScatteringPassPixelShader":"#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\n#endif\n#if defined(ALPHATEST)\nuniform sampler2D diffuseSampler;\n#endif\nvoid main(void)\n{\n#if defined(ALPHATEST)\nvec4 diffuseColor=texture2D(diffuseSampler,vUV);\nif (diffuseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\n}\n","colorCorrectionPixelShader":"\nuniform sampler2D textureSampler; \nuniform sampler2D colorTable; \n\nvarying vec2 vUV;\n\nconst float SLICE_COUNT=16.0; \n\nvec4 sampleAs3DTexture(sampler2D textureSampler,vec3 uv,float width) {\nfloat sliceSize=1.0/width; \nfloat slicePixelSize=sliceSize/width; \nfloat sliceInnerSize=slicePixelSize*(width-1.0); \nfloat zSlice0=min(floor(uv.z*width),width-1.0);\nfloat zSlice1=min(zSlice0+1.0,width-1.0);\nfloat xOffset=slicePixelSize*0.5+uv.x*sliceInnerSize;\nfloat s0=xOffset+(zSlice0*sliceSize);\nfloat s1=xOffset+(zSlice1*sliceSize);\nvec4 slice0Color=texture2D(textureSampler,vec2(s0,uv.y));\nvec4 slice1Color=texture2D(textureSampler,vec2(s1,uv.y));\nfloat zOffset=mod(uv.z*width,1.0);\nvec4 result=mix(slice0Color,slice1Color,zOffset);\nreturn result;\n}\nvoid main(void)\n{\nvec4 screen_color=texture2D(textureSampler,vUV);\ngl_FragColor=sampleAs3DTexture(colorTable,screen_color.rgb,SLICE_COUNT);\n}","tonemapPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform float _ExposureAdjustment;\n#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;\nconst float B=0.50;\nconst float C=0.10;\nconst float D=0.20;\nconst float E=0.02;\nconst float F=0.30;\nconst float W=11.2;\n#endif\nfloat Luminance(vec3 c)\n{\nreturn dot(c,vec3(0.22,0.707,0.071));\n}\nvoid main(void) \n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\n#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb); \nfloat lumTm=lum*_ExposureAdjustment;\nfloat scale=lumTm/(1.0+lumTm); \ncolour*=scale/lum;\n#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nconst float ExposureBias=2.0;\nvec3 x=ExposureBias*colour;\nvec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\nx=vec3(W,W,W);\nvec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);\ncolour=curr*whiteScale;\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour=vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\n#endif\ngl_FragColor=vec4(colour.rgb,1.0);\n}","displayPassPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(passSampler,vUV);\n}","highlightsPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nconst vec3 RGBLuminanceCoefficients=vec3(0.2126,0.7152,0.0722);\nvoid main(void) \n{\nvec4 tex=texture2D(textureSampler,vUV);\nvec3 c=tex.rgb;\nfloat luma=dot(c.rgb,RGBLuminanceCoefficients);\n\n\ngl_FragColor=vec4(pow(c,vec3(25.0-luma*15.0)),tex.a); \n}","imageProcessingPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main(void)\n{\nvec4 result=texture2D(textureSampler,vUV);\n#ifdef IMAGEPROCESSING\n#ifndef FROMLINEARSPACE\n\nresult.rgb=toLinearSpace(result.rgb);\n#endif\nresult=applyImageProcessing(result);\n#else\n\n#ifdef FROMLINEARSPACE\nresult=applyImageProcessing(result);\n#endif\n#endif\ngl_FragColor=result;\n}","motionBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D velocitySampler;\nuniform float motionStrength;\nuniform float motionScale;\nuniform vec2 screenSize;\nvoid main(void)\n{\n#ifdef GEOMETRY_SUPPORTED\nvec2 texelSize=1.0/screenSize;\nvec2 velocityColor=texture2D(velocitySampler,vUV).rg;\nvec2 velocity=vec2(pow(velocityColor.r,1.0/3.0),pow(velocityColor.g,1.0/3.0))*2.0-1.0;\nvelocity*=motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint samplesCount=int(clamp(speed,1.0,SAMPLES));\nvelocity=normalize(velocity)*texelSize;\nfloat hlim=float(-samplesCount)*0.5+0.5;\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(SAMPLES); ++i)\n{\nif (i>=samplesCount)\nbreak;\nvec2 offset=vUV+velocity*(hlim+float(i));\nresult+=texture2D(textureSampler,offset);\n}\ngl_FragColor=result/float(samplesCount);\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\n#endif\n}\n","lensFlareVertexShader":"\nattribute vec2 position;\n\nuniform mat4 viewportMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=position*madd+madd;\ngl_Position=viewportMatrix*vec4(position,0.0,1.0);\n}","lensFlarePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\ngl_FragColor=baseColor*color;\n}","anaglyphPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\nvoid main(void)\n{\nvec4 leftFrag=texture2D(leftSampler,vUV);\nleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\nvec4 rightFrag=texture2D(textureSampler,vUV);\nrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\ngl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\n}","stereoscopicInterlacePixelShader":"const vec3 TWO=vec3(2.0,2.0,2.0);\nvarying vec2 vUV;\nuniform sampler2D camASampler;\nuniform sampler2D textureSampler;\nuniform vec2 stepSize;\nvoid main(void)\n{\nbool useCamB;\nvec2 texCoord1;\nvec2 texCoord2;\nvec3 frag1;\nvec3 frag2;\n#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\ntexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\ntexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\n#else\nuseCamB=vUV.y>0.5;\ntexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\ntexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\n#endif\n\nif (useCamB){\nfrag1=texture2D(textureSampler,texCoord1).rgb;\nfrag2=texture2D(textureSampler,texCoord2).rgb;\n}else{\nfrag1=texture2D(camASampler ,texCoord1).rgb;\nfrag2=texture2D(camASampler ,texCoord2).rgb;\n}\ngl_FragColor=vec4((frag1+frag2)/TWO,1.0);\n}","vrDistortionCorrectionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\nvec2 HmdWarp(vec2 in01) {\nvec2 theta=(in01-LensCenter)*ScaleIn; \nfloat rSq=theta.x*theta.x+theta.y*theta.y;\nvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\nreturn LensCenter+Scale*rvector;\n}\nvoid main(void)\n{\nvec2 tc=HmdWarp(vUV);\nif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\nelse{\ngl_FragColor=texture2D(textureSampler,tc);\n}\n}","glowBlurPostProcessPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nfloat getLuminance(vec3 color)\n{\nreturn dot(color,vec3(0.2126,0.7152,0.0722));\n}\nvoid main(void)\n{\nfloat weights[7];\nweights[0]=0.05;\nweights[1]=0.1;\nweights[2]=0.2;\nweights[3]=0.3;\nweights[4]=0.2;\nweights[5]=0.1;\nweights[6]=0.05;\nvec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);\nvec2 texelStep=texelSize*direction*blurWidth;\nvec2 start=vUV-3.0*texelStep;\nvec4 baseColor=vec4(0.,0.,0.,0.);\nvec2 texelOffset=vec2(0.,0.);\nfor (int i=0; i<7; i++)\n{\n\nvec4 texel=texture2D(textureSampler,start+texelOffset);\nbaseColor.a+=texel.a*weights[i];\n\nfloat luminance=getLuminance(baseColor.rgb);\nfloat luminanceTexel=getLuminance(texel.rgb);\nfloat choice=step(luminanceTexel,luminance);\nbaseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;\ntexelOffset+=texelStep;\n}\ngl_FragColor=baseColor;\n}","glowMapGenerationPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform sampler2D emissiveSampler;\n#endif\nuniform vec4 color;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUVDiffuse).a<0.4)\ndiscard;\n#endif\n#ifdef EMISSIVE\ngl_FragColor=texture2D(emissiveSampler,vUVEmissive)*color;\n#else\ngl_FragColor=color;\n#endif\n}","glowMapGenerationVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nvarying vec4 vPosition;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform mat4 emissiveMatrix;\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#ifdef CUBEMAP\nvPosition=finalWorld*vec4(positionUpdated,1.0);\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#else\nvPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\ngl_Position=vPosition;\n#endif\n#ifdef ALPHATEST\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","glowMapMergePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\n#endif\n\nuniform float offset;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);\nbaseColor*=offset;\n#else\nbaseColor.a=abs(offset-baseColor.a);\n#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);\nbaseColor.a=alpha;\nbaseColor.rgb=baseColor.rgb*alpha;\n#endif\n#endif\ngl_FragColor=baseColor;\n}","glowMapMergeVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","lineVertexShader":"\nattribute vec3 position;\nattribute vec4 normal;\n\nuniform mat4 worldViewProjection;\nuniform float width;\nuniform float aspectRatio;\nvoid main(void) {\nvec4 viewPosition=worldViewProjection*vec4(position,1.0);\nvec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);\nvec2 currentScreen=viewPosition.xy/viewPosition.w;\nvec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;\ncurrentScreen.x*=aspectRatio;\nnextScreen.x*=aspectRatio;\nvec2 dir=normalize(nextScreen-currentScreen);\nvec2 normalDir=vec2(-dir.y,dir.x);\nnormalDir*=width/2.0;\nnormalDir.x/=aspectRatio;\nvec4 offset=vec4(normalDir*normal.w,0.0,0.0);\ngl_Position=viewPosition+offset;\n}","linePixelShader":"uniform vec4 color;\nvoid main(void) {\ngl_FragColor=color;\n}","outlineVertexShader":"\nattribute vec3 position;\nattribute vec3 normal;\n#include<bonesDeclaration>\n\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<logDepthDeclaration>\nvoid main(void)\n{\nvec3 offsetPosition=position+normal*offset;\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(offsetPosition,1.0);\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include<logDepthVertex>\n}\n","outlinePixelShader":"#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n}","layerVertexShader":"\nattribute vec2 position;\n\nuniform vec2 scale;\nuniform vec2 offset;\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvec2 shiftedPosition=position*scale+offset;\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\ngl_Position=vec4(shiftedPosition,0.0,1.0);\n}","layerPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n}","backgroundVertexShader":"precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\nvoid main(void) {\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\nvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\nif (fFovMultiplier<=1.0) {\nvDirectionW=normalize(segment);\n} else {\nvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\n}\n#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0 \nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n","backgroundPixelShader":"#ifdef TEXTURELODSUPPORT\n#extension GL_EXT_shader_texture_lod : enable\n#endif\nprecision highp float;\n#include<__decl__backgroundFragment>\n#define RECIPROCAL_PI2 0.15915494\n\nuniform vec3 vEyePosition;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2; \n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<helperFunctions>\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow(clamp(1.0-VdotN,0.,1.),5.0);\n}\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(0.0,1.0,0.0);\n#endif\n\nfloat shadow=1.;\nfloat globalShadow=0.;\nfloat shadowLightCount=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\n#ifdef REFLECTION\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\n\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\nreflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD,0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nreflectionColor=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);\n} else {\nreflectionColor=mix(\nreflectionSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);\nreflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\n#endif\n\nreflectionColor.rgb*=vReflectionInfos.x;\n#endif\n\nvec3 diffuseColor=vec3(1.,1.,1.);\nfloat finalAlpha=alpha;\n#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\n#endif\n\ndiffuseMap.rgb*=vDiffuseInfos.y;\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\n#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,0.0);\n\n#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\n#else\nvec3 mainColor=vPrimaryColor.rgb;\n#endif\nvec3 finalColor=colorBase*mainColor;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;\nvec3 reflectionReflectance0=vReflectionControl.yyy;\nvec3 reflectionReflectance90=vReflectionControl.zzz;\nfloat VdotN=dot(normalize(vEyePosition),normalW);\nvec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(clamp(VdotN,0.0,1.0),reflectionReflectance0,reflectionReflectance90,1.0);\nreflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-clamp(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w,0.0,1.0);\nreflectionDistanceFalloff*=reflectionDistanceFalloff;\nreflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,clamp(reflectionAmount,0.,1.));\n#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition-vBackgroundCenter));\n\nconst float startAngle=0.1;\nfloat fadeFactor=clamp(viewAngleToFloor/startAngle,0.0,1.0);\nfinalAlpha*=fadeFactor*fadeFactor;\n#endif\n\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\n#endif\n\nvec4 color=vec4(finalColor,finalAlpha);\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\ncolor.rgb=clamp(color.rgb,0.,30.0);\n#else\n\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);\ncolor=max(color,0.0);\n#endif\ngl_FragColor=color;\n}\n","noisePixelShader":"\n\nuniform float brightness;\nuniform float persistence;\nuniform float timeScale;\n\nvarying vec2 vUV;\n\nvec2 hash22(vec2 p)\n{\np=p*mat2(127.1,311.7,269.5,183.3);\np=-1.0+2.0*fract(sin(p)*43758.5453123);\nreturn sin(p*6.283+timeScale);\n}\nfloat interpolationNoise(vec2 p)\n{\nvec2 pi=floor(p);\nvec2 pf=p-pi;\nvec2 w=pf*pf*(3.-2.*pf);\nfloat f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));\nfloat f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));\nfloat f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));\nfloat f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));\nfloat xm1=mix(f00,f10,w.x);\nfloat xm2=mix(f01,f11,w.x);\nfloat ym=mix(xm1,xm2,w.y); \nreturn ym;\n}\nfloat perlinNoise2D(float x,float y)\n{\nfloat sum=0.0;\nfloat frequency=0.0;\nfloat amplitude=0.0;\nfor(int i=0; i<OCTAVES; i++)\n{\nfrequency=pow(2.0,float(i));\namplitude=pow(persistence,float(i));\nsum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;\n}\nreturn sum;\n}\n\nvoid main(void)\n{\nfloat x=abs(vUV.x);\nfloat y=abs(vUV.y);\nfloat noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);\ngl_FragColor=vec4(noise,noise,noise,1.0);\n}\n"};
  119355. 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};"};
  119356. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  119357. globalObject["BABYLON"] = BABYLON;
  119358. //backwards compatibility
  119359. if(typeof earcut !== 'undefined') {
  119360. globalObject["Earcut"] = {
  119361. earcut: earcut
  119362. };
  119363. }
  119364. return BABYLON;
  119365. });